Oculus VR (Rift) support

Input device and shaders for supporting the Oculus Rift.
This commit is contained in:
DavidWyand-GG 2013-04-10 01:05:26 -04:00
parent 2123365d4d
commit de7a72d82a
24 changed files with 3214 additions and 0 deletions

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@ -54,6 +54,9 @@ function initializeCore()
exec( "./audioStates.cs" );
exec( "./audioAmbiences.cs" );
// Input devices
exec("~/scripts/client/oculusVR.cs");
// Seed the random number generator.
setRandomSeed();

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@ -0,0 +1,125 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Only load these functions if an Oculus VR device is present
if(!isFunction(isOculusVRDeviceActive))
return;
//-----------------------------------------------------------------------------
function oculusSensorMetricsCallback()
{
return " | OVR Sensor 0 |" @
" rot: " @ getOVRSensorEulerRotation(0);
}
//-----------------------------------------------------------------------------
// Call this function from createCanvas() to have the Canvas attach itself
// to the Rift's display. The Canvas' window will still open on the primary
// display if that is different from the Rift, but it will move to the Rift
// when it goes full screen. If the Rift is not connected then nothing
// will happen.
function pointCanvasToOculusVRDisplay()
{
$pref::Video::displayOutputDevice = getOVRHMDDisplayDeviceName(0);
}
//-----------------------------------------------------------------------------
// Call this function from GameConnection::initialControlSet() just before
// your "Canvas.setContent(PlayGui);" call, or at any time you wish to switch
// to a side-by-side rendering and the appropriate barrel distortion. This
// will turn on side-by-side rendering and tell the GameConnection to use the
// Rift as its display device.
// Parameters:
// %gameConnection - The client GameConnection instance
// %trueStereoRendering - If true will enable stereo rendering with an eye
// offset for each viewport. This will render each frame twice. If false
// then a pseudo stereo rendering is done with only a single render per frame.
function enableOculusVRDisplay(%gameConnection, %trueStereoRendering)
{
setOVRHMDAsGameConnectionDisplayDevice(%gameConnection);
PlayGui.renderStyle = "stereo side by side";
if(%trueStereoRendering)
{
OVRBarrelDistortionPostFX.isEnabled = true;
}
else
{
OVRBarrelDistortionMonoPostFX.isEnabled = true;
}
// Reset all sensors
ovrResetAllSensors();
}
// Call this function when ever you wish to turn off the stereo rendering
// and barrel distortion for the Rift.
function disableOculusVRDisplay(%gameConnection)
{
%gameConnection.clearDisplayDevice();
PlayGui.renderStyle = "standard";
OVRBarrelDistortionPostFX.isEnabled = false;
OVRBarrelDistortionMonoPostFX.isEnabled = false;
}
// Helper function to set the standard Rift control scheme. You could place
// this function in GameConnection::initialControlSet() at the same time
// you call enableOculusVRDisplay().
function setStandardOculusVRControlScheme(%gameConnection)
{
if(isOVRHMDSimulated(0))
{
// We are simulating a HMD so allow the mouse and gamepad to control
// both yaw and pitch.
%gameConnection.setControlSchemeParameters(true, true, true);
}
else
{
// A HMD is connected so have the mouse and gamepad only add to yaw
%gameConnection.setControlSchemeParameters(true, true, false);
}
}
//-----------------------------------------------------------------------------
// Helper function to set the resolution for the Rift.
// Parameters:
// %fullscreen - If true then the display will be forced to full screen. If
// pointCanvasToOculusVRDisplay() was called before the Canvas was created, then
// the full screen display will appear on the Rift.
function setVideoModeForOculusVRDisplay(%fullscreen)
{
%res = getOVRHMDResolution(0);
Canvas.setVideoMode(%res.x, %res.y, %fullscreen, 32, 0);
}
//-----------------------------------------------------------------------------
// Reset all Oculus Rift sensors. This will make the Rift's current heading
// be considered the origin.
function resetOculusVRSensors()
{
ovrResetAllSensors();
}

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@ -0,0 +1,123 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Only load these shaders if an Oculus VR device is present
if(!isFunction(isOculusVRDeviceActive))
return;
//-----------------------------------------------------------------------------
// Shader data
//-----------------------------------------------------------------------------
singleton ShaderData( OVRMonoToStereoShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/oculusvr/monoToStereoP.hlsl";
pixVersion = 2.0;
};
singleton ShaderData( OVRBarrelDistortionShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/oculusvr/barrelDistortionP.hlsl";
pixVersion = 2.0;
};
//-----------------------------------------------------------------------------
// GFX state blocks
//-----------------------------------------------------------------------------
singleton GFXStateBlockData( OVRBarrelDistortionStateBlock : PFX_DefaultStateBlock )
{
samplersDefined = true;
samplerStates[0] = SamplerClampLinear;
};
//-----------------------------------------------------------------------------
// Barrel Distortion PostFx
//
// To be used with the Oculus Rift.
// Expects a stereo pair to exist on the back buffer and then applies the
// appropriate barrel distortion.
//-----------------------------------------------------------------------------
singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterDiffuse";
renderPriority = 100;
// The barrel distortion
shader = OVRBarrelDistortionShader;
stateBlock = OVRBarrelDistortionStateBlock;
texture[0] = "$backBuffer";
scaleOutput = 1.25;
};
//-----------------------------------------------------------------------------
// Barrel Distortion Mono PostFx
//
// To be used with the Oculus Rift.
// Takes a non-stereo image and turns it into a stereo pair with barrel
// distortion applied. Only a vertical slice around the center of the back
// buffer is used to generate the pseudo stereo pair.
//-----------------------------------------------------------------------------
singleton PostEffect( OVRBarrelDistortionMonoPostFX )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterDiffuse";
renderPriority = 100;
// Converts the mono display to a stereo one
shader = OVRMonoToStereoShader;
stateBlock = OVRBarrelDistortionStateBlock;
texture[0] = "$backBuffer";
target = "$outTex";
// The actual barrel distortion
new BarrelDistortionPostEffect(OVRBarrelDistortionMonoStage2PostFX)
{
shader = OVRBarrelDistortionShader;
stateBlock = OVRBarrelDistortionStateBlock;
texture[0] = "$inTex";
target = "$backBuffer";
scaleOutput = 1.25;
};
};
function OVRBarrelDistortionMonoPostFX::setShaderConsts( %this )
{
%HMDIndex = 0;
%xOffsets = getOVRHMDEyeXOffsets(%HMDIndex);
%this.setShaderConst( "$LensXOffsets", %xOffsets );
}

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@ -0,0 +1,81 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shadergen:/autogenConditioners.h"
#include "../postFx.hlsl"
#include "../../torque.hlsl"
uniform sampler2D backBuffer : register(S0);
uniform float3 LensCenter; // x=Left X, y=Right X, z=Y
uniform float2 ScreenCenter;
uniform float2 Scale;
uniform float2 ScaleIn;
uniform float4 HmdWarpParam;
// Scales input texture coordinates for distortion.
// ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
// larger due to aspect ratio.
float2 HmdWarp(float2 in01, float2 lensCenter)
{
float2 theta = (in01 - lensCenter) * ScaleIn; // Scales to [-1, 1]
float rSq = theta.x * theta.x + theta.y * theta.y;
float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);
return lensCenter + Scale * theta1;
}
float4 main( PFXVertToPix IN ) : COLOR0
{
float2 texCoord;
float xOffset;
float2 lensCenter;
lensCenter.y = LensCenter.z;
if(IN.uv0.x < 0.5)
{
texCoord.x = IN.uv0.x;
texCoord.y = IN.uv0.y;
xOffset = 0.0;
lensCenter.x = LensCenter.x;
}
else
{
texCoord.x = IN.uv0.x - 0.5;
texCoord.y = IN.uv0.y;
xOffset = 0.5;
lensCenter.x = LensCenter.y;
}
float2 tc = HmdWarp(texCoord, lensCenter);
float4 color;
if (any(clamp(tc, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tc))
{
color = float4(0,0,0,0);
}
else
{
tc.x += xOffset;
color = tex2D(backBuffer, tc);
}
return color;
}

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@ -0,0 +1,60 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shadergen:/autogenConditioners.h"
#include "../postFx.hlsl"
#include "../../torque.hlsl"
uniform sampler2D backBuffer : register(S0);
uniform float2 LensXOffsets;
float4 main( PFXVertToPix IN ) : COLOR0
{
float2 texCoord;
float xOffset;
float2 lensCenter;
lensCenter.y = 0.5;
if(IN.uv0.x < 0.5)
{
texCoord.x = IN.uv0.x;
texCoord.y = IN.uv0.y;
xOffset = 0.0;
lensCenter.x = LensXOffsets.x;
}
else
{
texCoord.x = IN.uv0.x - 0.5;
texCoord.y = IN.uv0.y;
xOffset = 0.5;
lensCenter.x = LensXOffsets.y;
}
texCoord.x *= 2.0;
texCoord.x += lensCenter.x;
texCoord.x *= 0.5;
texCoord.x += 0.25;
float4 color = tex2D(backBuffer, texCoord);
return color;
}

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@ -54,6 +54,9 @@ function initializeCore()
exec( "./audioStates.cs" );
exec( "./audioAmbiences.cs" );
// Input devices
exec("~/scripts/client/oculusVR.cs");
// Seed the random number generator.
setRandomSeed();

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@ -0,0 +1,125 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Only load these functions if an Oculus VR device is present
if(!isFunction(isOculusVRDeviceActive))
return;
//-----------------------------------------------------------------------------
function oculusSensorMetricsCallback()
{
return " | OVR Sensor 0 |" @
" rot: " @ getOVRSensorEulerRotation(0);
}
//-----------------------------------------------------------------------------
// Call this function from createCanvas() to have the Canvas attach itself
// to the Rift's display. The Canvas' window will still open on the primary
// display if that is different from the Rift, but it will move to the Rift
// when it goes full screen. If the Rift is not connected then nothing
// will happen.
function pointCanvasToOculusVRDisplay()
{
$pref::Video::displayOutputDevice = getOVRHMDDisplayDeviceName(0);
}
//-----------------------------------------------------------------------------
// Call this function from GameConnection::initialControlSet() just before
// your "Canvas.setContent(PlayGui);" call, or at any time you wish to switch
// to a side-by-side rendering and the appropriate barrel distortion. This
// will turn on side-by-side rendering and tell the GameConnection to use the
// Rift as its display device.
// Parameters:
// %gameConnection - The client GameConnection instance
// %trueStereoRendering - If true will enable stereo rendering with an eye
// offset for each viewport. This will render each frame twice. If false
// then a pseudo stereo rendering is done with only a single render per frame.
function enableOculusVRDisplay(%gameConnection, %trueStereoRendering)
{
setOVRHMDAsGameConnectionDisplayDevice(%gameConnection);
PlayGui.renderStyle = "stereo side by side";
if(%trueStereoRendering)
{
OVRBarrelDistortionPostFX.isEnabled = true;
}
else
{
OVRBarrelDistortionMonoPostFX.isEnabled = true;
}
// Reset all sensors
ovrResetAllSensors();
}
// Call this function when ever you wish to turn off the stereo rendering
// and barrel distortion for the Rift.
function disableOculusVRDisplay(%gameConnection)
{
%gameConnection.clearDisplayDevice();
PlayGui.renderStyle = "standard";
OVRBarrelDistortionPostFX.isEnabled = false;
OVRBarrelDistortionMonoPostFX.isEnabled = false;
}
// Helper function to set the standard Rift control scheme. You could place
// this function in GameConnection::initialControlSet() at the same time
// you call enableOculusVRDisplay().
function setStandardOculusVRControlScheme(%gameConnection)
{
if(isOVRHMDSimulated(0))
{
// We are simulating a HMD so allow the mouse and gamepad to control
// both yaw and pitch.
%gameConnection.setControlSchemeParameters(true, true, true);
}
else
{
// A HMD is connected so have the mouse and gamepad only add to yaw
%gameConnection.setControlSchemeParameters(true, true, false);
}
}
//-----------------------------------------------------------------------------
// Helper function to set the resolution for the Rift.
// Parameters:
// %fullscreen - If true then the display will be forced to full screen. If
// pointCanvasToOculusVRDisplay() was called before the Canvas was created, then
// the full screen display will appear on the Rift.
function setVideoModeForOculusVRDisplay(%fullscreen)
{
%res = getOVRHMDResolution(0);
Canvas.setVideoMode(%res.x, %res.y, %fullscreen, 32, 0);
}
//-----------------------------------------------------------------------------
// Reset all Oculus Rift sensors. This will make the Rift's current heading
// be considered the origin.
function resetOculusVRSensors()
{
ovrResetAllSensors();
}

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@ -0,0 +1,123 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Only load these shaders if an Oculus VR device is present
if(!isFunction(isOculusVRDeviceActive))
return;
//-----------------------------------------------------------------------------
// Shader data
//-----------------------------------------------------------------------------
singleton ShaderData( OVRMonoToStereoShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/oculusvr/monoToStereoP.hlsl";
pixVersion = 2.0;
};
singleton ShaderData( OVRBarrelDistortionShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/postFx/oculusvr/barrelDistortionP.hlsl";
pixVersion = 2.0;
};
//-----------------------------------------------------------------------------
// GFX state blocks
//-----------------------------------------------------------------------------
singleton GFXStateBlockData( OVRBarrelDistortionStateBlock : PFX_DefaultStateBlock )
{
samplersDefined = true;
samplerStates[0] = SamplerClampLinear;
};
//-----------------------------------------------------------------------------
// Barrel Distortion PostFx
//
// To be used with the Oculus Rift.
// Expects a stereo pair to exist on the back buffer and then applies the
// appropriate barrel distortion.
//-----------------------------------------------------------------------------
singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterDiffuse";
renderPriority = 100;
// The barrel distortion
shader = OVRBarrelDistortionShader;
stateBlock = OVRBarrelDistortionStateBlock;
texture[0] = "$backBuffer";
scaleOutput = 1.25;
};
//-----------------------------------------------------------------------------
// Barrel Distortion Mono PostFx
//
// To be used with the Oculus Rift.
// Takes a non-stereo image and turns it into a stereo pair with barrel
// distortion applied. Only a vertical slice around the center of the back
// buffer is used to generate the pseudo stereo pair.
//-----------------------------------------------------------------------------
singleton PostEffect( OVRBarrelDistortionMonoPostFX )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterDiffuse";
renderPriority = 100;
// Converts the mono display to a stereo one
shader = OVRMonoToStereoShader;
stateBlock = OVRBarrelDistortionStateBlock;
texture[0] = "$backBuffer";
target = "$outTex";
// The actual barrel distortion
new BarrelDistortionPostEffect(OVRBarrelDistortionMonoStage2PostFX)
{
shader = OVRBarrelDistortionShader;
stateBlock = OVRBarrelDistortionStateBlock;
texture[0] = "$inTex";
target = "$backBuffer";
scaleOutput = 1.25;
};
};
function OVRBarrelDistortionMonoPostFX::setShaderConsts( %this )
{
%HMDIndex = 0;
%xOffsets = getOVRHMDEyeXOffsets(%HMDIndex);
%this.setShaderConst( "$LensXOffsets", %xOffsets );
}

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@ -0,0 +1,81 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shadergen:/autogenConditioners.h"
#include "../postFx.hlsl"
#include "../../torque.hlsl"
uniform sampler2D backBuffer : register(S0);
uniform float3 LensCenter; // x=Left X, y=Right X, z=Y
uniform float2 ScreenCenter;
uniform float2 Scale;
uniform float2 ScaleIn;
uniform float4 HmdWarpParam;
// Scales input texture coordinates for distortion.
// ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
// larger due to aspect ratio.
float2 HmdWarp(float2 in01, float2 lensCenter)
{
float2 theta = (in01 - lensCenter) * ScaleIn; // Scales to [-1, 1]
float rSq = theta.x * theta.x + theta.y * theta.y;
float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);
return lensCenter + Scale * theta1;
}
float4 main( PFXVertToPix IN ) : COLOR0
{
float2 texCoord;
float xOffset;
float2 lensCenter;
lensCenter.y = LensCenter.z;
if(IN.uv0.x < 0.5)
{
texCoord.x = IN.uv0.x;
texCoord.y = IN.uv0.y;
xOffset = 0.0;
lensCenter.x = LensCenter.x;
}
else
{
texCoord.x = IN.uv0.x - 0.5;
texCoord.y = IN.uv0.y;
xOffset = 0.5;
lensCenter.x = LensCenter.y;
}
float2 tc = HmdWarp(texCoord, lensCenter);
float4 color;
if (any(clamp(tc, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tc))
{
color = float4(0,0,0,0);
}
else
{
tc.x += xOffset;
color = tex2D(backBuffer, tc);
}
return color;
}

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@ -0,0 +1,60 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shadergen:/autogenConditioners.h"
#include "../postFx.hlsl"
#include "../../torque.hlsl"
uniform sampler2D backBuffer : register(S0);
uniform float2 LensXOffsets;
float4 main( PFXVertToPix IN ) : COLOR0
{
float2 texCoord;
float xOffset;
float2 lensCenter;
lensCenter.y = 0.5;
if(IN.uv0.x < 0.5)
{
texCoord.x = IN.uv0.x;
texCoord.y = IN.uv0.y;
xOffset = 0.0;
lensCenter.x = LensXOffsets.x;
}
else
{
texCoord.x = IN.uv0.x - 0.5;
texCoord.y = IN.uv0.y;
xOffset = 0.5;
lensCenter.x = LensXOffsets.y;
}
texCoord.x *= 2.0;
texCoord.x += lensCenter.x;
texCoord.x *= 0.5;
texCoord.x += 0.25;
float4 color = tex2D(backBuffer, texCoord);
return color;
}