diff options
author | Sven Gothel <[email protected]> | 2015-03-28 01:43:35 +0100 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2015-03-28 01:43:35 +0100 |
commit | 4207f9c279e832e3afcb3f5fc6cd8d84cb4cfe4c (patch) | |
tree | cf3671058d55b47ab6cb6f36f369928606137628 /LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp | |
parent | c29cd1a2fbff6282bab956ad61661ac9d48c4e6e (diff) |
Bump OculusVR RIFT SDK to 0.5.0.1vanilla_0.5.0.1
Diffstat (limited to 'LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp')
-rw-r--r-- | LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp | 559 |
1 files changed, 286 insertions, 273 deletions
diff --git a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp index 0c6cd45..2f90539 100644 --- a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp +++ b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp @@ -1,273 +1,286 @@ -/************************************************************************************
-
-Filename : CAPI_D3D1X_Util.cpp
-Content : D3D9 utility functions for rendering
-Created : March 7 , 2014
-Authors : Tom Heath
-
-Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved.
-
-Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
-you may not use the Oculus VR Rift SDK except in compliance with the License,
-which is provided at the time of installation or download, or which
-otherwise accompanies this software in either electronic or hard copy form.
-
-You may obtain a copy of the License at
-
-http://www.oculusvr.com/licenses/LICENSE-3.2
-
-Unless required by applicable law or agreed to in writing, the Oculus VR SDK
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#include "CAPI_D3D9_DistortionRenderer.h"
-#define OVR_D3D_VERSION 9
-#include "../../OVR_CAPI_D3D.h"
-
-
-namespace OVR { namespace CAPI { namespace D3D9 {
-
-
-#define PRECOMPILE_FLAG 0
-#if !PRECOMPILE_FLAG
-//To make these, you need to run it with PRECOMPILE_FLAG, which also uses them, so good for debugging.
-//Then cut and paste these from the output window.
-//Then turn off the flag.
-DWORD precompiledVertexShaderSrc[96] = {4294836736,3080190,1111577667,28,130,4294836736,2,28,33024,123,68,131074,655361,88,0,104,2,131073,88,0,1415936325,1970230127,1432707954,1717981014,7628147,196609,131073,1,0,1415936325,1970230127,1432707954,1633899350,1979737452,1597136755,1766654000,1936683619,544499311,539578920,1280527432,1634226976,544367972,1886220099,1919249513,841890080,892939833,825437746,2868916529,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147614720,2416902145,33554463,2147483653,2416902146,33554463,2147549189,2416902147,33554463,2147614725,2416902148,33554433,2147680256,2699296768,67108868,3758292992,2162425856,2430861314,2699296770,67108868,3758292993,2162425856,2430861315,2699296770,67108868,3758292994,2162425856,2430861316,2699296770,67108868,3222208512,2416181248,2689597441,2686779393,33554433,3758161923,2415919105,65535,};
-DWORD precompiledVertexShaderTimewarpSrc[310] = {4294836992,4587518,1111577667,28,222,4294836992,4,28,33024,215,108,1310722,5373956,124,0,140,262146,1179652,124,0,157,131074,655361,180,0,196,2,131073,180,0,1382381893,1952543855,1164865385,2868929646,196611,262148,1,0,1382381893,1952543855,1399746409,1953653108,1702446336,1867738964,1701016181,1716475477,1952805734,2880154368,196609,131073,1,0,1415936325,1970230127,1432707954,1633899350,1979737452,1597202291,1766654000,1936683619,544499311,539578920,1280527432,1634226976,544367972,1886220099,1919249513,841890080,892939833,825437746,2868916529,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147549184,2416902145,33554463,2147614720,2416902146,33554463,2147483653,2416902147,33554463,2147549189,2416902148,33554463,2147614725,2416902149,33554463,2147483648,3759079424,33554463,2147483653,3758292993,33554463,2147549189,3758292994,33554463,2147614725,3758292995,33554463,2147680261,3758161924,33554433,2147549184,2695495684,50331650,2147549185,2164260864,2695495700,33554433,2147614720,2695495685,50331650,2147614721,2169831424,2695495701,33554433,2147745792,2695495686,50331650,2147745793,2175401984,2695495702,33554433,2148007936,2695495687,50331650,2148007937,2180972544,2695495703,67108868,2148466688,2415919105,2162425857,2162425856,67108868,2148466689,2416181251,2689597441,2684682241,50331657,2147549186,2162425856,2162425857,33554438,2147549186,2147483650,33554433,2147680259,2699296772,50331650,2147876866,2177892355,2697986068,67108868,2147549187,2415919105,2158624770,2689925124,67108868,2147549188,2415919105,2153054210,2684354564,33554433,2147680261,2699296773,50331650,2147876866,2177105925,2697199637,67108868,2147614723,2415919105,2153054210,2689925125,67108868,2147614724,2415919105,2158624770,2684354565,33554433,2147680261,2699296774,50331650,2147811333,2177171461,2697265174,67108868,2147745795,2415919105,2147483653,2689925126,67108868,2147745796,2415919105,2158624773,2684354566,33554433,2147680261,2699296775,50331650,2148073477,2166685701,2686779415,67108868,2148007939,2415919105,2147483653,2689925127,67108868,2148007940,2415919105,2164195333,2684354567,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331653,2147680257,2147483650,2162425861,33554433,2147680258,2699296768,67108868,3758292993,2162425858,2162425857,2699296770,67108868,2148466689,2416181252,2689597441,2684682241,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331657,2147549185,2162425856,2162425857,33554438,2147549185,2147483649,50331653,2147680257,2147483649,2162425861,67108868,3758292994,2162425858,2162425857,2699296770,67108868,2148466689,2416181253,2689597441,2684682241,50331657,2147549188,2162425860,2162425857,50331657,2147614724,2162425859,2162425857,50331657,2147549184,2162425856,2162425857,33554438,2147549184,2147483648,50331653,2147680256,2147483648,2162425860,67108868,3758292995,2162425858,2162425856,2699296770,67108868,3759079424,2416181248,2689597441,2686779393,33554433,3758161924,2415919106,65535,};
-DWORD precompiledPixelShaderSrc[84] = {4294902528,2228222,1111577667,28,79,4294902528,1,28,33024,72,48,3,131073,56,0,1954047316,6648437,786436,65537,1,0,861893488,1291858015,1869767529,1952870259,693250080,1397508128,1750278220,1919247457,1836008224,1701603696,775495794,959330610,858665525,3223857,83886161,2685337600,1065353216,0,0,0,33554463,2147483653,2416115712,33554463,2147549189,2416115713,33554463,2147614725,2416115714,33554463,2147680261,2415984643,33554463,2415919104,2685339648,50331714,2148466688,2430861312,2699298816,67108868,2148073472,2147483648,2690908160,2686779392,50331714,2148466689,2430861313,2699298816,33554433,2147614720,2153054209,50331714,2148466689,2430861314,2699298816,33554433,2147745792,2158624769,50331653,2148468736,2162425856,2415919107,65535,};
-
-#else
-#include "d3dcompiler.h"
-#pragma comment(lib, "C:\\Program Files (x86)\\Microsoft DirectX SDK (June 2010)\\Lib\\x86\\D3DCompiler.lib")
-/***************************************************************************/
-const char* VertexShaderSrc =
-
- "float2 EyeToSourceUVScale : register(c0); \n"
- "float2 EyeToSourceUVOffset : register(c2); \n"
-
- "void main(in float2 Position : POSITION, in float TimeWarp : POSITION1, \n"
- " in float Vignette : POSITION2, in float2 TexCoord0 : TEXCOORD0, \n"
- " in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n"
- " out float4 oPosition : SV_Position, out float2 oTexCoord0 : TEXCOORD0, \n"
- " out float2 oTexCoord1 : TEXCOORD1, out float2 oTexCoord2 : TEXCOORD2, \n"
- " out float oVignette : TEXCOORD3) \n"
- "{ \n"
- " oTexCoord0 = EyeToSourceUVScale * TexCoord0 + EyeToSourceUVOffset; \n"
- " oTexCoord1 = EyeToSourceUVScale * TexCoord1 + EyeToSourceUVOffset; \n"
- " oTexCoord2 = EyeToSourceUVScale * TexCoord2 + EyeToSourceUVOffset; \n"
- " oVignette = Vignette; \n"
- " oPosition = float4(Position.xy, 0.5, 1.0); \n"
- "}";
-
-/***************************************************************************/
-const char* VertexShaderTimewarpSrc =
-
- "float2 EyeToSourceUVScale : register(c0); \n"
- "float2 EyeToSourceUVOffset : register(c2); \n"
- "float4x4 EyeRotationStart : register(c4); \n"
- "float4x4 EyeRotationEnd : register(c20); \n"
-
- "float2 TimewarpTexCoord(float2 TexCoord, float4x4 rotMat) \n"
- "{ \n"
- " float3 transformed = float3( mul ( rotMat, float4(TexCoord.xy, 1, 1) ).xyz); \n"
- " float2 flattened = (transformed.xy / transformed.z); \n"
- " return(EyeToSourceUVScale * flattened + EyeToSourceUVOffset); \n"
- "} \n"
- "void main(in float2 Position : POSITION, in float TimeWarp : POSITION1, \n"
- " in float Vignette : POSITION2, in float2 TexCoord0 : TEXCOORD0, \n"
- " in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n"
- " out float4 oPosition : SV_Position, out float2 oTexCoord0 : TEXCOORD0, \n"
- " out float2 oTexCoord1 : TEXCOORD1, out float2 oTexCoord2 : TEXCOORD2, \n"
- " out float oVignette : TEXCOORD3) \n"
- "{ \n"
- " float4x4 lerpedEyeRot = lerp(EyeRotationStart, EyeRotationEnd, TimeWarp); \n"
- " oTexCoord0 = TimewarpTexCoord(TexCoord0,lerpedEyeRot); \n"
- " oTexCoord1 = TimewarpTexCoord(TexCoord1,lerpedEyeRot); \n"
- " oTexCoord2 = TimewarpTexCoord(TexCoord2,lerpedEyeRot); \n"
- " oVignette = Vignette; \n"
- " oPosition = float4(Position.xy, 0.5, 1.0); \n"
- "}";
-
-/***************************************************************************/
-const char* PixelShaderSrc =
-
- " sampler2D Texture : register(s0); \n"
-
- "float4 main(in float4 oPosition : SV_Position, in float2 oTexCoord0 : TEXCOORD0, \n"
- " in float2 oTexCoord1 : TEXCOORD1, in float2 oTexCoord2 : TEXCOORD2, \n"
- " in float oVignette : TEXCOORD3) \n"
- " : SV_Target \n"
- "{ \n"
- " float R = tex2D(Texture,oTexCoord0).r; \n"
- " float G = tex2D(Texture,oTexCoord1).g; \n"
- " float B = tex2D(Texture,oTexCoord2).b; \n"
- " return (oVignette*float4(R,G,B,1)); \n"
- "}";
-
-/*************************************************************/
-ID3DBlob* ShaderCompile(char * shaderName, const char * shaderSrcString, const char * profile)
-{
- ID3DBlob* pShaderCode = NULL;
- ID3DBlob* pErrorMsg = NULL;
-
- if (FAILED(D3DCompile(shaderSrcString, strlen(shaderSrcString),NULL,NULL,NULL,
- "main",profile,D3DCOMPILE_OPTIMIZATION_LEVEL3,0,
- &pShaderCode,&pErrorMsg)))
- MessageBoxA(NULL,(char *) pErrorMsg->GetBufferPointer(),"", MB_OK);
- if (pErrorMsg) pErrorMsg->Release();
-
- //Now write out blob
- char tempString[1000];
- int numDWORDs = ((int)pShaderCode->GetBufferSize())/4;
- DWORD * ptr = (DWORD *)pShaderCode->GetBufferPointer();
- sprintf_s(tempString,"DWORD %s[%d] = {",shaderName,numDWORDs);
- OutputDebugStringA(tempString);
- for (int i = 0;i < numDWORDs; i++)
- {
- sprintf_s(tempString,"%lu,",ptr[i]);
- OutputDebugStringA(tempString);
- }
- OutputDebugStringA("};\n");
-
- return(pShaderCode);
-}
-#endif
-
-/***********************************************************/
-void DistortionRenderer::CreateDistortionShaders(void)
-{
-#if PRECOMPILE_FLAG
- ID3DBlob * pShaderCode;
- pShaderCode = ShaderCompile("precompiledVertexShaderSrc",VertexShaderSrc,"vs_2_0");
- Device->CreateVertexShader( ( DWORD* )pShaderCode->GetBufferPointer(), &VertexShader );
- pShaderCode->Release();
-
- pShaderCode = ShaderCompile("precompiledVertexShaderTimewarpSrc",VertexShaderTimewarpSrc,"vs_3_0");
- Device->CreateVertexShader( ( DWORD* )pShaderCode->GetBufferPointer(), &VertexShaderTimewarp );
- pShaderCode->Release();
-
- pShaderCode = ShaderCompile("precompiledPixelShaderSrc",PixelShaderSrc,"ps_3_0");
- Device->CreatePixelShader( ( DWORD* )pShaderCode->GetBufferPointer(), &PixelShader );
- pShaderCode->Release();
-#else
- Device->CreateVertexShader( precompiledVertexShaderSrc, &VertexShader );
- Device->CreateVertexShader( precompiledVertexShaderTimewarpSrc, &VertexShaderTimewarp );
- Device->CreatePixelShader( precompiledPixelShaderSrc, &PixelShader );
-#endif
-}
-
-
-/***************************************************/
-void DistortionRenderer::CreateVertexDeclaration(void)
-{
- static const D3DVERTEXELEMENT9 VertexElements[7] = {
- { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
- { 0, 8, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1 },
- { 0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 2 },
- { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
- { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
- { 0, 32, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
- D3DDECL_END() };
- Device->CreateVertexDeclaration( VertexElements, &VertexDecl );
-}
-
-
-/******************************************************/
-void DistortionRenderer::CreateDistortionModels(void)
-{
- //Make the distortion models
- for (int eye=0;eye<2;eye++)
- {
- FOR_EACH_EYE * e = &eachEye[eye];
- ovrDistortionMesh meshData;
- ovrHmd_CreateDistortionMesh(HMD,
- RState.EyeRenderDesc[eye].Eye,
- RState.EyeRenderDesc[eye].Fov,
- RState.DistortionCaps,
- &meshData);
-
- e->numVerts = meshData.VertexCount;
- e->numIndices = meshData.IndexCount;
-
- Device->CreateVertexBuffer( (e->numVerts)*sizeof(ovrDistortionVertex),0, 0,
- D3DPOOL_MANAGED, &e->dxVerts, NULL );
- ovrDistortionVertex * dxv; e->dxVerts->Lock( 0, 0, (void**)&dxv, 0 );
- for (int v=0;v<e->numVerts;v++) dxv[v] = meshData.pVertexData[v];
- e->dxVerts->Unlock();
-
- Device->CreateIndexBuffer( (e->numIndices)*sizeof(u_short),0, D3DFMT_INDEX16,
- D3DPOOL_MANAGED, &e->dxIndices, NULL );
- unsigned short* dxi; e->dxIndices->Lock( 0, 0, (void**)&dxi, 0 );
- for (int i=0;i<e->numIndices;i++) dxi[i] = meshData.pIndexData[i];
- e->dxIndices->Unlock();
-
- ovrHmd_DestroyDistortionMesh( &meshData );
- }
-}
-
-/**********************************************************/
-void DistortionRenderer::RenderBothDistortionMeshes(void)
-{
- Device->BeginScene();
-
- D3DCOLOR clearColor = D3DCOLOR_RGBA(
- (int)(RState.ClearColor[0] * 255.0f),
- (int)(RState.ClearColor[1] * 255.0f),
- (int)(RState.ClearColor[2] * 255.0f),
- (int)(RState.ClearColor[3] * 255.0f));
-
- Device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, clearColor, 0, 0);
-
- for (int eye=0; eye<2; eye++)
- {
- FOR_EACH_EYE * e = &eachEye[eye];
- D3DVIEWPORT9 vp;
- vp.X=0; vp.Y=0;
- vp.Width=ScreenSize.w; vp.Height=ScreenSize.h;
- vp.MinZ=0; vp.MaxZ = 1;
-
- Device->SetViewport(&vp);
- Device->SetStreamSource( 0, e->dxVerts,0, sizeof(ovrDistortionVertex) );
- Device->SetVertexDeclaration( VertexDecl );
- Device->SetIndices( e->dxIndices );
- Device->SetPixelShader( PixelShader );
- Device->SetTexture( 0, e->texture);
-
- //Choose which vertex shader, with associated additional inputs
- if (RState.DistortionCaps & ovrDistortionCap_TimeWarp)
- {
- Device->SetVertexShader( VertexShaderTimewarp );
-
- ovrMatrix4f timeWarpMatrices[2];
- ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eye,
- RState.EyeRenderPoses[eye], timeWarpMatrices);
-
- //Need to transpose the matrices
- timeWarpMatrices[0] = Matrix4f(timeWarpMatrices[0]).Transposed();
- timeWarpMatrices[1] = Matrix4f(timeWarpMatrices[1]).Transposed();
-
- // Feed identity like matrices in until we get proper timewarp calculation going on
- Device->SetVertexShaderConstantF(4, (float *) &timeWarpMatrices[0],4);
- Device->SetVertexShaderConstantF(20,(float *) &timeWarpMatrices[1],4);
- }
- else
- {
- Device->SetVertexShader( VertexShader );
- }
-
- //Set up vertex shader constants
- Device->SetVertexShaderConstantF( 0, ( FLOAT* )&(e->UVScaleOffset[0]), 1 );
- Device->SetVertexShaderConstantF( 2, ( FLOAT* )&(e->UVScaleOffset[1]), 1 );
-
- Device->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,0,0,e->numVerts,0,e->numIndices/3);
- }
-
- Device->EndScene();
-}
-
-}}}
+/************************************************************************************ + +Filename : CAPI_D3D11_Util.cpp +Content : D3D9 utility functions for rendering +Created : March 7 , 2014 +Authors : Tom Heath + +Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.2 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +distributed under the License is distributed on an "AS IS" BASIS, +WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +See the License for the specific language governing permissions and +limitations under the License. + +************************************************************************************/ + +#include "CAPI_D3D9_DistortionRenderer.h" +#include "OVR_CAPI_D3D.h" + + +namespace OVR { namespace CAPI { namespace D3D9 { + + +#define PRECOMPILE_FLAG 0 +#if !PRECOMPILE_FLAG +//To make these, you need to run it with PRECOMPILE_FLAG, which also uses them, so good for debugging. +//Then cut and paste these from the output window. +//Then turn off the flag. +DWORD precompiledVertexShaderSrc[96] = {4294836736,3080190,1111577667,28,130,4294836736,2,28,33024,123,68,131074,655361,88,0,104,2,131073,88,0,1415936325,1970230127,1432707954,1717981014,7628147,196609,131073,1,0,1415936325,1970230127,1432707954,1633899350,1979737452,1597136755,1766654000,1936683619,544499311,539578920,1280527432,1634226976,544367972,1886220099,1919249513,841890080,892939833,825437746,2868916529,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147614720,2416902145,33554463,2147483653,2416902146,33554463,2147549189,2416902147,33554463,2147614725,2416902148,33554433,2147680256,2699296768,67108868,3758292992,2162425856,2430861314,2699296770,67108868,3758292993,2162425856,2430861315,2699296770,67108868,3758292994,2162425856,2430861316,2699296770,67108868,3222208512,2416181248,2689597441,2686779393,33554433,3758161923,2415919105,65535,}; +DWORD precompiledVertexShaderTimewarpSrc[310] = {4294836992,4587518,1111577667,28,222,4294836992,4,28,33024,215,108,1310722,5373956,124,0,140,262146,1179652,124,0,157,131074,655361,180,0,196,2,131073,180,0,1382381893,1952543855,1164865385,2868929646,196611,262148,1,0,1382381893,1952543855,1399746409,1953653108,1702446336,1867738964,1701016181,1716475477,1952805734,2880154368,196609,131073,1,0,1415936325,1970230127,1432707954,1633899350,1979737452,1597202291,1766654000,1936683619,544499311,539578920,1280527432,1634226976,544367972,1886220099,1919249513,841890080,892939833,825437746,2868916529,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147549184,2416902145,33554463,2147614720,2416902146,33554463,2147483653,2416902147,33554463,2147549189,2416902148,33554463,2147614725,2416902149,33554463,2147483648,3759079424,33554463,2147483653,3758292993,33554463,2147549189,3758292994,33554463,2147614725,3758292995,33554463,2147680261,3758161924,33554433,2147549184,2695495684,50331650,2147549185,2164260864,2695495700,33554433,2147614720,2695495685,50331650,2147614721,2169831424,2695495701,33554433,2147745792,2695495686,50331650,2147745793,2175401984,2695495702,33554433,2148007936,2695495687,50331650,2148007937,2180972544,2695495703,67108868,2148466688,2415919105,2162425857,2162425856,67108868,2148466689,2416181251,2689597441,2684682241,50331657,2147549186,2162425856,2162425857,33554438,2147549186,2147483650,33554433,2147680259,2699296772,50331650,2147876866,2177892355,2697986068,67108868,2147549187,2415919105,2158624770,2689925124,67108868,2147549188,2415919105,2153054210,2684354564,33554433,2147680261,2699296773,50331650,2147876866,2177105925,2697199637,67108868,2147614723,2415919105,2153054210,2689925125,67108868,2147614724,2415919105,2158624770,2684354565,33554433,2147680261,2699296774,50331650,2147811333,2177171461,2697265174,67108868,2147745795,2415919105,2147483653,2689925126,67108868,2147745796,2415919105,2158624773,2684354566,33554433,2147680261,2699296775,50331650,2148073477,2166685701,2686779415,67108868,2148007939,2415919105,2147483653,2689925127,67108868,2148007940,2415919105,2164195333,2684354567,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331653,2147680257,2147483650,2162425861,33554433,2147680258,2699296768,67108868,3758292993,2162425858,2162425857,2699296770,67108868,2148466689,2416181252,2689597441,2684682241,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331657,2147549185,2162425856,2162425857,33554438,2147549185,2147483649,50331653,2147680257,2147483649,2162425861,67108868,3758292994,2162425858,2162425857,2699296770,67108868,2148466689,2416181253,2689597441,2684682241,50331657,2147549188,2162425860,2162425857,50331657,2147614724,2162425859,2162425857,50331657,2147549184,2162425856,2162425857,33554438,2147549184,2147483648,50331653,2147680256,2147483648,2162425860,67108868,3758292995,2162425858,2162425856,2699296770,67108868,3759079424,2416181248,2689597441,2686779393,33554433,3758161924,2415919106,65535,}; +DWORD precompiledPixelShaderSrc[84] = {4294902528,2228222,1111577667,28,79,4294902528,1,28,33024,72,48,3,131073,56,0,1954047316,6648437,786436,65537,1,0,861893488,1291858015,1869767529,1952870259,693250080,1397508128,1750278220,1919247457,1836008224,1701603696,775495794,959330610,858665525,3223857,83886161,2685337600,1065353216,0,0,0,33554463,2147483653,2416115712,33554463,2147549189,2416115713,33554463,2147614725,2416115714,33554463,2147680261,2415984643,33554463,2415919104,2685339648,50331714,2148466688,2430861312,2699298816,67108868,2148073472,2147483648,2690908160,2686779392,50331714,2148466689,2430861313,2699298816,33554433,2147614720,2153054209,50331714,2148466689,2430861314,2699298816,33554433,2147745792,2158624769,50331653,2148468736,2162425856,2415919107,65535,}; + +#else +#include "d3dcompiler.h" +#pragma comment(lib, "C:\\Program Files (x86)\\Microsoft DirectX SDK (June 2010)\\Lib\\x86\\D3DCompiler.lib") +/***************************************************************************/ +const char* VertexShaderSrc = + + "float2 EyeToSourceUVScale : register(c0); \n" + "float2 EyeToSourceUVOffset : register(c2); \n" + + "void main(in float2 Position : POSITION, in float TimeWarp : POSITION1, \n" + " in float Vignette : POSITION2, in float2 TexCoord0 : TEXCOORD0, \n" + " in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n" + " out float4 oPosition : SV_Position, out float2 oTexCoord0 : TEXCOORD0, \n" + " out float2 oTexCoord1 : TEXCOORD1, out float2 oTexCoord2 : TEXCOORD2, \n" + " out float oVignette : TEXCOORD3) \n" + "{ \n" + " oTexCoord0 = EyeToSourceUVScale * TexCoord0 + EyeToSourceUVOffset; \n" + " oTexCoord1 = EyeToSourceUVScale * TexCoord1 + EyeToSourceUVOffset; \n" + " oTexCoord2 = EyeToSourceUVScale * TexCoord2 + EyeToSourceUVOffset; \n" + " oVignette = Vignette; \n" + " oPosition = float4(Position.xy, 0.5, 1.0); \n" + "}"; + +/***************************************************************************/ +const char* VertexShaderTimewarpSrc = + + "float2 EyeToSourceUVScale : register(c0); \n" + "float2 EyeToSourceUVOffset : register(c2); \n" + "float4x4 EyeRotationStart : register(c4); \n" + "float4x4 EyeRotationEnd : register(c20); \n" + + "float2 TimewarpTexCoord(float2 TexCoord, float4x4 rotMat) \n" + "{ \n" + " float3 transformed = float3( mul ( rotMat, float4(TexCoord.xy, 1, 1) ).xyz); \n" + " float2 flattened = (transformed.xy / transformed.z); \n" + " return(EyeToSourceUVScale * flattened + EyeToSourceUVOffset); \n" + "} \n" + "void main(in float2 Position : POSITION, in float TimeWarp : POSITION1, \n" + " in float Vignette : POSITION2, in float2 TexCoord0 : TEXCOORD0, \n" + " in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n" + " out float4 oPosition : SV_Position, out float2 oTexCoord0 : TEXCOORD0, \n" + " out float2 oTexCoord1 : TEXCOORD1, out float2 oTexCoord2 : TEXCOORD2, \n" + " out float oVignette : TEXCOORD3) \n" + "{ \n" + " float4x4 lerpedEyeRot = lerp(EyeRotationStart, EyeRotationEnd, TimeWarp); \n" + " oTexCoord0 = TimewarpTexCoord(TexCoord0,lerpedEyeRot); \n" + " oTexCoord1 = TimewarpTexCoord(TexCoord1,lerpedEyeRot); \n" + " oTexCoord2 = TimewarpTexCoord(TexCoord2,lerpedEyeRot); \n" + " oVignette = Vignette; \n" + " oPosition = float4(Position.xy, 0.5, 1.0); \n" + "}"; + +/***************************************************************************/ +const char* PixelShaderSrc = + + " sampler2D Texture : register(s0); \n" + + "float4 main(in float4 oPosition : SV_Position, in float2 oTexCoord0 : TEXCOORD0, \n" + " in float2 oTexCoord1 : TEXCOORD1, in float2 oTexCoord2 : TEXCOORD2, \n" + " in float oVignette : TEXCOORD3) \n" + " : SV_Target \n" + "{ \n" + " float R = tex2D(Texture,oTexCoord0).r; \n" + " float G = tex2D(Texture,oTexCoord1).g; \n" + " float B = tex2D(Texture,oTexCoord2).b; \n" + " return (oVignette*float4(R,G,B,1)); \n" + "}"; + +/*************************************************************/ +ID3DBlob* ShaderCompile(char * shaderName, const char * shaderSrcString, const char * profile) +{ + ID3DBlob* pShaderCode = NULL; + ID3DBlob* pErrorMsg = NULL; + + if (FAILED(D3DCompile(shaderSrcString, strlen(shaderSrcString),NULL,NULL,NULL, + "main",profile,D3DCOMPILE_OPTIMIZATION_LEVEL3,0, + &pShaderCode,&pErrorMsg))) + MessageBoxA(NULL,(char *) pErrorMsg->GetBufferPointer(),"", MB_OK); + if (pErrorMsg) pErrorMsg->Release(); + + //Now write out blob + char tempString[1000]; + int numDWORDs = ((int)pShaderCode->GetBufferSize())/4; + DWORD * ptr = (DWORD *)pShaderCode->GetBufferPointer(); + sprintf_s(tempString,"DWORD %s[%d] = {",shaderName,numDWORDs); + OutputDebugStringA(tempString); + for (int i = 0;i < numDWORDs; i++) + { + sprintf_s(tempString,"%lu,",ptr[i]); + OutputDebugStringA(tempString); + } + OutputDebugStringA("};\n"); + + return(pShaderCode); +} +#endif + +/***********************************************************/ +void DistortionRenderer::CreateDistortionShaders(void) +{ +#if PRECOMPILE_FLAG + ID3DBlob * pShaderCode; + pShaderCode = ShaderCompile("precompiledVertexShaderSrc",VertexShaderSrc,"vs_2_0"); + Device->CreateVertexShader( ( DWORD* )pShaderCode->GetBufferPointer(), &VertexShader ); + pShaderCode->Release(); + + pShaderCode = ShaderCompile("precompiledVertexShaderTimewarpSrc",VertexShaderTimewarpSrc,"vs_3_0"); + Device->CreateVertexShader( ( DWORD* )pShaderCode->GetBufferPointer(), &VertexShaderTimewarp ); + pShaderCode->Release(); + + pShaderCode = ShaderCompile("precompiledPixelShaderSrc",PixelShaderSrc,"ps_3_0"); + Device->CreatePixelShader( ( DWORD* )pShaderCode->GetBufferPointer(), &PixelShader ); + pShaderCode->Release(); +#else + Device->CreateVertexShader( precompiledVertexShaderSrc, &VertexShader ); + Device->CreateVertexShader( precompiledVertexShaderTimewarpSrc, &VertexShaderTimewarp ); + Device->CreatePixelShader( precompiledPixelShaderSrc, &PixelShader ); +#endif +} + + +/***************************************************/ +void DistortionRenderer::CreateVertexDeclaration() +{ + static const D3DVERTEXELEMENT9 VertexElements[7] = { + { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, + { 0, 8, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1 }, + { 0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 2 }, + { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, + { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 }, + { 0, 32, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 }, + D3DDECL_END() }; + Device->CreateVertexDeclaration( VertexElements, &VertexDecl ); +} + + +/******************************************************/ +bool DistortionRenderer::CreateDistortionModels() +{ + //Make the distortion models + for (int eye=0;eye<2;eye++) + { + FOR_EACH_EYE * e = &eachEye[eye]; + ovrDistortionMesh meshData; + + if (!CalculateDistortionMeshFromFOV( + RenderState->RenderInfo, + RenderState->Distortion[eye], + (RenderState->EyeRenderDesc[eye].Eye == ovrEye_Left ? StereoEye_Left : StereoEye_Right), + RenderState->EyeRenderDesc[eye].Fov, + RenderState->DistortionCaps, + &meshData)) + { + OVR_ASSERT(false); + return false; + } + + e->numVerts = meshData.VertexCount; + e->numIndices = meshData.IndexCount; + + Device->CreateVertexBuffer( (e->numVerts)*sizeof(ovrDistortionVertex),0, 0, + D3DPOOL_MANAGED, &e->dxVerts, NULL ); + ovrDistortionVertex * dxv; e->dxVerts->Lock( 0, 0, (void**)&dxv, 0 ); + for (int v=0;v<e->numVerts;v++) dxv[v] = meshData.pVertexData[v]; + e->dxVerts->Unlock(); + + Device->CreateIndexBuffer( (e->numIndices)*sizeof(u_short),0, D3DFMT_INDEX16, + D3DPOOL_MANAGED, &e->dxIndices, NULL ); + unsigned short* dxi; e->dxIndices->Lock( 0, 0, (void**)&dxi, 0 ); + for (int i=0;i<e->numIndices;i++) dxi[i] = meshData.pIndexData[i]; + e->dxIndices->Unlock(); + + ovrHmd_DestroyDistortionMesh( &meshData ); + } + + return true; +} + +/**********************************************************/ +void DistortionRenderer::RenderBothDistortionMeshes() +{ + Device->BeginScene(); + + D3DCOLOR clearColor = D3DCOLOR_RGBA( + (int)(RenderState->ClearColor[0] * 255.0f), + (int)(RenderState->ClearColor[1] * 255.0f), + (int)(RenderState->ClearColor[2] * 255.0f), + (int)(RenderState->ClearColor[3] * 255.0f)); + + Device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, clearColor, 0, 0); + + for (int eyeNum = 0; eyeNum < 2; eyeNum++) + { + FOR_EACH_EYE * e = &eachEye[eyeNum]; + D3DVIEWPORT9 vp; + vp.X=0; vp.Y=0; + vp.Width=ScreenSize.w; vp.Height=ScreenSize.h; + vp.MinZ=0; vp.MaxZ = 1; + + Device->SetViewport(&vp); + Device->SetStreamSource( 0, e->dxVerts,0, sizeof(ovrDistortionVertex) ); + Device->SetVertexDeclaration( VertexDecl ); + Device->SetIndices( e->dxIndices ); + Device->SetPixelShader( PixelShader ); + Device->SetTexture( 0, e->texture); + + //Choose which vertex shader, with associated additional inputs + if (RenderState->DistortionCaps & ovrDistortionCap_TimeWarp) + { + Device->SetVertexShader( VertexShaderTimewarp ); + + Matrix4f startEndMatrices[2]; + double timewarpIMUTime = 0.; + CalculateOrientationTimewarpFromSensors( + RenderState->EyeRenderPoses[eyeNum].Orientation, + SensorReader, Timing->GetTimewarpTiming()->EyeStartEndTimes[eyeNum], + startEndMatrices, timewarpIMUTime); + Timing->SetTimewarpIMUTime(timewarpIMUTime); + + //Need to transpose the matrices + startEndMatrices[0].Transpose(); + startEndMatrices[1].Transpose(); + + // Feed identity like matrices in until we get proper timewarp calculation going on + Device->SetVertexShaderConstantF(4, (float *)&startEndMatrices[0], 4); + Device->SetVertexShaderConstantF(20, (float *)&startEndMatrices[1], 4); + } + else + { + Device->SetVertexShader( VertexShader ); + } + + //Set up vertex shader constants + Device->SetVertexShaderConstantF( 0, ( FLOAT* )&(e->UVScaleOffset[0]), 1 ); + Device->SetVertexShaderConstantF( 2, ( FLOAT* )&(e->UVScaleOffset[1]), 1 ); + + Device->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,0,0,e->numVerts,0,e->numIndices/3); + } + + Device->EndScene(); +} + + +}}} // namespace OVR::CAPI::D3D9 |