mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
Oculus Rift Improvements
- Now requires OVR SDK 0.2.5 - New chromatic aberration correction shader. Can be disabled by setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior to enabling Rift display (such as for screen shots). - FXAA on by default when using full screen on the Rift. - Can now manually override IPD from script. Otherwise value set in profile is used. - Raw sensor data now available through input events (set $OculusVR::GenerateSensorRawEvents to true) and console methods. The raw data is acceleration, angular velocity, and magnetometer reading. - Can determine if magnetometer calibration data is available using a console method in order to notify the user.
This commit is contained in:
parent
8d2fcf2456
commit
85730dfb59
18 changed files with 985 additions and 20 deletions
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@ -63,7 +63,14 @@ function enableOculusVRDisplay(%gameConnection, %trueStereoRendering)
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if(%trueStereoRendering)
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{
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OVRBarrelDistortionPostFX.isEnabled = true;
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if($pref::OculusVR::UseChromaticAberrationCorrection)
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{
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OVRBarrelDistortionChromaPostFX.isEnabled = true;
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}
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else
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{
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OVRBarrelDistortionPostFX.isEnabled = true;
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}
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}
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else
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{
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@ -81,6 +88,7 @@ function disableOculusVRDisplay(%gameConnection)
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%gameConnection.clearDisplayDevice();
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PlayGui.renderStyle = "standard";
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OVRBarrelDistortionPostFX.isEnabled = false;
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OVRBarrelDistortionChromaPostFX.isEnabled = false;
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OVRBarrelDistortionMonoPostFX.isEnabled = false;
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}
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@ -112,7 +120,7 @@ function setStandardOculusVRControlScheme(%gameConnection)
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function setVideoModeForOculusVRDisplay(%fullscreen)
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{
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%res = getOVRHMDResolution(0);
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Canvas.setVideoMode(%res.x, %res.y, %fullscreen, 32, 0);
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Canvas.setVideoMode(%res.x, %res.y, %fullscreen, 32, 4);
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}
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//-----------------------------------------------------------------------------
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@ -44,6 +44,14 @@ singleton ShaderData( OVRBarrelDistortionShader )
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pixVersion = 2.0;
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};
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singleton ShaderData( OVRBarrelDistortionChromaShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/oculusvr/barrelDistortionChromaP.hlsl";
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pixVersion = 2.0;
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};
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//-----------------------------------------------------------------------------
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// GFX state blocks
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//-----------------------------------------------------------------------------
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@ -78,6 +86,32 @@ singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX )
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scaleOutput = 1.25;
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};
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//-----------------------------------------------------------------------------
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// Barrel Distortion with Chromatic Aberration Correction PostFx
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//
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// To be used with the Oculus Rift.
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// Expects a stereo pair to exist on the back buffer and then applies the
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// appropriate barrel distortion.
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// This version applies a chromatic aberration correction during the
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// barrel distortion.
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//-----------------------------------------------------------------------------
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singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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renderPriority = 100;
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// The barrel distortion
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shader = OVRBarrelDistortionChromaShader;
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stateBlock = OVRBarrelDistortionStateBlock;
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texture[0] = "$backBuffer";
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scaleOutput = 1.25;
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};
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//-----------------------------------------------------------------------------
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// Barrel Distortion Mono PostFx
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//
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@ -0,0 +1,95 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "shadergen:/autogenConditioners.h"
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#include "../postFx.hlsl"
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#include "../../torque.hlsl"
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uniform sampler2D backBuffer : register(S0);
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uniform float3 LensCenter; // x=Left X, y=Right X, z=Y
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uniform float2 ScreenCenter;
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uniform float2 Scale;
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uniform float2 ScaleIn;
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uniform float4 HmdWarpParam;
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uniform float4 HmdChromaAbParam; // Chromatic aberration correction
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float4 main( PFXVertToPix IN ) : COLOR0
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{
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float2 texCoord;
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float xOffset;
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float2 lensCenter;
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lensCenter.y = LensCenter.z;
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if(IN.uv0.x < 0.5)
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{
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texCoord.x = IN.uv0.x;
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texCoord.y = IN.uv0.y;
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xOffset = 0.0;
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lensCenter.x = LensCenter.x;
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}
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else
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{
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texCoord.x = IN.uv0.x - 0.5;
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texCoord.y = IN.uv0.y;
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xOffset = 0.5;
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lensCenter.x = LensCenter.y;
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}
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// Scales input texture coordinates for distortion.
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// ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
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// larger due to aspect ratio.
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float2 theta = (texCoord - lensCenter) * ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x * theta.x + theta.y * theta.y;
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float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);
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// Detect whether blue texture coordinates are out of range
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// since these will scaled out the furthest.
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float2 thetaBlue = theta1 * (HmdChromaAbParam.z + HmdChromaAbParam.w * rSq);
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float2 tcBlue = lensCenter + Scale * thetaBlue;
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float4 color;
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if (any(clamp(tcBlue, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tcBlue))
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{
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color = float4(0,0,0,0);
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}
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else
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{
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// Now do blue texture lookup.
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tcBlue.x += xOffset;
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float blue = tex2D(backBuffer, tcBlue).b;
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// Do green lookup (no scaling).
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float2 tcGreen = lensCenter + Scale * theta1;
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tcGreen.x += xOffset;
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float green = tex2D(backBuffer, tcGreen).g;
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// Do red scale and lookup.
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float2 thetaRed = theta1 * (HmdChromaAbParam.x + HmdChromaAbParam.y * rSq);
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float2 tcRed = lensCenter + Scale * thetaRed;
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tcRed.x += xOffset;
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float red = tex2D(backBuffer, tcRed).r;
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color = float4(red, green, blue, 1);
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}
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return color;
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}
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@ -63,7 +63,14 @@ function enableOculusVRDisplay(%gameConnection, %trueStereoRendering)
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if(%trueStereoRendering)
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{
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OVRBarrelDistortionPostFX.isEnabled = true;
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if($pref::OculusVR::UseChromaticAberrationCorrection)
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{
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OVRBarrelDistortionChromaPostFX.isEnabled = true;
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}
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else
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{
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OVRBarrelDistortionPostFX.isEnabled = true;
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}
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}
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else
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{
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@ -81,6 +88,7 @@ function disableOculusVRDisplay(%gameConnection)
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%gameConnection.clearDisplayDevice();
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PlayGui.renderStyle = "standard";
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OVRBarrelDistortionPostFX.isEnabled = false;
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OVRBarrelDistortionChromaPostFX.isEnabled = false;
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OVRBarrelDistortionMonoPostFX.isEnabled = false;
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}
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@ -112,7 +120,7 @@ function setStandardOculusVRControlScheme(%gameConnection)
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function setVideoModeForOculusVRDisplay(%fullscreen)
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{
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%res = getOVRHMDResolution(0);
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Canvas.setVideoMode(%res.x, %res.y, %fullscreen, 32, 0);
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Canvas.setVideoMode(%res.x, %res.y, %fullscreen, 32, 4);
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}
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//-----------------------------------------------------------------------------
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@ -44,6 +44,14 @@ singleton ShaderData( OVRBarrelDistortionShader )
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pixVersion = 2.0;
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};
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singleton ShaderData( OVRBarrelDistortionChromaShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/oculusvr/barrelDistortionChromaP.hlsl";
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pixVersion = 2.0;
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};
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//-----------------------------------------------------------------------------
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// GFX state blocks
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//-----------------------------------------------------------------------------
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@ -78,6 +86,32 @@ singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX )
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scaleOutput = 1.25;
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};
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//-----------------------------------------------------------------------------
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// Barrel Distortion with Chromatic Aberration Correction PostFx
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//
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// To be used with the Oculus Rift.
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// Expects a stereo pair to exist on the back buffer and then applies the
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// appropriate barrel distortion.
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// This version applies a chromatic aberration correction during the
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// barrel distortion.
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//-----------------------------------------------------------------------------
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singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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renderPriority = 100;
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// The barrel distortion
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shader = OVRBarrelDistortionChromaShader;
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stateBlock = OVRBarrelDistortionStateBlock;
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texture[0] = "$backBuffer";
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scaleOutput = 1.25;
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};
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//-----------------------------------------------------------------------------
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// Barrel Distortion Mono PostFx
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//
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@ -0,0 +1,95 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "shadergen:/autogenConditioners.h"
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#include "../postFx.hlsl"
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#include "../../torque.hlsl"
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uniform sampler2D backBuffer : register(S0);
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uniform float3 LensCenter; // x=Left X, y=Right X, z=Y
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uniform float2 ScreenCenter;
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uniform float2 Scale;
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uniform float2 ScaleIn;
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uniform float4 HmdWarpParam;
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uniform float4 HmdChromaAbParam; // Chromatic aberration correction
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float4 main( PFXVertToPix IN ) : COLOR0
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{
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float2 texCoord;
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float xOffset;
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float2 lensCenter;
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lensCenter.y = LensCenter.z;
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if(IN.uv0.x < 0.5)
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{
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texCoord.x = IN.uv0.x;
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texCoord.y = IN.uv0.y;
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xOffset = 0.0;
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lensCenter.x = LensCenter.x;
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}
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else
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{
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texCoord.x = IN.uv0.x - 0.5;
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texCoord.y = IN.uv0.y;
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xOffset = 0.5;
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lensCenter.x = LensCenter.y;
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}
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// Scales input texture coordinates for distortion.
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// ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
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// larger due to aspect ratio.
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float2 theta = (texCoord - lensCenter) * ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x * theta.x + theta.y * theta.y;
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float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);
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// Detect whether blue texture coordinates are out of range
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// since these will scaled out the furthest.
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float2 thetaBlue = theta1 * (HmdChromaAbParam.z + HmdChromaAbParam.w * rSq);
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float2 tcBlue = lensCenter + Scale * thetaBlue;
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float4 color;
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if (any(clamp(tcBlue, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tcBlue))
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{
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color = float4(0,0,0,0);
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}
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else
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{
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// Now do blue texture lookup.
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tcBlue.x += xOffset;
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float blue = tex2D(backBuffer, tcBlue).b;
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// Do green lookup (no scaling).
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float2 tcGreen = lensCenter + Scale * theta1;
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tcGreen.x += xOffset;
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float green = tex2D(backBuffer, tcGreen).g;
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// Do red scale and lookup.
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float2 thetaRed = theta1 * (HmdChromaAbParam.x + HmdChromaAbParam.y * rSq);
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float2 tcRed = lensCenter + Scale * thetaRed;
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tcRed.x += xOffset;
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float red = tex2D(backBuffer, tcRed).r;
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color = float4(red, green, blue, 1);
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}
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return color;
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}
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