diff options
author | Brad Davis <[email protected]> | 2014-05-23 01:49:32 -0700 |
---|---|---|
committer | Brad Davis <[email protected]> | 2014-05-23 01:49:32 -0700 |
commit | 46acc0e194ff3c1f120199eeca8324b4502118e9 (patch) | |
tree | b1030198d3ee4698445d1fc5161cebe4158e45d1 /Samples/CommonSrc/Render/Render_Device.cpp | |
parent | 07d0f4d0bbf3477ac6a9584f726e8ec6ab285707 (diff) |
Updating to 0.3.2 (windows version)
Diffstat (limited to 'Samples/CommonSrc/Render/Render_Device.cpp')
-rw-r--r-- | Samples/CommonSrc/Render/Render_Device.cpp | 535 |
1 files changed, 373 insertions, 162 deletions
diff --git a/Samples/CommonSrc/Render/Render_Device.cpp b/Samples/CommonSrc/Render/Render_Device.cpp index e917fb0..88e611a 100644 --- a/Samples/CommonSrc/Render/Render_Device.cpp +++ b/Samples/CommonSrc/Render/Render_Device.cpp @@ -206,35 +206,35 @@ namespace OVR { namespace Render { // Cube vertices and their normals. Vector3f CubeVertices[][3] = { - Vector3f(x1, y2, z1), Vector3f(z1, x1), Vector3f(0.0f, 1.0f, 0.0f), - Vector3f(x2, y2, z1), Vector3f(z1, x2), Vector3f(0.0f, 1.0f, 0.0f), - Vector3f(x2, y2, z2), Vector3f(z2, x2), Vector3f(0.0f, 1.0f, 0.0f), - Vector3f(x1, y2, z2), Vector3f(z2, x1), Vector3f(0.0f, 1.0f, 0.0f), - - Vector3f(x1, y1, z1), Vector3f(z1, x1), Vector3f(0.0f, -1.0f, 0.0f), - Vector3f(x2, y1, z1), Vector3f(z1, x2), Vector3f(0.0f, -1.0f, 0.0f), - Vector3f(x2, y1, z2), Vector3f(z2, x2), Vector3f(0.0f, -1.0f, 0.0f), - Vector3f(x1, y1, z2), Vector3f(z2, x1), Vector3f(0.0f, -1.0f, 0.0f), - - Vector3f(x1, y1, z2), Vector3f(z2, y1), Vector3f(-1.0f, 0.0f, 0.0f), - Vector3f(x1, y1, z1), Vector3f(z1, y1), Vector3f(-1.0f, 0.0f, 0.0f), - Vector3f(x1, y2, z1), Vector3f(z1, y2), Vector3f(-1.0f, 0.0f, 0.0f), - Vector3f(x1, y2, z2), Vector3f(z2, y2), Vector3f(-1.0f, 0.0f, 0.0f), - - Vector3f(x2, y1, z2), Vector3f(z2, y1), Vector3f(1.0f, 0.0f, 0.0f), - Vector3f(x2, y1, z1), Vector3f(z1, y1), Vector3f(1.0f, 0.0f, 0.0f), - Vector3f(x2, y2, z1), Vector3f(z1, y2), Vector3f(1.0f, 0.0f, 0.0f), - Vector3f(x2, y2, z2), Vector3f(z2, y2), Vector3f(1.0f, 0.0f, 0.0f), - - Vector3f(x1, y1, z1), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, -1.0f), - Vector3f(x2, y1, z1), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, -1.0f), - Vector3f(x2, y2, z1), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, -1.0f), - Vector3f(x1, y2, z1), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, -1.0f), - - Vector3f(x1, y1, z2), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, 1.0f), - Vector3f(x2, y1, z2), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, 1.0f), - Vector3f(x2, y2, z2), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, 1.0f), - Vector3f(x1, y2, z2), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, 1.0f) + { Vector3f(x1, y2, z1), Vector3f(z1, x1), Vector3f(0.0f, 1.0f, 0.0f) }, + { Vector3f(x2, y2, z1), Vector3f(z1, x2), Vector3f(0.0f, 1.0f, 0.0f) }, + { Vector3f(x2, y2, z2), Vector3f(z2, x2), Vector3f(0.0f, 1.0f, 0.0f) }, + { Vector3f(x1, y2, z2), Vector3f(z2, x1), Vector3f(0.0f, 1.0f, 0.0f) }, + + { Vector3f(x1, y1, z1), Vector3f(z1, x1), Vector3f(0.0f, -1.0f, 0.0f) }, + { Vector3f(x2, y1, z1), Vector3f(z1, x2), Vector3f(0.0f, -1.0f, 0.0f) }, + { Vector3f(x2, y1, z2), Vector3f(z2, x2), Vector3f(0.0f, -1.0f, 0.0f) }, + { Vector3f(x1, y1, z2), Vector3f(z2, x1), Vector3f(0.0f, -1.0f, 0.0f) }, + + { Vector3f(x1, y1, z2), Vector3f(z2, y1), Vector3f(-1.0f, 0.0f, 0.0f) }, + { Vector3f(x1, y1, z1), Vector3f(z1, y1), Vector3f(-1.0f, 0.0f, 0.0f) }, + { Vector3f(x1, y2, z1), Vector3f(z1, y2), Vector3f(-1.0f, 0.0f, 0.0f) }, + { Vector3f(x1, y2, z2), Vector3f(z2, y2), Vector3f(-1.0f, 0.0f, 0.0f) }, + + { Vector3f(x2, y1, z2), Vector3f(z2, y1), Vector3f(1.0f, 0.0f, 0.0f) }, + { Vector3f(x2, y1, z1), Vector3f(z1, y1), Vector3f(1.0f, 0.0f, 0.0f) }, + { Vector3f(x2, y2, z1), Vector3f(z1, y2), Vector3f(1.0f, 0.0f, 0.0f) }, + { Vector3f(x2, y2, z2), Vector3f(z2, y2), Vector3f(1.0f, 0.0f, 0.0f) }, + + { Vector3f(x1, y1, z1), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, -1.0f) }, + { Vector3f(x2, y1, z1), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, -1.0f) }, + { Vector3f(x2, y2, z1), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, -1.0f) }, + { Vector3f(x1, y2, z1), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, -1.0f) }, + + { Vector3f(x1, y1, z2), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, 1.0f) }, + { Vector3f(x2, y1, z2), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, 1.0f) }, + { Vector3f(x2, y2, z2), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, 1.0f) }, + { Vector3f(x1, y2, z2), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, 1.0f) } }; @@ -899,7 +899,8 @@ namespace OVR { namespace Render { ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessWithChromAb); vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcess); } - else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAb) + else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAb || + PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAbHeightmapTimewarp) { ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAb); vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMesh); @@ -909,11 +910,11 @@ namespace OVR { namespace Render { ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAbTimewarp); vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMeshTimewarp); } - else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAbPositionalTimewarp) - { - ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAbPositionalTimewarp); - vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMeshPositionalTimewarp); - } + else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAbPositionalTimewarp) + { + ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAbPositionalTimewarp); + vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMeshPositionalTimewarp); + } else { OVR_ASSERT(false); @@ -926,6 +927,23 @@ namespace OVR { namespace Render { pPostProcessShader->SetShader(ppfs); } + // Heightmap method does the timewarp on the first pass + if (!pPostProcessHeightmapShader && + PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAbHeightmapTimewarp) + { + Shader *vs = NULL; + Shader *ppfs = NULL; + + ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessHeightmapTimewarp); + vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessHeightmapTimewarp); + + OVR_ASSERT(ppfs); // Means the shader failed to compile - look in the debug spew. + OVR_ASSERT(vs); + + pPostProcessHeightmapShader = *CreateShaderSet(); + pPostProcessHeightmapShader->SetShader(vs); + pPostProcessHeightmapShader->SetShader(ppfs); + } if(!pFullScreenVertexBuffer) { @@ -937,7 +955,7 @@ namespace OVR { namespace Render { Vertex(Vector3f(0, 0, 0), Color(1, 1, 1, 1), 0, 1), Vertex(Vector3f(1, 0, 0), Color(1, 1, 1, 1), 1, 1) }; - pFullScreenVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices)); + pFullScreenVertexBuffer->Data(Buffer_Vertex | Buffer_ReadOnly, QuadVertices, sizeof(QuadVertices)); } return true; } @@ -960,7 +978,7 @@ namespace OVR { namespace Render { void RenderDevice::FinishScene() { SetExtraShaders(0); - SetRenderTarget(0); + SetDefaultRenderTarget(); } @@ -971,9 +989,10 @@ namespace OVR { namespace Render { { PostProcessingType = pptype; - if ( ( pptype == PostProcess_MeshDistortion ) || + if (( pptype == PostProcess_MeshDistortion ) || ( pptype == PostProcess_MeshDistortionTimewarp ) || - ( pptype == PostProcess_MeshDistortionPositionalTimewarp ) ) + ( pptype == PostProcess_MeshDistortionPositionalTimewarp ) || + ( pptype == PostProcess_MeshDistortionHeightmapTimewarp)) { for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) { @@ -1009,13 +1028,55 @@ namespace OVR { namespace Render { DistortionMeshNumTris[eyeNum] = numTris; pDistortionMeshVertexBuffer[eyeNum] = *CreateBuffer(); - pDistortionMeshVertexBuffer[eyeNum]->Data ( Buffer_Vertex, pVerts, sizeof(DistortionVertex) * numVerts ); + pDistortionMeshVertexBuffer[eyeNum]->Data ( Buffer_Vertex | Buffer_ReadOnly, pVerts, sizeof(DistortionVertex) * numVerts ); pDistortionMeshIndexBuffer[eyeNum] = *CreateBuffer(); - pDistortionMeshIndexBuffer[eyeNum]->Data ( Buffer_Index, pIndices, ( sizeof(UInt16) * numIndices ) ); + pDistortionMeshIndexBuffer[eyeNum]->Data ( Buffer_Index | Buffer_ReadOnly, pIndices, ( sizeof(UInt16) * numIndices ) ); DistortionMeshDestroy ( pRawVerts, pIndices ); OVR_FREE ( pVerts ); } + + if(pptype == PostProcess_MeshDistortionHeightmapTimewarp) + { + // Create the positional timewarp rectangular heightmap mesh + for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) + { + const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight; + + // Get the mesh data. + int numVerts = 0; + int numTris = 0; + HeightmapMeshVertexData *pRawVerts = NULL; + UInt16 *pIndices = NULL; + HeightmapMeshCreate ( &pRawVerts, &pIndices, &numVerts, &numTris, stereoParams, hmdRenderInfo ); + int numIndices = numTris * 3; + + // Convert to final vertex data. + HeightmapVertex *pVerts = (HeightmapVertex*)OVR_ALLOC ( sizeof(HeightmapVertex) * numVerts ); + HeightmapVertex *pCurVert = pVerts; + HeightmapMeshVertexData *pCurRawVert = pRawVerts; + for ( int vertNum = 0; vertNum < numVerts; vertNum++ ) + { + pCurVert->Pos.x = pCurRawVert->ScreenPosNDC.x; + pCurVert->Pos.y = pCurRawVert->ScreenPosNDC.y; + Vector2f texCoord = pCurRawVert->TanEyeAngles; + pCurVert->Tex.x = texCoord.x; + pCurVert->Tex.y = texCoord.y; + pCurVert->Tex.z = (OVR::UByte)( floorf ( pCurRawVert->TimewarpLerp * 255.999f ) ); + pCurRawVert++; + pCurVert++; + } + + HeightmapMeshNumTris[eyeNum] = numTris; + pHeightmapMeshVertexBuffer[eyeNum] = *CreateBuffer(); + pHeightmapMeshVertexBuffer[eyeNum]->Data ( Buffer_Vertex, pVerts, sizeof(HeightmapVertex) * numVerts ); + pHeightmapMeshIndexBuffer[eyeNum] = *CreateBuffer(); + pHeightmapMeshIndexBuffer[eyeNum]->Data ( Buffer_Index, pIndices, ( sizeof(UInt16) * numIndices ) ); + + HeightmapMeshDestroy ( pRawVerts, pIndices ); + OVR_FREE ( pVerts ); + } + } } else { @@ -1025,117 +1086,265 @@ namespace OVR { namespace Render { void RenderDevice::ApplyPostProcess(Matrix4f const &matNowFromWorldStart, Matrix4f const &matNowFromWorldEnd, - Matrix4f const &matRenderFromWorldLeft, Matrix4f const &matRenderFromWorldRight, - StereoEyeParams const &stereoParamsLeft, StereoEyeParams const &stereoParamsRight, - Ptr<Texture> pSourceTextureLeftOrOnly, - Ptr<Texture> pSourceTextureRight, - Ptr<Texture> pSourceTextureLeftOrOnlyDepth, - Ptr<Texture> pSourceTextureRightDepth) + Matrix4f const &matRenderFromWorldLeft, Matrix4f const &matRenderFromWorldRight, + StereoEyeParams const &stereoParamsLeft, StereoEyeParams const &stereoParamsRight, + RenderTarget* pHmdSpaceLayerRenderTargetLeftOrBothEyes, + RenderTarget* pHmdSpaceLayerRenderTargetRight, + RenderTarget* pOverlayLayerRenderTargetLeftOrBothEyes, + RenderTarget* pOverlayLayerRenderTargetRight) { SetExtraShaders(0); - if ( PostProcessingType == PostProcess_MeshDistortion ) - { - Recti vp ( 0, 0, WindowWidth, WindowHeight ); - SetViewport(vp); - float r, g, b, a; - DistortionClearColor.GetRGBA(&r, &g, &b, &a); - Clear(r, g, b, a); - - Matrix4f dummy; - ShaderFill fill(pPostProcessShader); - - fill.SetTexture ( 0, pSourceTextureLeftOrOnly ); - pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParamsLeft.EyeToSourceUV.Scale.x, stereoParamsLeft.EyeToSourceUV.Scale.y ); - pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParamsLeft.EyeToSourceUV.Offset.x, stereoParamsLeft.EyeToSourceUV.Offset.y ); - Render(&fill, pDistortionMeshVertexBuffer[0], pDistortionMeshIndexBuffer[0], dummy, 0, DistortionMeshNumTris[0] * 3, Prim_Triangles, true); - - if ( pSourceTextureRight != NULL ) - { - fill.SetTexture ( 0, pSourceTextureRight ); - } - pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParamsRight.EyeToSourceUV.Scale.x, stereoParamsRight.EyeToSourceUV.Scale.y ); - pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParamsRight.EyeToSourceUV.Offset.x, stereoParamsRight.EyeToSourceUV.Offset.y ); - Render(&fill, pDistortionMeshVertexBuffer[1], pDistortionMeshIndexBuffer[1], dummy, 0, DistortionMeshNumTris[1] * 3, Prim_Triangles, true); - } - else if ( PostProcessingType == PostProcess_MeshDistortionTimewarp ) - { - Recti vp ( 0, 0, WindowWidth, WindowHeight ); - SetViewport(vp); - float r, g, b, a; - DistortionClearColor.GetRGBA(&r, &g, &b, &a); - Clear(r, g, b, a); - - ShaderFill fill(pPostProcessShader); - fill.SetTexture ( 0, pSourceTextureLeftOrOnly ); - - for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) - { - Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight; - const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight; - - Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart ); - Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd ); - - pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y ); - pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y ); - pPostProcessShader->SetUniform3x3f("EyeRotationStart", matRenderFromNowStart); - pPostProcessShader->SetUniform3x3f("EyeRotationEnd", matRenderFromNowEnd); - - Matrix4f dummy; - if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) ) - { - fill.SetTexture ( 0, pSourceTextureRight ); - } - Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], dummy, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, true); - } - } - else if ( PostProcessingType == PostProcess_MeshDistortionPositionalTimewarp ) - { - Recti vp( 0, 0, WindowWidth, WindowHeight ); - SetViewport(vp); - float r, g, b, a; - DistortionClearColor.GetRGBA(&r, &g, &b, &a); - Clear(r, g, b, a); - - ShaderFill fill(pPostProcessShader); - fill.SetTexture ( 0, pSourceTextureLeftOrOnly ); - fill.SetTexture ( 0, pSourceTextureLeftOrOnlyDepth, Shader_Vertex ); - - for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) - { - Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight; - const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight; - - Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart ); - Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd ); - - pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y ); - pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y ); - - // DepthProjector values can also be calculated as: - // float DepthProjectorX = FarClip / (FarClip - NearClip); - // float DepthProjectorY = (-FarClip * NearClip) / (FarClip - NearClip); - pPostProcessShader->SetUniform2f("DepthProjector", -stereoParams.RenderedProjection.M[2][2], stereoParams.RenderedProjection.M[2][3]); - pPostProcessShader->SetUniform2f("DepthDimSize", (float)pSourceTextureLeftOrOnlyDepth->GetWidth(), (float)pSourceTextureLeftOrOnlyDepth->GetHeight()); - pPostProcessShader->SetUniform4x4f("EyeRotationStart", matRenderFromNowStart); - pPostProcessShader->SetUniform4x4f("EyeRotationEnd", matRenderFromNowEnd); - - - Matrix4f dummy; - if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) ) - { - OVR_ASSERT(pSourceTextureRightDepth != NULL); - fill.SetTexture ( 0, pSourceTextureRight ); - fill.SetTexture ( 0, pSourceTextureRightDepth, Shader_Vertex ); - } - - Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], dummy, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, true); - } - } - else - { - if ( PostProcessingType == PostProcess_PixelDistortion ) + bool usingOverlay = pOverlayLayerRenderTargetLeftOrBothEyes != NULL; + + switch( PostProcessingType ) + { + case PostProcess_MeshDistortion: + { + Recti vp ( 0, 0, WindowWidth, WindowHeight ); + SetViewport(vp); + float r, g, b, a; + DistortionClearColor.GetRGBA(&r, &g, &b, &a); + Clear(r, g, b, a); + + Matrix4f dummy; + ShaderFill fill(pPostProcessShader); + + fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex ); + fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetLeftOrBothEyes->pColorTex : NULL)); + pPostProcessShader->SetUniform1f("UseOverlay", usingOverlay ? 1.0f : 0.0f); + pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParamsLeft.EyeToSourceUV.Scale.x, stereoParamsLeft.EyeToSourceUV.Scale.y ); + pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParamsLeft.EyeToSourceUV.Offset.x, stereoParamsLeft.EyeToSourceUV.Offset.y ); + Render(&fill, pDistortionMeshVertexBuffer[0], pDistortionMeshIndexBuffer[0], dummy, 0, DistortionMeshNumTris[0] * 3, Prim_Triangles, Mesh_Distortion); + + if ( pHmdSpaceLayerRenderTargetRight != NULL ) + { + fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pColorTex ); + fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetRight->pColorTex : NULL)); + } + pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParamsRight.EyeToSourceUV.Scale.x, stereoParamsRight.EyeToSourceUV.Scale.y ); + pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParamsRight.EyeToSourceUV.Offset.x, stereoParamsRight.EyeToSourceUV.Offset.y ); + Render(&fill, pDistortionMeshVertexBuffer[1], pDistortionMeshIndexBuffer[1], dummy, 0, DistortionMeshNumTris[1] * 3, Prim_Triangles, Mesh_Distortion); + } + break; + + case PostProcess_MeshDistortionTimewarp: + { + Recti vp ( 0, 0, WindowWidth, WindowHeight ); + SetViewport(vp); + float r, g, b, a; + DistortionClearColor.GetRGBA(&r, &g, &b, &a); + Clear(r, g, b, a); + + ShaderFill fill(pPostProcessShader); + fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex ); + fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetLeftOrBothEyes->pColorTex : NULL)); + pPostProcessShader->SetUniform1f("UseOverlay", usingOverlay ? 1.0f : 0.0f); + + for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) + { + Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight; + const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight; + + Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart, stereoParams.ViewAdjust ); + Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.ViewAdjust ); + + pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y ); + pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y ); + pPostProcessShader->SetUniform3x3f("EyeRotationStart", matRenderFromNowStart); + pPostProcessShader->SetUniform3x3f("EyeRotationEnd", matRenderFromNowEnd); + + Matrix4f dummy; + if ( ( pHmdSpaceLayerRenderTargetRight != NULL ) && ( eyeNum == 1 ) ) + { + fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pColorTex ); + fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetRight->pColorTex : NULL)); + } + Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], dummy, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, Mesh_Distortion); + } + } + break; + + case PostProcess_MeshDistortionPositionalTimewarp: + { + Recti vp( 0, 0, WindowWidth, WindowHeight ); + SetViewport(vp); + float r, g, b, a; + DistortionClearColor.GetRGBA(&r, &g, &b, &a); + Clear(r, g, b, a); + + ShaderFill fill(pPostProcessShader); + fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex ); + fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pDepthTex, Shader_Vertex ); + fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetLeftOrBothEyes->pColorTex : NULL)); + pPostProcessShader->SetUniform1f("UseOverlay", usingOverlay ? 1.0f : 0.0f); + + for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) + { + Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight; + const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight; + + Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart, stereoParams.ViewAdjust ); + Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.ViewAdjust ); + + pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y ); + pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y ); + + // DepthProjector values can also be calculated as: + // float DepthProjectorX = FarClip / (FarClip - NearClip); + // float DepthProjectorY = (-FarClip * NearClip) / (FarClip - NearClip); + pPostProcessShader->SetUniform2f("DepthProjector", -stereoParams.RenderedProjection.M[2][2], stereoParams.RenderedProjection.M[2][3]); + pPostProcessShader->SetUniform2f("DepthDimSize", (float)pHmdSpaceLayerRenderTargetLeftOrBothEyes->Size.w, (float)pHmdSpaceLayerRenderTargetLeftOrBothEyes->Size.h); + pPostProcessShader->SetUniform4x4f("EyeRotationStart", matRenderFromNowStart); + pPostProcessShader->SetUniform4x4f("EyeRotationEnd", matRenderFromNowEnd); + + + Matrix4f dummy; + if ( ( pHmdSpaceLayerRenderTargetRight != NULL ) && ( eyeNum == 1 ) ) + { + OVR_ASSERT(pHmdSpaceLayerRenderTargetRight->pDepthTex != NULL); + fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pColorTex ); + fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pDepthTex, Shader_Vertex ); + fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetRight->pColorTex : NULL)); + } + + Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], dummy, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, Mesh_Distortion); + } + } + break; + + case PostProcess_MeshDistortionHeightmapTimewarp: + { + // Create pass1 textures if not already done + for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) + { + Texture* templateTexture = NULL; + switch(eyeNum) + { + case 0: templateTexture = pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex; break; + case 1: templateTexture = pHmdSpaceLayerRenderTargetRight->pColorTex; break; + default: OVR_ASSERT(false); + } + + if( templateTexture == NULL) + { + if(HeightmapTimewarpRTs[eyeNum].pColorTex != NULL) + { + HeightmapTimewarpRTs[eyeNum].pColorTex = NULL; + HeightmapTimewarpRTs[eyeNum].pDepthTex = NULL; + } + } + else if( HeightmapTimewarpRTs[eyeNum].pColorTex == NULL || + HeightmapTimewarpRTs[eyeNum].Size.w != templateTexture->GetWidth() || + HeightmapTimewarpRTs[eyeNum].Size.h != templateTexture->GetHeight()) + { + HeightmapTimewarpRTs[eyeNum].Size.w = templateTexture->GetWidth(); + HeightmapTimewarpRTs[eyeNum].Size.h = templateTexture->GetHeight(); + + HeightmapTimewarpRTs[eyeNum].pColorTex = *CreateTexture(Texture_RGBA | Texture_RenderTarget | templateTexture->GetSamples(), + HeightmapTimewarpRTs[eyeNum].Size.w, HeightmapTimewarpRTs[eyeNum].Size.h, NULL); + + HeightmapTimewarpRTs[eyeNum].pColorTex->SetSampleMode ( Sample_ClampBorder | Sample_Linear); + + HeightmapTimewarpRTs[eyeNum].pDepthTex = *CreateTexture(Texture_Depth | Texture_RenderTarget | Texture_SampleDepth | templateTexture->GetSamples(), + HeightmapTimewarpRTs[eyeNum].Size.w, HeightmapTimewarpRTs[eyeNum].Size.h, NULL); + } + } + + Matrix4f identity; + + // Pass 1 - do heightmap-based positional time warp + { + SetDepthMode(true, true); + + ShaderFill heightmapFill(pPostProcessHeightmapShader); + + for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) + { + const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight; + + switch(eyeNum) + { + case 0: + { + heightmapFill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex ); + heightmapFill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pDepthTex, Shader_Vertex ); + SetRenderTarget(HeightmapTimewarpRTs[eyeNum]); // output to temp buffers + } + break; + case 1: + if ( ( pHmdSpaceLayerRenderTargetRight != NULL ) ) + { + heightmapFill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pColorTex ); + heightmapFill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pDepthTex, Shader_Vertex ); + SetRenderTarget(HeightmapTimewarpRTs[eyeNum]); // output to temp buffers + } + break; + default: OVR_ASSERT(false); + } + + SetViewport(stereoParams.RenderedViewport); + Clear(); + + Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight; + + Matrix4f matRenderFromNowStart = TimewarpComputePoseDeltaPosition ( matRenderFromWorld, matNowFromWorldStart, stereoParams.ViewAdjust ); + Matrix4f matRenderFromNowEnd = TimewarpComputePoseDeltaPosition ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.ViewAdjust ); + + pPostProcessHeightmapShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y ); + pPostProcessHeightmapShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y ); + + pPostProcessHeightmapShader->SetUniform2f("DepthDimSize", (float)pHmdSpaceLayerRenderTargetLeftOrBothEyes->Size.w, (float)pHmdSpaceLayerRenderTargetLeftOrBothEyes->Size.h); + + // TODO: Combining "proj * xform * invProj" leads to artifacts due to precision loss with the inversion + pPostProcessHeightmapShader->SetUniform4x4f("EyeXformStart", stereoParams.RenderedProjection * matRenderFromNowStart); + pPostProcessHeightmapShader->SetUniform4x4f("EyeXformEnd", stereoParams.RenderedProjection * matRenderFromNowEnd); + //pPostProcessHeightmapShader->SetUniform4x4f("EyeXformStart", stereoParams.RenderedProjection * matRenderFromNowStart * stereoParams.RenderedProjection.Inverted()); + //pPostProcessHeightmapShader->SetUniform4x4f("EyeXformEnd", stereoParams.RenderedProjection * matRenderFromNowEnd * stereoParams.RenderedProjection.Inverted()); + //pPostProcessHeightmapShader->SetUniform4x4f("Projection", stereoParams.RenderedProjection); + pPostProcessHeightmapShader->SetUniform4x4f("InvProjection", stereoParams.RenderedProjection.Inverted()); + + Render(&heightmapFill, pHeightmapMeshVertexBuffer[eyeNum], pHeightmapMeshIndexBuffer[eyeNum], identity, 0, HeightmapMeshNumTris[eyeNum] * 3, Prim_Triangles, Mesh_Heightmap); + } + } + + // Pass 2 - do distortion + { + SetDefaultRenderTarget(); + SetDepthMode(false, false); + + Recti vp( 0, 0, WindowWidth, WindowHeight ); + SetViewport(vp); + float r, g, b, a; + DistortionClearColor.GetRGBA(&r, &g, &b, &a); + Clear(r, g, b, a); + + ShaderFill fill(pPostProcessShader); + fill.SetTexture ( 0, HeightmapTimewarpRTs[0].pColorTex ); + fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetLeftOrBothEyes->pColorTex : NULL)); + pPostProcessShader->SetUniform1f("UseOverlay", usingOverlay ? 1.0f : 0.0f); + + for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) + { + const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight; + + // TODO: Could avoid the need for these vars since the mesh doesn't actually to time warping + pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y ); + pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y ); + + if ( ( HeightmapTimewarpRTs[1].pColorTex != NULL ) && ( eyeNum == 1 ) ) + { + fill.SetTexture ( 0, HeightmapTimewarpRTs[1].pColorTex ); + fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetRight->pColorTex : NULL)); + } + + Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], identity, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, Mesh_Distortion); + } + } + } + break; + + case PostProcess_PixelDistortion: { float r, g, b, a; DistortionClearColor.GetRGBA(&r, &g, &b, &a); @@ -1201,18 +1410,20 @@ namespace OVR { namespace Render { 0, 0, 0, 1); ShaderFill fill(pPostProcessShader); - if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) ) + if ( ( pHmdSpaceLayerRenderTargetRight != NULL ) && ( eyeNum == 1 ) ) { - fill.SetTexture ( 0, pSourceTextureRight ); + fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pColorTex ); } else { - fill.SetTexture ( 0, pSourceTextureLeftOrOnly ); + fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex ); } Render(&fill, pFullScreenVertexBuffer, NULL, view, 0, 4, Prim_TriangleStrip); } } - else if ( PostProcessingType == PostProcess_NoDistortion ) + break; + + case PostProcess_NoDistortion: { // Just splat the thing on the framebuffer with no distortion. Clear ( 0.0f, 0.4f, 0.0f, 1.0f, 1.0f ); @@ -1225,8 +1436,8 @@ namespace OVR { namespace Render { ortho.M[1][3] = 0.0f; ortho.M[2][2] = 0; SetProjection(ortho); - int rtWidth = pSourceTextureLeftOrOnly->GetWidth(); - int rtHeight = pSourceTextureLeftOrOnly->GetHeight(); + int rtWidth = pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex->GetWidth(); + int rtHeight = pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex->GetHeight(); for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) { @@ -1234,13 +1445,13 @@ namespace OVR { namespace Render { SetViewport ( stereoParams.DistortionViewport ); Ptr<Texture> pTex; - if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) ) + if ( ( pHmdSpaceLayerRenderTargetRight != NULL ) && ( eyeNum == 1 ) ) { - pTex = pSourceTextureRight; + pTex = pHmdSpaceLayerRenderTargetRight->pColorTex; } else { - pTex = pSourceTextureLeftOrOnly; + pTex = pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex; } float ul = (float)( stereoParams.RenderedViewport.x ) / (float)rtWidth; @@ -1253,10 +1464,10 @@ namespace OVR { namespace Render { Color(255,255,255,255), pTex ); } } - else - { - OVR_ASSERT ( !"Unknown distortion type" ); - } + break; + + default: + OVR_ASSERT ( !"Unknown distortion type" ); } } |