Torque3D/Engine/source/platform/input/oculusVR/oculusVRHMDDevice.cpp
2016-09-11 22:42:42 +01:00

717 lines
21 KiB
C++

//-----------------------------------------------------------------------------
// 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 "platform/input/oculusVR/oculusVRHMDDevice.h"
#include "platform/input/oculusVR/oculusVRDevice.h"
#include "platform/input/oculusVR/oculusVRSensorDevice.h"
#include "postFx/postEffectCommon.h"
#include "gui/core/guiCanvas.h"
#include "platform/input/oculusVR/oculusVRUtil.h"
#include "core/stream/fileStream.h"
#include "gfx/D3D11/gfxD3D11Device.h"
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
#include "gfx/gfxStringEnumTranslate.h"
#undef D3D11
// Use D3D11 for win32
#ifdef TORQUE_OS_WIN
#define OVR_D3D_VERSION 11
#include "OVR_CAPI_D3D.h"
#define OCULUS_USE_D3D
#else
#include "OVR_CAPI_GL.h"
#define OCULUS_USE_GL
#endif
struct OculusTexture
{
virtual void AdvanceToNextTexture() = 0;
virtual ~OculusTexture() {
}
};
//------------------------------------------------------------
// ovrSwapTextureSet wrapper class that also maintains the render target views
// needed for D3D11 rendering.
struct D3D11OculusTexture : public OculusTexture
{
ovrHmd hmd;
ovrSwapTextureSet * TextureSet;
static const int TextureCount = 2;
GFXTexHandle TexRtv[TextureCount];
GFXDevice *Owner;
D3D11OculusTexture(GFXDevice* owner) :
hmd(nullptr),
TextureSet(nullptr),
Owner(owner)
{
TexRtv[0] = TexRtv[1] = nullptr;
}
bool Init(ovrHmd _hmd, int sizeW, int sizeH)
{
hmd = _hmd;
D3D11_TEXTURE2D_DESC dsDesc;
dsDesc.Width = sizeW;
dsDesc.Height = sizeH;
dsDesc.MipLevels = 1;
dsDesc.ArraySize = 1;
dsDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;// DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
dsDesc.SampleDesc.Count = 1; // No multi-sampling allowed
dsDesc.SampleDesc.Quality = 0;
dsDesc.Usage = D3D11_USAGE_DEFAULT;
dsDesc.CPUAccessFlags = 0;
dsDesc.MiscFlags = 0;
dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
ovrResult result = ovr_CreateSwapTextureSetD3D11(hmd, device->mD3DDevice, &dsDesc, ovrSwapTextureSetD3D11_Typeless, &TextureSet);
if (!OVR_SUCCESS(result))
return false;
AssertFatal(TextureSet->TextureCount == TextureCount, "TextureCount mismatch.");
for (int i = 0; i < TextureCount; ++i)
{
ovrD3D11Texture* tex = (ovrD3D11Texture*)&TextureSet->Textures[i];
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;// DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
object->registerResourceWithDevice(GFX);
*(object->getSRViewPtr()) = tex->D3D11.pSRView;
*(object->get2DTexPtr()) = tex->D3D11.pTexture;
device->mD3DDevice->CreateRenderTargetView(tex->D3D11.pTexture, &rtvd, object->getRTViewPtr());
// Add refs for texture release later on
if (object->getSRView()) object->getSRView()->AddRef();
//object->getRTView()->AddRef();
if (object->get2DTex()) object->get2DTex()->AddRef();
object->isManaged = true;
// Get the actual size of the texture...
D3D11_TEXTURE2D_DESC probeDesc;
ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
object->get2DTex()->GetDesc(&probeDesc);
object->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
object->mBitmapSize = object->mTextureSize;
int fmt = probeDesc.Format;
if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS || fmt == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
object->mFormat = GFXFormatR8G8B8A8; // usual case
}
else
{
// TODO: improve this. this can be very bad.
GFXREVERSE_LOOKUP(GFXD3D11TextureFormat, GFXFormat, fmt);
object->mFormat = (GFXFormat)fmt;
}
TexRtv[i] = object;
}
return true;
}
~D3D11OculusTexture()
{
for (int i = 0; i < TextureCount; ++i)
{
SAFE_DELETE(TexRtv[i]);
}
if (TextureSet)
{
ovr_DestroySwapTextureSet(hmd, TextureSet);
}
}
void AdvanceToNextTexture()
{
TextureSet->CurrentIndex = (TextureSet->CurrentIndex + 1) % TextureSet->TextureCount;
}
};
OculusVRHMDDevice::OculusVRHMDDevice()
{
mIsValid = false;
mDevice = NULL;
mCurrentCaps = 0;
mSupportedCaps = 0;
mVsync = true;
mTimewarp = true;
mRenderConfigurationDirty = true;
mCurrentPixelDensity = OculusVRDevice::smDesiredPixelDensity;
mDesiredRenderingMode = GFXDevice::RS_StereoSideBySide;
mRTFormat = GFXFormatR8G8B8A8;
mDrawCanvas = NULL;
mFrameReady = false;
mConnection = NULL;
mSensor = NULL;
mActionCodeIndex = 0;
mTextureSwapSet = NULL;
}
OculusVRHMDDevice::~OculusVRHMDDevice()
{
cleanUp();
}
void OculusVRHMDDevice::cleanUp()
{
onDeviceDestroy();
if (mSensor)
{
delete mSensor;
mSensor = NULL;
}
if(mDevice)
{
ovr_Destroy(mDevice);
mDevice = NULL;
}
mIsValid = false;
}
void OculusVRHMDDevice::set(ovrHmd hmd, ovrGraphicsLuid luid, U32 actionCodeIndex)
{
cleanUp();
mIsValid = false;
mRenderConfigurationDirty = true;
mDevice = hmd;
ovrHmdDesc desc = ovr_GetHmdDesc(hmd);
int caps = ovr_GetTrackingCaps(hmd);
mSupportedCaps = desc.AvailableHmdCaps;
mCurrentCaps = mSupportedCaps;
mTimewarp = true;
// DeviceInfo
mProductName = desc.ProductName;
mManufacturer = desc.Manufacturer;
mVersion = desc.FirmwareMajor;
//
Vector<GFXAdapter*> adapterList;
GFXD3D11Device::enumerateAdapters(adapterList);
dMemcpy(&mLuid, &luid, sizeof(mLuid));
mDisplayId = -1;
for (U32 i = 0, sz = adapterList.size(); i < sz; i++)
{
GFXAdapter* adapter = adapterList[i];
if (dMemcmp(&adapter->mLUID, &mLuid, sizeof(mLuid)) == 0)
{
mDisplayId = adapter->mIndex;
mDisplayDeviceType = "D3D11"; // TOFIX this
}
}
mResolution.x = desc.Resolution.w;
mResolution.y = desc.Resolution.h;
mProfileInterpupillaryDistance = ovr_GetFloat(hmd, OVR_KEY_IPD, OVR_DEFAULT_IPD);
mLensSeparation = ovr_GetFloat(hmd, "LensSeparation", 0);
ovr_GetFloatArray(hmd, "ScreenSize", &mScreenSize.x, 2);
mActionCodeIndex = actionCodeIndex;
mIsValid = true;
mSensor = new OculusVRSensorDevice();
mSensor->set(mDevice, mActionCodeIndex);
mDebugMirrorTexture = NULL;
updateCaps();
}
void OculusVRHMDDevice::setIPD(F32 ipd)
{
mInterpupillaryDistance = ipd;
}
void OculusVRHMDDevice::setOptimalDisplaySize(GuiCanvas *canvas)
{
if (!mDevice)
return;
PlatformWindow *window = canvas->getPlatformWindow();
GFXTarget *target = window->getGFXTarget();
Point2I requiredSize(0, 0);
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
ovrSizei leftSize = ovr_GetFovTextureSize(mDevice, ovrEye_Left, desc.DefaultEyeFov[0], mCurrentPixelDensity);
ovrSizei rightSize = ovr_GetFovTextureSize(mDevice, ovrEye_Right, desc.DefaultEyeFov[1], mCurrentPixelDensity);
requiredSize.x = leftSize.w + rightSize.h;
requiredSize.y = mMax(leftSize.h, rightSize.h);
if (target && target->getSize() != requiredSize)
{
GFXVideoMode newMode;
newMode.antialiasLevel = 0;
newMode.bitDepth = 32;
newMode.fullScreen = false;
newMode.refreshRate = 75;
newMode.resolution = requiredSize;
newMode.wideScreen = false;
window->setVideoMode(newMode);
//AssertFatal(window->getClientExtent().x == requiredSize.x && window->getClientExtent().y == requiredSize.y, "Window didn't resize to correct dimensions");
}
}
bool OculusVRHMDDevice::isDisplayingWarning()
{
if (!mIsValid || !mDevice)
return false;
return false;/*
ovrHSWDisplayState displayState;
ovrHmd_GetHSWDisplayState(mDevice, &displayState);
return displayState.Displayed;*/
}
void OculusVRHMDDevice::dismissWarning()
{
if (!mIsValid || !mDevice)
return;
//ovr_DismissHSWDisplay(mDevice);
}
GFXTexHandle OculusVRHMDDevice::getPreviewTexture()
{
if (!mIsValid || !mDevice)
return NULL;
return mDebugMirrorTextureHandle;
}
bool OculusVRHMDDevice::setupTargets()
{
// Create eye render buffers
ID3D11RenderTargetView * eyeRenderTexRtv[2];
ovrLayerEyeFov ld = { { ovrLayerType_EyeFov } };
mRenderLayer = ld;
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
for (int i = 0; i < 2; i++)
{
mRenderLayer.Fov[i] = desc.DefaultEyeFov[i];
mRenderLayer.Viewport[i].Size = ovr_GetFovTextureSize(mDevice, (ovrEyeType)i, mRenderLayer.Fov[i], mCurrentPixelDensity);
mEyeRenderDesc[i] = ovr_GetRenderDesc(mDevice, (ovrEyeType_)(ovrEye_Left+i), mRenderLayer.Fov[i]);
}
ovrSizei recommendedEyeTargetSize[2];
recommendedEyeTargetSize[0] = mRenderLayer.Viewport[0].Size;
recommendedEyeTargetSize[1] = mRenderLayer.Viewport[1].Size;
if (mTextureSwapSet)
{
delete mTextureSwapSet;
mTextureSwapSet = NULL;
}
// Calculate render target size
if (mDesiredRenderingMode == GFXDevice::RS_StereoSideBySide)
{
// Setup a single texture, side-by-side viewports
Point2I rtSize(
recommendedEyeTargetSize[0].w + recommendedEyeTargetSize[1].w,
recommendedEyeTargetSize[0].h > recommendedEyeTargetSize[1].h ? recommendedEyeTargetSize[0].h : recommendedEyeTargetSize[1].h
);
GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
mRTFormat = targetFormat;
rtSize = generateRenderTarget(mStereoRT, mStereoDepthTexture, rtSize);
// Generate the swap texture we need to store the final image
D3D11OculusTexture* tex = new D3D11OculusTexture(GFX);
if (tex->Init(mDevice, rtSize.x, rtSize.y))
{
mTextureSwapSet = tex;
}
mRenderLayer.ColorTexture[0] = tex->TextureSet;
mRenderLayer.ColorTexture[1] = tex->TextureSet;
mRenderLayer.Viewport[0].Pos.x = 0;
mRenderLayer.Viewport[0].Pos.y = 0;
mRenderLayer.Viewport[1].Pos.x = (rtSize.x + 1) / 2;
mRenderLayer.Viewport[1].Pos.y = 0;
// Left
mEyeRT[0] = mStereoRT;
mEyeViewport[0] = RectI(Point2I(mRenderLayer.Viewport[0].Pos.x, mRenderLayer.Viewport[0].Pos.y), Point2I(mRenderLayer.Viewport[0].Size.w, mRenderLayer.Viewport[0].Size.h));
// Right
mEyeRT[1] = mStereoRT;
mEyeViewport[1] = RectI(Point2I(mRenderLayer.Viewport[1].Pos.x, mRenderLayer.Viewport[1].Pos.y), Point2I(mRenderLayer.Viewport[1].Size.w, mRenderLayer.Viewport[1].Size.h));
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
D3D11_TEXTURE2D_DESC dsDesc;
dsDesc.Width = rtSize.x;
dsDesc.Height = rtSize.y;
dsDesc.MipLevels = 1;
dsDesc.ArraySize = 1;
dsDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;// DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
dsDesc.SampleDesc.Count = 1;
dsDesc.SampleDesc.Quality = 0;
dsDesc.Usage = D3D11_USAGE_DEFAULT;
dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
dsDesc.CPUAccessFlags = 0;
dsDesc.MiscFlags = 0;
// Create typeless when we are rendering as non-sRGB since we will override the texture format in the RTV
bool reinterpretSrgbAsLinear = true;
unsigned compositorTextureFlags = 0;
if (reinterpretSrgbAsLinear)
compositorTextureFlags |= ovrSwapTextureSetD3D11_Typeless;
ovrResult result = ovr_CreateMirrorTextureD3D11(mDevice, device->mD3DDevice, &dsDesc, compositorTextureFlags, &mDebugMirrorTexture);
if (result == ovrError_DisplayLost || !mDebugMirrorTexture)
{
AssertFatal(false, "Something went wrong");
return NULL;
}
// Create texture handle so we can render it in-game
ovrD3D11Texture* mirror_tex = (ovrD3D11Texture*)mDebugMirrorTexture;
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;// DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
object->registerResourceWithDevice(GFX);
*(object->getSRViewPtr()) = mirror_tex->D3D11.pSRView;
*(object->get2DTexPtr()) = mirror_tex->D3D11.pTexture;
device->mD3DDevice->CreateRenderTargetView(mirror_tex->D3D11.pTexture, &rtvd, object->getRTViewPtr());
// Add refs for texture release later on
if (object->getSRView()) object->getSRView()->AddRef();
//object->getRTView()->AddRef();
if (object->get2DTex()) object->get2DTex()->AddRef();
object->isManaged = true;
// Get the actual size of the texture...
D3D11_TEXTURE2D_DESC probeDesc;
ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
object->get2DTex()->GetDesc(&probeDesc);
object->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
object->mBitmapSize = object->mTextureSize;
int fmt = probeDesc.Format;
if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS || fmt == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
object->mFormat = GFXFormatR8G8B8A8; // usual case
}
else
{
// TODO: improve this. this can be very bad.
GFXREVERSE_LOOKUP(GFXD3D11TextureFormat, GFXFormat, fmt);
object->mFormat = (GFXFormat)fmt;
}
mDebugMirrorTextureHandle = object;
}
else
{
// No rendering, abort!
return false;
}
return true;
}
String OculusVRHMDDevice::dumpMetrics()
{
StringBuilder sb;
EulerF rot = mSensor->getEulerRotation();
Point3F pos = mSensor->getPosition();
FovPort eyeFov[2];
this->getFovPorts(eyeFov);
mSensor->getPositionTrackingAvailable();
F32 ipd = this->getIPD();
U32 lastStatus = mSensor->getLastTrackingStatus();
sb.format(" | OVR Sensor %i | rot: %f %f %f, pos: %f %f %f, FOV (%f %f %f %f, %f %f %f %f), IPD %f, Track:%s%s",
mActionCodeIndex,
rot.x, rot.y, rot.z,
pos.x, pos.y, pos.z,
eyeFov[0].upTan, eyeFov[0].downTan, eyeFov[0].leftTan, eyeFov[0].rightTan, eyeFov[1].upTan, eyeFov[1].downTan, eyeFov[1].leftTan, eyeFov[1].rightTan,
getIPD(),
lastStatus & ovrStatus_OrientationTracked ? " ORIENT" : "",
lastStatus & ovrStatus_PositionTracked ? " POS" : "");
return sb.data();
}
void OculusVRHMDDevice::updateRenderInfo()
{
// Check console values first
if (mCurrentPixelDensity != OculusVRDevice::smDesiredPixelDensity)
{
mRenderConfigurationDirty = true;
mCurrentPixelDensity = OculusVRDevice::smDesiredPixelDensity;
}
if (!mIsValid || !mDevice || !mRenderConfigurationDirty)
return;
if (!mDrawCanvas)
return;
PlatformWindow *window = mDrawCanvas->getPlatformWindow();
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
// Update window size if it's incorrect
Point2I backbufferSize = mDrawCanvas->getBounds().extent;
// Finally setup!
if (!setupTargets())
{
onDeviceDestroy();
return;
}
mRenderConfigurationDirty = false;
}
Point2I OculusVRHMDDevice::generateRenderTarget(GFXTextureTargetRef &target, GFXTexHandle &depth, Point2I desiredSize)
{
// Texture size that we already have might be big enough.
Point2I newRTSize;
bool newRT = false;
if (!target.getPointer())
{
target = GFX->allocRenderToTextureTarget();
newRTSize = desiredSize;
newRT = true;
}
else
{
Point2I currentSize = target->getSize();
newRTSize = currentSize;
}
// %50 linear growth each time is a nice balance between being too greedy
// for a 2D surface and too slow to prevent fragmentation.
while ( newRTSize.x < desiredSize.x )
{
newRTSize.x += newRTSize.x/2;
}
while ( newRTSize.y < desiredSize.y )
{
newRTSize.y += newRTSize.y/2;
}
// Put some sane limits on it. 4k x 4k is fine for most modern video cards.
// Nobody should be messing around with surfaces smaller than 4k pixels these days.
newRTSize.setMin(Point2I(4096, 4096));
newRTSize.setMax(Point2I(64, 64));
// Stereo RT needs to be the same size as the recommended RT
/*if ( newRT || mDebugStereoTexture.getWidthHeight() != newRTSize )
{
mDebugStereoTexture.set( newRTSize.x, newRTSize.y, mRTFormat, &VRTextureProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
target->attachTexture( GFXTextureTarget::Color0, mDebugStereoTexture);
Con::printf("generateRenderTarget generated %x", mDebugStereoTexture.getPointer());
}*/
if ( depth.getWidthHeight() != newRTSize )
{
depth.set( newRTSize.x, newRTSize.y, GFXFormatD24S8, &VRDepthProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
target->attachTexture( GFXTextureTarget::DepthStencil, depth );
Con::printf("generateRenderTarget generated depth %x", depth.getPointer());
}
return newRTSize;
}
void OculusVRHMDDevice::clearRenderTargets()
{
mStereoRT = NULL;
mEyeRT[0] = NULL;
mEyeRT[1] = NULL;
if (mDebugMirrorTexture)
{
ovr_DestroyMirrorTexture(mDevice, mDebugMirrorTexture);
mDebugMirrorTexture = NULL;
mDebugMirrorTextureHandle = NULL;
}
}
void OculusVRHMDDevice::updateCaps()
{
if (!mIsValid || !mDevice)
return;
ovr_SetEnabledCaps(mDevice, mCurrentCaps);
}
static bool sInFrame = false; // protects against recursive onStartFrame calls
void OculusVRHMDDevice::onStartFrame()
{
if (!mIsValid || !mDevice || !mDrawCanvas || sInFrame || mFrameReady)
return;
sInFrame = true;
ovrVector3f hmdToEyeViewOffset[2] = { mEyeRenderDesc[0].HmdToEyeViewOffset, mEyeRenderDesc[1].HmdToEyeViewOffset };
ovrTrackingState hmdState = ovr_GetTrackingState(mDevice, 0, ovrTrue);
ovr_CalcEyePoses(hmdState.HeadPose.ThePose, hmdToEyeViewOffset, mRenderLayer.RenderPose);
for (U32 i=0; i<2; i++)
{
mRenderLayer.RenderPose[i].Position.x *= OculusVRDevice::smPositionTrackingScale;
mRenderLayer.RenderPose[i].Position.y *= OculusVRDevice::smPositionTrackingScale;
mRenderLayer.RenderPose[i].Position.z *= OculusVRDevice::smPositionTrackingScale;
}
mRenderLayer.SensorSampleTime = ovr_GetTimeInSeconds();
// Set current dest texture on stereo render target
D3D11OculusTexture* texSwap = (D3D11OculusTexture*)mTextureSwapSet;
mStereoRT->attachTexture(GFXTextureTarget::Color0, texSwap->TexRtv[texSwap->TextureSet->CurrentIndex]);
sInFrame = false;
mFrameReady = true;
}
void OculusVRHMDDevice::onEndFrame()
{
if (!mIsValid || !mDevice || !mDrawCanvas || sInFrame || !mFrameReady || !mTextureSwapSet)
return;
Point2I eyeSize;
GFXTarget *windowTarget = mDrawCanvas->getPlatformWindow()->getGFXTarget();
GFXD3D11Device *d3d11GFX = dynamic_cast<GFXD3D11Device*>(GFX);
ovrViewScaleDesc viewScaleDesc;
ovrVector3f hmdToEyeViewOffset[2] = { mEyeRenderDesc[0].HmdToEyeViewOffset, mEyeRenderDesc[1].HmdToEyeViewOffset };
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
viewScaleDesc.HmdToEyeViewOffset[0] = hmdToEyeViewOffset[0];
viewScaleDesc.HmdToEyeViewOffset[1] = hmdToEyeViewOffset[1];
ovrLayerDirect ld = { { ovrLayerType_Direct } };
mDebugRenderLayer = ld;
mDebugRenderLayer.ColorTexture[0] = mRenderLayer.ColorTexture[0];
mDebugRenderLayer.ColorTexture[1] = mRenderLayer.ColorTexture[1];
mDebugRenderLayer.Viewport[0] = mRenderLayer.Viewport[0];
mDebugRenderLayer.Viewport[1] = mRenderLayer.Viewport[1];
// TODO: use ovrViewScaleDesc
ovrLayerHeader* layers = &mRenderLayer.Header;
ovrResult result = ovr_SubmitFrame(mDevice, 0, &viewScaleDesc, &layers, 1);
mTextureSwapSet->AdvanceToNextTexture();
if (OVR_SUCCESS(result))
{
int woo = 1;
}
// TODO: render preview in display?
mFrameReady = false;
}
void OculusVRHMDDevice::getFrameEyePose(DisplayPose *outPose, U32 eyeId) const
{
// Directly set the rotation and position from the eye transforms
ovrPosef pose = mRenderLayer.RenderPose[eyeId];
OVR::Quatf orientation = pose.Orientation;
const OVR::Vector3f position = pose.Position;
MatrixF torqueMat(1);
OVR::Matrix4f mat(orientation);
OculusVRUtil::convertRotation(mat.M, torqueMat);
outPose->orientation = QuatF(torqueMat);
outPose->position = Point3F(-position.x, position.z, -position.y);
}
void OculusVRHMDDevice::onDeviceDestroy()
{
if (!mIsValid || !mDevice)
return;
if (mStereoRT.getPointer())
{
mStereoRT->zombify();
}
if (mEyeRT[1].getPointer() && mEyeRT[1] != mStereoRT)
{
mEyeRT[0]->zombify();
mEyeRT[1]->zombify();
}
if (mTextureSwapSet)
{
delete mTextureSwapSet;
mTextureSwapSet = NULL;
}
mStereoRT = NULL;
mStereoDepthTexture = NULL;
mEyeRT[0] = NULL;
mEyeRT[1] = NULL;
mRenderConfigurationDirty = true;
}