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authorBrad Davis <[email protected]>2013-07-03 10:28:24 -0700
committerBrad Davis <[email protected]>2013-07-03 10:28:24 -0700
commitb71a796bd6efc9fffd78045025eabd4b276adc69 (patch)
treedec98b43ce0b59b0eb4a778ac7c6c516007524fe /Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp
parentd46694c91c2bec4eb1e282c0c0101e6dab26e082 (diff)
Fixed crlf issue
Diffstat (limited to 'Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp')
-rw-r--r--Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp1424
1 files changed, 712 insertions, 712 deletions
diff --git a/Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp b/Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp
index 2e6dd3e..c27723f 100644
--- a/Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp
+++ b/Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp
@@ -1,712 +1,712 @@
-/************************************************************************************
-
-Filename : Win32_OculusRoomTiny.cpp
-Content : First-person view test application for Oculus Rift
-Created : October 4, 2012
-Authors : Michael Antonov, Andrew Reisse
-
-Copyright : Copyright 2012 Oculus, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-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 "Win32_OculusRoomTiny.h"
-#include "RenderTiny_D3D1X_Device.h"
-
-//-------------------------------------------------------------------------------------
-// ***** OculusRoomTiny Class
-
-// Static pApp simplifies routing the window function.
-OculusRoomTinyApp* OculusRoomTinyApp::pApp = 0;
-
-
-OculusRoomTinyApp::OculusRoomTinyApp(HINSTANCE hinst)
- : pRender(0),
- LastUpdate(0),
-
- // Win32
- hWnd(NULL),
- hInstance(hinst), Quit(0), MouseCaptured(true),
- hXInputModule(0), pXInputGetState(0),
-
- // Initial location
- EyePos(0.0f, 1.6f, -5.0f),
- EyeYaw(YawInitial), EyePitch(0), EyeRoll(0),
- LastSensorYaw(0),
- SConfig(),
- PostProcess(PostProcess_Distortion),
- ShiftDown(false),
- ControlDown(false)
-{
- pApp = this;
-
- Width = 1280;
- Height = 800;
-
- StartupTicks = OVR::Timer::GetTicks();
- LastPadPacketNo = 0;
-
- MoveForward = MoveBack = MoveLeft = MoveRight = 0;
- GamepadMove = Vector3f(0);
- GamepadRotate = Vector3f(0);
-}
-
-OculusRoomTinyApp::~OculusRoomTinyApp()
-{
- RemoveHandlerFromDevices();
- pSensor.Clear();
- pHMD.Clear();
- destroyWindow();
- pApp = 0;
-}
-
-
-int OculusRoomTinyApp::OnStartup(const char* args)
-{
- OVR_UNUSED(args);
-
-
- // *** Oculus HMD & Sensor Initialization
-
- // Create DeviceManager and first available HMDDevice from it.
- // Sensor object is created from the HMD, to ensure that it is on the
- // correct device.
-
- pManager = *DeviceManager::Create();
-
- // We'll handle it's messages in this case.
- pManager->SetMessageHandler(this);
-
-
- int detectionResult = IDCONTINUE;
- const char* detectionMessage;
-
- do
- {
- // Release Sensor/HMD in case this is a retry.
- pSensor.Clear();
- pHMD.Clear();
- RenderParams.MonitorName.Clear();
-
- pHMD = *pManager->EnumerateDevices<HMDDevice>().CreateDevice();
- if (pHMD)
- {
- pSensor = *pHMD->GetSensor();
-
- // This will initialize HMDInfo with information about configured IPD,
- // screen size and other variables needed for correct projection.
- // We pass HMD DisplayDeviceName into the renderer to select the
- // correct monitor in full-screen mode.
- if (pHMD->GetDeviceInfo(&HMDInfo))
- {
- RenderParams.MonitorName = HMDInfo.DisplayDeviceName;
- RenderParams.DisplayId = HMDInfo.DisplayId;
- SConfig.SetHMDInfo(HMDInfo);
- }
- }
- else
- {
- // If we didn't detect an HMD, try to create the sensor directly.
- // This is useful for debugging sensor interaction; it is not needed in
- // a shipping app.
- pSensor = *pManager->EnumerateDevices<SensorDevice>().CreateDevice();
- }
-
-
- // If there was a problem detecting the Rift, display appropriate message.
- detectionResult = IDCONTINUE;
-
- if (!pHMD && !pSensor)
- detectionMessage = "Oculus Rift not detected.";
- else if (!pHMD)
- detectionMessage = "Oculus Sensor detected; HMD Display not detected.";
- else if (!pSensor)
- detectionMessage = "Oculus HMD Display detected; Sensor not detected.";
- else if (HMDInfo.DisplayDeviceName[0] == '\0')
- detectionMessage = "Oculus Sensor detected; HMD display EDID not detected.";
- else
- detectionMessage = 0;
-
- if (detectionMessage)
- {
- String messageText(detectionMessage);
- messageText += "\n\n"
- "Press 'Try Again' to run retry detection.\n"
- "Press 'Continue' to run full-screen anyway.";
-
- detectionResult = ::MessageBoxA(0, messageText.ToCStr(), "Oculus Rift Detection",
- MB_CANCELTRYCONTINUE|MB_ICONWARNING);
-
- if (detectionResult == IDCANCEL)
- return 1;
- }
-
- } while (detectionResult != IDCONTINUE);
-
-
- if (HMDInfo.HResolution > 0)
- {
- Width = HMDInfo.HResolution;
- Height = HMDInfo.VResolution;
- }
-
-
- if (!setupWindow())
- return 1;
-
- if (pSensor)
- {
- // We need to attach sensor to SensorFusion object for it to receive
- // body frame messages and update orientation. SFusion.GetOrientation()
- // is used in OnIdle() to orient the view.
- SFusion.AttachToSensor(pSensor);
- SFusion.SetDelegateMessageHandler(this);
- SFusion.SetPredictionEnabled(true);
- }
-
-
- // *** Initialize Rendering
-
- // Enable multi-sampling by default.
- RenderParams.Multisample = 4;
- RenderParams.Fullscreen = true;
-
- // Setup Graphics.
- pRender = *RenderTiny::D3D10::RenderDevice::CreateDevice(RenderParams, (void*)hWnd);
- if (!pRender)
- return 1;
-
-
- // *** Configure Stereo settings.
-
- SConfig.SetFullViewport(Viewport(0,0, Width, Height));
- SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
-
- // Configure proper Distortion Fit.
- // For 7" screen, fit to touch left side of the view, leaving a bit of invisible
- // screen on the top (saves on rendering cost).
- // For smaller screens (5.5"), fit to the top.
- if (HMDInfo.HScreenSize > 0.0f)
- {
- if (HMDInfo.HScreenSize > 0.140f) // 7"
- SConfig.SetDistortionFitPointVP(-1.0f, 0.0f);
- else
- SConfig.SetDistortionFitPointVP(0.0f, 1.0f);
- }
-
- pRender->SetSceneRenderScale(SConfig.GetDistortionScale());
-
- SConfig.Set2DAreaFov(DegreeToRad(85.0f));
-
-
- // *** Populate Room Scene
-
- // This creates lights and models.
- PopulateRoomScene(&Scene, pRender);
-
-
- LastUpdate = GetAppTime();
- return 0;
-}
-
-void OculusRoomTinyApp::OnMessage(const Message& msg)
-{
- if (msg.Type == Message_DeviceAdded && msg.pDevice == pManager)
- {
- LogText("DeviceManager reported device added.\n");
- }
- else if (msg.Type == Message_DeviceRemoved && msg.pDevice == pManager)
- {
- LogText("DeviceManager reported device removed.\n");
- }
- else if (msg.Type == Message_DeviceAdded && msg.pDevice == pSensor)
- {
- LogText("Sensor reported device added.\n");
- }
- else if (msg.Type == Message_DeviceRemoved && msg.pDevice == pSensor)
- {
- LogText("Sensor reported device removed.\n");
- }
-}
-
-
-void OculusRoomTinyApp::OnGamepad(float padLx, float padLy, float padRx, float padRy)
-{
- GamepadMove = Vector3f(padLx * padLx * (padLx > 0 ? 1 : -1),
- 0,
- padLy * padLy * (padLy > 0 ? -1 : 1));
- GamepadRotate = Vector3f(2 * padRx, -2 * padRy, 0);
-}
-
-void OculusRoomTinyApp::OnMouseMove(int x, int y, int modifiers)
-{
- OVR_UNUSED(modifiers);
-
- // Mouse motion here is always relative.
- int dx = x, dy = y;
- const float maxPitch = ((3.1415f/2)*0.98f);
-
- // Apply to rotation. Subtract for right body frame rotation,
- // since yaw rotation is positive CCW when looking down on XZ plane.
- EyeYaw -= (Sensitivity * dx)/ 360.0f;
-
- if (!pSensor)
- {
- EyePitch -= (Sensitivity * dy)/ 360.0f;
-
- if (EyePitch > maxPitch)
- EyePitch = maxPitch;
- if (EyePitch < -maxPitch)
- EyePitch = -maxPitch;
- }
-}
-
-void OculusRoomTinyApp::OnKey(unsigned vk, bool down)
-{
- switch (vk)
- {
- case 'Q':
- if (down && ControlDown)
- Quit = true;
- break;
- case VK_ESCAPE:
- if (!down)
- Quit = true;
- break;
-
- // Handle player movement keys.
- // We just update movement state here, while the actual translation is done in OnIdle()
- // based on time.
- case 'W': MoveForward = down ? (MoveForward | 1) : (MoveForward & ~1); break;
- case 'S': MoveBack = down ? (MoveBack | 1) : (MoveBack & ~1); break;
- case 'A': MoveLeft = down ? (MoveLeft | 1) : (MoveLeft & ~1); break;
- case 'D': MoveRight = down ? (MoveRight | 1) : (MoveRight & ~1); break;
- case VK_UP: MoveForward = down ? (MoveForward | 2) : (MoveForward & ~2); break;
- case VK_DOWN: MoveBack = down ? (MoveBack | 2) : (MoveBack & ~2); break;
-
- case 'R':
- SFusion.Reset();
- break;
-
- case 'P':
- if (down)
- {
- // Toggle chromatic aberration correction on/off.
- RenderDevice::PostProcessShader shader = pRender->GetPostProcessShader();
-
- if (shader == RenderDevice::PostProcessShader_Distortion)
- {
- pRender->SetPostProcessShader(RenderDevice::PostProcessShader_DistortionAndChromAb);
- }
- else if (shader == RenderDevice::PostProcessShader_DistortionAndChromAb)
- {
- pRender->SetPostProcessShader(RenderDevice::PostProcessShader_Distortion);
- }
- else
- OVR_ASSERT(false);
- }
- break;
-
- // Switch rendering modes/distortion.
- case VK_F1:
- SConfig.SetStereoMode(Stereo_None);
- PostProcess = PostProcess_None;
- break;
- case VK_F2:
- SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
- PostProcess = PostProcess_None;
- break;
- case VK_F3:
- SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
- PostProcess = PostProcess_Distortion;
- break;
-
- // Stereo IPD adjustments, in meter (default IPD is 64mm).
- case VK_OEM_PLUS:
- case VK_INSERT:
- if (down)
- SConfig.SetIPD(SConfig.GetIPD() + 0.0005f * (ShiftDown ? 5.0f : 1.0f));
- break;
- case VK_OEM_MINUS:
- case VK_DELETE:
- if (down)
- SConfig.SetIPD(SConfig.GetIPD() - 0.0005f * (ShiftDown ? 5.0f : 1.0f));
- break;
-
- // Holding down Shift key accelerates adjustment velocity.
- case VK_SHIFT:
- ShiftDown = down;
- break;
- case VK_CONTROL:
- ControlDown = down;
- break;
- }
-}
-
-
-void OculusRoomTinyApp::OnIdle()
-{
- double curtime = GetAppTime();
- float dt = float(curtime - LastUpdate);
- LastUpdate = curtime;
-
-
- // Handle Sensor motion.
- // We extract Yaw, Pitch, Roll instead of directly using the orientation
- // to allow "additional" yaw manipulation with mouse/controller.
- if (pSensor)
- {
- Quatf hmdOrient = SFusion.GetOrientation();
- float yaw = 0.0f;
-
- hmdOrient.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&yaw, &EyePitch, &EyeRoll);
-
- EyeYaw += (yaw - LastSensorYaw);
- LastSensorYaw = yaw;
- }
-
-
- // Gamepad rotation.
- EyeYaw -= GamepadRotate.x * dt;
-
- if (!pSensor)
- {
- // Allow gamepad to look up/down, but only if there is no Rift sensor.
- EyePitch -= GamepadRotate.y * dt;
-
- const float maxPitch = ((3.1415f/2)*0.98f);
- if (EyePitch > maxPitch)
- EyePitch = maxPitch;
- if (EyePitch < -maxPitch)
- EyePitch = -maxPitch;
- }
-
- // Handle keyboard movement.
- // This translates EyePos based on Yaw vector direction and keys pressed.
- // Note that Pitch and Roll do not affect movement (they only affect view).
- if (MoveForward || MoveBack || MoveLeft || MoveRight)
- {
- Vector3f localMoveVector(0,0,0);
- Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw);
-
- if (MoveForward)
- localMoveVector = ForwardVector;
- else if (MoveBack)
- localMoveVector = -ForwardVector;
-
- if (MoveRight)
- localMoveVector += RightVector;
- else if (MoveLeft)
- localMoveVector -= RightVector;
-
- // Normalize vector so we don't move faster diagonally.
- localMoveVector.Normalize();
- Vector3f orientationVector = yawRotate.Transform(localMoveVector);
- orientationVector *= MoveSpeed * dt * (ShiftDown ? 3.0f : 1.0f);
-
- EyePos += orientationVector;
- }
-
- else if (GamepadMove.LengthSq() > 0)
- {
- Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw);
- Vector3f orientationVector = yawRotate.Transform(GamepadMove);
- orientationVector *= MoveSpeed * dt;
- EyePos += orientationVector;
- }
-
-
- // Rotate and position View Camera, using YawPitchRoll in BodyFrame coordinates.
- //
- Matrix4f rollPitchYaw = Matrix4f::RotationY(EyeYaw) * Matrix4f::RotationX(EyePitch) *
- Matrix4f::RotationZ(EyeRoll);
- Vector3f up = rollPitchYaw.Transform(UpVector);
- Vector3f forward = rollPitchYaw.Transform(ForwardVector);
-
-
- // Minimal head modelling.
- float headBaseToEyeHeight = 0.15f; // Vertical height of eye from base of head
- float headBaseToEyeProtrusion = 0.09f; // Distance forward of eye from base of head
-
- Vector3f eyeCenterInHeadFrame(0.0f, headBaseToEyeHeight, -headBaseToEyeProtrusion);
- Vector3f shiftedEyePos = EyePos + rollPitchYaw.Transform(eyeCenterInHeadFrame);
- shiftedEyePos.y -= eyeCenterInHeadFrame.y; // Bring the head back down to original height
-
- View = Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + forward, up);
-
- // This is what transformation would be without head modeling.
- // View = Matrix4f::LookAtRH(EyePos, EyePos + forward, up);
-
- switch(SConfig.GetStereoMode())
- {
- case Stereo_None:
- Render(SConfig.GetEyeRenderParams(StereoEye_Center));
- break;
-
- case Stereo_LeftRight_Multipass:
- Render(SConfig.GetEyeRenderParams(StereoEye_Left));
- Render(SConfig.GetEyeRenderParams(StereoEye_Right));
- break;
- }
-
- pRender->Present();
- // Force GPU to flush the scene, resulting in the lowest possible latency.
- pRender->ForceFlushGPU();
-}
-
-
-// Render the scene for one eye.
-void OculusRoomTinyApp::Render(const StereoEyeParams& stereo)
-{
- pRender->BeginScene(PostProcess);
-
- // Apply Viewport/Projection for the eye.
- pRender->ApplyStereoParams(stereo);
- pRender->Clear();
- pRender->SetDepthMode(true, true);
-
- Scene.Render(pRender, stereo.ViewAdjust * View);
-
- pRender->FinishScene();
-}
-
-
-//-------------------------------------------------------------------------------------
-// ***** Win32-Specific Logic
-
-bool OculusRoomTinyApp::setupWindow()
-{
-
- WNDCLASS wc;
- memset(&wc, 0, sizeof(wc));
- wc.lpszClassName = L"OVRAppWindow";
- wc.style = CS_OWNDC;
- wc.lpfnWndProc = systemWindowProc;
- wc.cbWndExtra = sizeof(OculusRoomTinyApp*);
- RegisterClass(&wc);
-
-
- RECT winSize = { 0, 0, Width, Height };
- AdjustWindowRect(&winSize, WS_POPUP, false);
- hWnd = CreateWindowA("OVRAppWindow", "OculusRoomTiny", WS_POPUP|WS_VISIBLE,
- HMDInfo.DesktopX, HMDInfo.DesktopY,
- winSize.right-winSize.left, winSize.bottom-winSize.top,
- NULL, NULL, hInstance, (LPVOID)this);
-
-
- // Initialize Window center in screen coordinates
- POINT center = { Width / 2, Height / 2 };
- ::ClientToScreen(hWnd, &center);
- WindowCenter = center;
-
-
- return (hWnd != NULL);
-}
-
-void OculusRoomTinyApp::destroyWindow()
-{
- pRender.Clear();
-
- if (hWnd)
- {
- // Release window resources.
- ::DestroyWindow(hWnd);
- UnregisterClass(L"OVRAppWindow", hInstance);
- hWnd = 0;
- Width = Height = 0;
- }
-}
-
-
-LRESULT CALLBACK OculusRoomTinyApp::systemWindowProc(HWND hwnd, UINT msg, WPARAM wp, LPARAM lp)
-{
- if (msg == WM_NCCREATE)
- pApp->hWnd = hwnd;
- return pApp->windowProc(msg, wp, lp);
-}
-
-void OculusRoomTinyApp::giveUsFocus(bool setFocus)
-{
- if (setFocus)
- {
- ::SetCursorPos(WindowCenter.x, WindowCenter.y);
-
- MouseCaptured = true;
- ::SetCapture(hWnd);
- ::ShowCursor(FALSE);
-
- }
- else
- {
- MouseCaptured = false;
- ::ReleaseCapture();
- ::ShowCursor(TRUE);
- }
-}
-
-LRESULT OculusRoomTinyApp::windowProc(UINT msg, WPARAM wp, LPARAM lp)
-{
- switch (msg)
- {
- case WM_MOUSEMOVE:
- {
- if (MouseCaptured)
- {
- // Convert mouse motion to be relative (report the offset and re-center).
- POINT newPos = { LOWORD(lp), HIWORD(lp) };
- ::ClientToScreen(hWnd, &newPos);
- if ((newPos.x == WindowCenter.x) && (newPos.y == WindowCenter.y))
- break;
- ::SetCursorPos(WindowCenter.x, WindowCenter.y);
-
- LONG dx = newPos.x - WindowCenter.x;
- LONG dy = newPos.y - WindowCenter.y;
- pApp->OnMouseMove(dx, dy, 0);
- }
- }
- break;
-
- case WM_MOVE:
- {
- RECT r;
- GetClientRect(hWnd, &r);
- WindowCenter.x = r.right/2;
- WindowCenter.y = r.bottom/2;
- ::ClientToScreen(hWnd, &WindowCenter);
- }
- break;
-
- case WM_KEYDOWN:
- OnKey((unsigned)wp, true);
- break;
- case WM_KEYUP:
- OnKey((unsigned)wp, false);
- break;
-
- case WM_SETFOCUS:
- giveUsFocus(true);
- break;
-
- case WM_KILLFOCUS:
- giveUsFocus(false);
- break;
-
- case WM_CREATE:
- // Hack to position mouse in fullscreen window shortly after startup.
- SetTimer(hWnd, 0, 100, NULL);
- break;
-
- case WM_TIMER:
- KillTimer(hWnd, 0);
- giveUsFocus(true);
- break;
-
- case WM_QUIT:
- case WM_CLOSE:
- Quit = true;
- return 0;
- }
-
- return DefWindowProc(hWnd, msg, wp, lp);
-}
-
-static inline float GamepadStick(short in)
-{
- float v;
- if (abs(in) < 9000)
- return 0;
- else if (in > 9000)
- v = (float) in - 9000;
- else
- v = (float) in + 9000;
- return v / (32767 - 9000);
-}
-
-static inline float GamepadTrigger(BYTE in)
-{
- return (in < 30) ? 0.0f : (float(in-30) / 225);
-}
-
-
-int OculusRoomTinyApp::Run()
-{
- // Loop processing messages until Quit flag is set,
- // rendering game scene inside of OnIdle().
-
- while (!Quit)
- {
- MSG msg;
- if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- else
- {
- // Read game-pad.
- XINPUT_STATE xis;
-
- if (pXInputGetState && !pXInputGetState(0, &xis) &&
- (xis.dwPacketNumber != LastPadPacketNo))
- {
- OnGamepad(GamepadStick(xis.Gamepad.sThumbLX),
- GamepadStick(xis.Gamepad.sThumbLY),
- GamepadStick(xis.Gamepad.sThumbRX),
- GamepadStick(xis.Gamepad.sThumbRY));
- //pad.LT = GamepadTrigger(xis.Gamepad.bLeftTrigger);
- LastPadPacketNo = xis.dwPacketNumber;
- }
-
- pApp->OnIdle();
-
- // Keep sleeping when we're minimized.
- if (IsIconic(hWnd))
- Sleep(10);
- }
- }
-
- return 0;
-}
-
-
-//-------------------------------------------------------------------------------------
-// ***** Program Startup
-
-int WINAPI WinMain(HINSTANCE hinst, HINSTANCE, LPSTR inArgs, int)
-{
- int exitCode = 0;
-
- // Initializes LibOVR. This LogMask_All enables maximum logging.
- // Custom allocator can also be specified here.
- OVR::System::Init(OVR::Log::ConfigureDefaultLog(OVR::LogMask_All));
-
- // Scope to force application destructor before System::Destroy.
- {
- OculusRoomTinyApp app(hinst);
- //app.hInstance = hinst;
-
- exitCode = app.OnStartup(inArgs);
- if (!exitCode)
- {
- // Processes messages and calls OnIdle() to do rendering.
- exitCode = app.Run();
- }
- }
-
- // No OVR functions involving memory are allowed after this.
- OVR::System::Destroy();
-
- OVR_DEBUG_STATEMENT(_CrtDumpMemoryLeaks());
- return exitCode;
-}
+/************************************************************************************
+
+Filename : Win32_OculusRoomTiny.cpp
+Content : First-person view test application for Oculus Rift
+Created : October 4, 2012
+Authors : Michael Antonov, Andrew Reisse
+
+Copyright : Copyright 2012 Oculus, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+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 "Win32_OculusRoomTiny.h"
+#include "RenderTiny_D3D1X_Device.h"
+
+//-------------------------------------------------------------------------------------
+// ***** OculusRoomTiny Class
+
+// Static pApp simplifies routing the window function.
+OculusRoomTinyApp* OculusRoomTinyApp::pApp = 0;
+
+
+OculusRoomTinyApp::OculusRoomTinyApp(HINSTANCE hinst)
+ : pRender(0),
+ LastUpdate(0),
+
+ // Win32
+ hWnd(NULL),
+ hInstance(hinst), Quit(0), MouseCaptured(true),
+ hXInputModule(0), pXInputGetState(0),
+
+ // Initial location
+ EyePos(0.0f, 1.6f, -5.0f),
+ EyeYaw(YawInitial), EyePitch(0), EyeRoll(0),
+ LastSensorYaw(0),
+ SConfig(),
+ PostProcess(PostProcess_Distortion),
+ ShiftDown(false),
+ ControlDown(false)
+{
+ pApp = this;
+
+ Width = 1280;
+ Height = 800;
+
+ StartupTicks = OVR::Timer::GetTicks();
+ LastPadPacketNo = 0;
+
+ MoveForward = MoveBack = MoveLeft = MoveRight = 0;
+ GamepadMove = Vector3f(0);
+ GamepadRotate = Vector3f(0);
+}
+
+OculusRoomTinyApp::~OculusRoomTinyApp()
+{
+ RemoveHandlerFromDevices();
+ pSensor.Clear();
+ pHMD.Clear();
+ destroyWindow();
+ pApp = 0;
+}
+
+
+int OculusRoomTinyApp::OnStartup(const char* args)
+{
+ OVR_UNUSED(args);
+
+
+ // *** Oculus HMD & Sensor Initialization
+
+ // Create DeviceManager and first available HMDDevice from it.
+ // Sensor object is created from the HMD, to ensure that it is on the
+ // correct device.
+
+ pManager = *DeviceManager::Create();
+
+ // We'll handle it's messages in this case.
+ pManager->SetMessageHandler(this);
+
+
+ int detectionResult = IDCONTINUE;
+ const char* detectionMessage;
+
+ do
+ {
+ // Release Sensor/HMD in case this is a retry.
+ pSensor.Clear();
+ pHMD.Clear();
+ RenderParams.MonitorName.Clear();
+
+ pHMD = *pManager->EnumerateDevices<HMDDevice>().CreateDevice();
+ if (pHMD)
+ {
+ pSensor = *pHMD->GetSensor();
+
+ // This will initialize HMDInfo with information about configured IPD,
+ // screen size and other variables needed for correct projection.
+ // We pass HMD DisplayDeviceName into the renderer to select the
+ // correct monitor in full-screen mode.
+ if (pHMD->GetDeviceInfo(&HMDInfo))
+ {
+ RenderParams.MonitorName = HMDInfo.DisplayDeviceName;
+ RenderParams.DisplayId = HMDInfo.DisplayId;
+ SConfig.SetHMDInfo(HMDInfo);
+ }
+ }
+ else
+ {
+ // If we didn't detect an HMD, try to create the sensor directly.
+ // This is useful for debugging sensor interaction; it is not needed in
+ // a shipping app.
+ pSensor = *pManager->EnumerateDevices<SensorDevice>().CreateDevice();
+ }
+
+
+ // If there was a problem detecting the Rift, display appropriate message.
+ detectionResult = IDCONTINUE;
+
+ if (!pHMD && !pSensor)
+ detectionMessage = "Oculus Rift not detected.";
+ else if (!pHMD)
+ detectionMessage = "Oculus Sensor detected; HMD Display not detected.";
+ else if (!pSensor)
+ detectionMessage = "Oculus HMD Display detected; Sensor not detected.";
+ else if (HMDInfo.DisplayDeviceName[0] == '\0')
+ detectionMessage = "Oculus Sensor detected; HMD display EDID not detected.";
+ else
+ detectionMessage = 0;
+
+ if (detectionMessage)
+ {
+ String messageText(detectionMessage);
+ messageText += "\n\n"
+ "Press 'Try Again' to run retry detection.\n"
+ "Press 'Continue' to run full-screen anyway.";
+
+ detectionResult = ::MessageBoxA(0, messageText.ToCStr(), "Oculus Rift Detection",
+ MB_CANCELTRYCONTINUE|MB_ICONWARNING);
+
+ if (detectionResult == IDCANCEL)
+ return 1;
+ }
+
+ } while (detectionResult != IDCONTINUE);
+
+
+ if (HMDInfo.HResolution > 0)
+ {
+ Width = HMDInfo.HResolution;
+ Height = HMDInfo.VResolution;
+ }
+
+
+ if (!setupWindow())
+ return 1;
+
+ if (pSensor)
+ {
+ // We need to attach sensor to SensorFusion object for it to receive
+ // body frame messages and update orientation. SFusion.GetOrientation()
+ // is used in OnIdle() to orient the view.
+ SFusion.AttachToSensor(pSensor);
+ SFusion.SetDelegateMessageHandler(this);
+ SFusion.SetPredictionEnabled(true);
+ }
+
+
+ // *** Initialize Rendering
+
+ // Enable multi-sampling by default.
+ RenderParams.Multisample = 4;
+ RenderParams.Fullscreen = true;
+
+ // Setup Graphics.
+ pRender = *RenderTiny::D3D10::RenderDevice::CreateDevice(RenderParams, (void*)hWnd);
+ if (!pRender)
+ return 1;
+
+
+ // *** Configure Stereo settings.
+
+ SConfig.SetFullViewport(Viewport(0,0, Width, Height));
+ SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
+
+ // Configure proper Distortion Fit.
+ // For 7" screen, fit to touch left side of the view, leaving a bit of invisible
+ // screen on the top (saves on rendering cost).
+ // For smaller screens (5.5"), fit to the top.
+ if (HMDInfo.HScreenSize > 0.0f)
+ {
+ if (HMDInfo.HScreenSize > 0.140f) // 7"
+ SConfig.SetDistortionFitPointVP(-1.0f, 0.0f);
+ else
+ SConfig.SetDistortionFitPointVP(0.0f, 1.0f);
+ }
+
+ pRender->SetSceneRenderScale(SConfig.GetDistortionScale());
+
+ SConfig.Set2DAreaFov(DegreeToRad(85.0f));
+
+
+ // *** Populate Room Scene
+
+ // This creates lights and models.
+ PopulateRoomScene(&Scene, pRender);
+
+
+ LastUpdate = GetAppTime();
+ return 0;
+}
+
+void OculusRoomTinyApp::OnMessage(const Message& msg)
+{
+ if (msg.Type == Message_DeviceAdded && msg.pDevice == pManager)
+ {
+ LogText("DeviceManager reported device added.\n");
+ }
+ else if (msg.Type == Message_DeviceRemoved && msg.pDevice == pManager)
+ {
+ LogText("DeviceManager reported device removed.\n");
+ }
+ else if (msg.Type == Message_DeviceAdded && msg.pDevice == pSensor)
+ {
+ LogText("Sensor reported device added.\n");
+ }
+ else if (msg.Type == Message_DeviceRemoved && msg.pDevice == pSensor)
+ {
+ LogText("Sensor reported device removed.\n");
+ }
+}
+
+
+void OculusRoomTinyApp::OnGamepad(float padLx, float padLy, float padRx, float padRy)
+{
+ GamepadMove = Vector3f(padLx * padLx * (padLx > 0 ? 1 : -1),
+ 0,
+ padLy * padLy * (padLy > 0 ? -1 : 1));
+ GamepadRotate = Vector3f(2 * padRx, -2 * padRy, 0);
+}
+
+void OculusRoomTinyApp::OnMouseMove(int x, int y, int modifiers)
+{
+ OVR_UNUSED(modifiers);
+
+ // Mouse motion here is always relative.
+ int dx = x, dy = y;
+ const float maxPitch = ((3.1415f/2)*0.98f);
+
+ // Apply to rotation. Subtract for right body frame rotation,
+ // since yaw rotation is positive CCW when looking down on XZ plane.
+ EyeYaw -= (Sensitivity * dx)/ 360.0f;
+
+ if (!pSensor)
+ {
+ EyePitch -= (Sensitivity * dy)/ 360.0f;
+
+ if (EyePitch > maxPitch)
+ EyePitch = maxPitch;
+ if (EyePitch < -maxPitch)
+ EyePitch = -maxPitch;
+ }
+}
+
+void OculusRoomTinyApp::OnKey(unsigned vk, bool down)
+{
+ switch (vk)
+ {
+ case 'Q':
+ if (down && ControlDown)
+ Quit = true;
+ break;
+ case VK_ESCAPE:
+ if (!down)
+ Quit = true;
+ break;
+
+ // Handle player movement keys.
+ // We just update movement state here, while the actual translation is done in OnIdle()
+ // based on time.
+ case 'W': MoveForward = down ? (MoveForward | 1) : (MoveForward & ~1); break;
+ case 'S': MoveBack = down ? (MoveBack | 1) : (MoveBack & ~1); break;
+ case 'A': MoveLeft = down ? (MoveLeft | 1) : (MoveLeft & ~1); break;
+ case 'D': MoveRight = down ? (MoveRight | 1) : (MoveRight & ~1); break;
+ case VK_UP: MoveForward = down ? (MoveForward | 2) : (MoveForward & ~2); break;
+ case VK_DOWN: MoveBack = down ? (MoveBack | 2) : (MoveBack & ~2); break;
+
+ case 'R':
+ SFusion.Reset();
+ break;
+
+ case 'P':
+ if (down)
+ {
+ // Toggle chromatic aberration correction on/off.
+ RenderDevice::PostProcessShader shader = pRender->GetPostProcessShader();
+
+ if (shader == RenderDevice::PostProcessShader_Distortion)
+ {
+ pRender->SetPostProcessShader(RenderDevice::PostProcessShader_DistortionAndChromAb);
+ }
+ else if (shader == RenderDevice::PostProcessShader_DistortionAndChromAb)
+ {
+ pRender->SetPostProcessShader(RenderDevice::PostProcessShader_Distortion);
+ }
+ else
+ OVR_ASSERT(false);
+ }
+ break;
+
+ // Switch rendering modes/distortion.
+ case VK_F1:
+ SConfig.SetStereoMode(Stereo_None);
+ PostProcess = PostProcess_None;
+ break;
+ case VK_F2:
+ SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
+ PostProcess = PostProcess_None;
+ break;
+ case VK_F3:
+ SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
+ PostProcess = PostProcess_Distortion;
+ break;
+
+ // Stereo IPD adjustments, in meter (default IPD is 64mm).
+ case VK_OEM_PLUS:
+ case VK_INSERT:
+ if (down)
+ SConfig.SetIPD(SConfig.GetIPD() + 0.0005f * (ShiftDown ? 5.0f : 1.0f));
+ break;
+ case VK_OEM_MINUS:
+ case VK_DELETE:
+ if (down)
+ SConfig.SetIPD(SConfig.GetIPD() - 0.0005f * (ShiftDown ? 5.0f : 1.0f));
+ break;
+
+ // Holding down Shift key accelerates adjustment velocity.
+ case VK_SHIFT:
+ ShiftDown = down;
+ break;
+ case VK_CONTROL:
+ ControlDown = down;
+ break;
+ }
+}
+
+
+void OculusRoomTinyApp::OnIdle()
+{
+ double curtime = GetAppTime();
+ float dt = float(curtime - LastUpdate);
+ LastUpdate = curtime;
+
+
+ // Handle Sensor motion.
+ // We extract Yaw, Pitch, Roll instead of directly using the orientation
+ // to allow "additional" yaw manipulation with mouse/controller.
+ if (pSensor)
+ {
+ Quatf hmdOrient = SFusion.GetOrientation();
+ float yaw = 0.0f;
+
+ hmdOrient.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&yaw, &EyePitch, &EyeRoll);
+
+ EyeYaw += (yaw - LastSensorYaw);
+ LastSensorYaw = yaw;
+ }
+
+
+ // Gamepad rotation.
+ EyeYaw -= GamepadRotate.x * dt;
+
+ if (!pSensor)
+ {
+ // Allow gamepad to look up/down, but only if there is no Rift sensor.
+ EyePitch -= GamepadRotate.y * dt;
+
+ const float maxPitch = ((3.1415f/2)*0.98f);
+ if (EyePitch > maxPitch)
+ EyePitch = maxPitch;
+ if (EyePitch < -maxPitch)
+ EyePitch = -maxPitch;
+ }
+
+ // Handle keyboard movement.
+ // This translates EyePos based on Yaw vector direction and keys pressed.
+ // Note that Pitch and Roll do not affect movement (they only affect view).
+ if (MoveForward || MoveBack || MoveLeft || MoveRight)
+ {
+ Vector3f localMoveVector(0,0,0);
+ Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw);
+
+ if (MoveForward)
+ localMoveVector = ForwardVector;
+ else if (MoveBack)
+ localMoveVector = -ForwardVector;
+
+ if (MoveRight)
+ localMoveVector += RightVector;
+ else if (MoveLeft)
+ localMoveVector -= RightVector;
+
+ // Normalize vector so we don't move faster diagonally.
+ localMoveVector.Normalize();
+ Vector3f orientationVector = yawRotate.Transform(localMoveVector);
+ orientationVector *= MoveSpeed * dt * (ShiftDown ? 3.0f : 1.0f);
+
+ EyePos += orientationVector;
+ }
+
+ else if (GamepadMove.LengthSq() > 0)
+ {
+ Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw);
+ Vector3f orientationVector = yawRotate.Transform(GamepadMove);
+ orientationVector *= MoveSpeed * dt;
+ EyePos += orientationVector;
+ }
+
+
+ // Rotate and position View Camera, using YawPitchRoll in BodyFrame coordinates.
+ //
+ Matrix4f rollPitchYaw = Matrix4f::RotationY(EyeYaw) * Matrix4f::RotationX(EyePitch) *
+ Matrix4f::RotationZ(EyeRoll);
+ Vector3f up = rollPitchYaw.Transform(UpVector);
+ Vector3f forward = rollPitchYaw.Transform(ForwardVector);
+
+
+ // Minimal head modelling.
+ float headBaseToEyeHeight = 0.15f; // Vertical height of eye from base of head
+ float headBaseToEyeProtrusion = 0.09f; // Distance forward of eye from base of head
+
+ Vector3f eyeCenterInHeadFrame(0.0f, headBaseToEyeHeight, -headBaseToEyeProtrusion);
+ Vector3f shiftedEyePos = EyePos + rollPitchYaw.Transform(eyeCenterInHeadFrame);
+ shiftedEyePos.y -= eyeCenterInHeadFrame.y; // Bring the head back down to original height
+
+ View = Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + forward, up);
+
+ // This is what transformation would be without head modeling.
+ // View = Matrix4f::LookAtRH(EyePos, EyePos + forward, up);
+
+ switch(SConfig.GetStereoMode())
+ {
+ case Stereo_None:
+ Render(SConfig.GetEyeRenderParams(StereoEye_Center));
+ break;
+
+ case Stereo_LeftRight_Multipass:
+ Render(SConfig.GetEyeRenderParams(StereoEye_Left));
+ Render(SConfig.GetEyeRenderParams(StereoEye_Right));
+ break;
+ }
+
+ pRender->Present();
+ // Force GPU to flush the scene, resulting in the lowest possible latency.
+ pRender->ForceFlushGPU();
+}
+
+
+// Render the scene for one eye.
+void OculusRoomTinyApp::Render(const StereoEyeParams& stereo)
+{
+ pRender->BeginScene(PostProcess);
+
+ // Apply Viewport/Projection for the eye.
+ pRender->ApplyStereoParams(stereo);
+ pRender->Clear();
+ pRender->SetDepthMode(true, true);
+
+ Scene.Render(pRender, stereo.ViewAdjust * View);
+
+ pRender->FinishScene();
+}
+
+
+//-------------------------------------------------------------------------------------
+// ***** Win32-Specific Logic
+
+bool OculusRoomTinyApp::setupWindow()
+{
+
+ WNDCLASS wc;
+ memset(&wc, 0, sizeof(wc));
+ wc.lpszClassName = L"OVRAppWindow";
+ wc.style = CS_OWNDC;
+ wc.lpfnWndProc = systemWindowProc;
+ wc.cbWndExtra = sizeof(OculusRoomTinyApp*);
+ RegisterClass(&wc);
+
+
+ RECT winSize = { 0, 0, Width, Height };
+ AdjustWindowRect(&winSize, WS_POPUP, false);
+ hWnd = CreateWindowA("OVRAppWindow", "OculusRoomTiny", WS_POPUP|WS_VISIBLE,
+ HMDInfo.DesktopX, HMDInfo.DesktopY,
+ winSize.right-winSize.left, winSize.bottom-winSize.top,
+ NULL, NULL, hInstance, (LPVOID)this);
+
+
+ // Initialize Window center in screen coordinates
+ POINT center = { Width / 2, Height / 2 };
+ ::ClientToScreen(hWnd, &center);
+ WindowCenter = center;
+
+
+ return (hWnd != NULL);
+}
+
+void OculusRoomTinyApp::destroyWindow()
+{
+ pRender.Clear();
+
+ if (hWnd)
+ {
+ // Release window resources.
+ ::DestroyWindow(hWnd);
+ UnregisterClass(L"OVRAppWindow", hInstance);
+ hWnd = 0;
+ Width = Height = 0;
+ }
+}
+
+
+LRESULT CALLBACK OculusRoomTinyApp::systemWindowProc(HWND hwnd, UINT msg, WPARAM wp, LPARAM lp)
+{
+ if (msg == WM_NCCREATE)
+ pApp->hWnd = hwnd;
+ return pApp->windowProc(msg, wp, lp);
+}
+
+void OculusRoomTinyApp::giveUsFocus(bool setFocus)
+{
+ if (setFocus)
+ {
+ ::SetCursorPos(WindowCenter.x, WindowCenter.y);
+
+ MouseCaptured = true;
+ ::SetCapture(hWnd);
+ ::ShowCursor(FALSE);
+
+ }
+ else
+ {
+ MouseCaptured = false;
+ ::ReleaseCapture();
+ ::ShowCursor(TRUE);
+ }
+}
+
+LRESULT OculusRoomTinyApp::windowProc(UINT msg, WPARAM wp, LPARAM lp)
+{
+ switch (msg)
+ {
+ case WM_MOUSEMOVE:
+ {
+ if (MouseCaptured)
+ {
+ // Convert mouse motion to be relative (report the offset and re-center).
+ POINT newPos = { LOWORD(lp), HIWORD(lp) };
+ ::ClientToScreen(hWnd, &newPos);
+ if ((newPos.x == WindowCenter.x) && (newPos.y == WindowCenter.y))
+ break;
+ ::SetCursorPos(WindowCenter.x, WindowCenter.y);
+
+ LONG dx = newPos.x - WindowCenter.x;
+ LONG dy = newPos.y - WindowCenter.y;
+ pApp->OnMouseMove(dx, dy, 0);
+ }
+ }
+ break;
+
+ case WM_MOVE:
+ {
+ RECT r;
+ GetClientRect(hWnd, &r);
+ WindowCenter.x = r.right/2;
+ WindowCenter.y = r.bottom/2;
+ ::ClientToScreen(hWnd, &WindowCenter);
+ }
+ break;
+
+ case WM_KEYDOWN:
+ OnKey((unsigned)wp, true);
+ break;
+ case WM_KEYUP:
+ OnKey((unsigned)wp, false);
+ break;
+
+ case WM_SETFOCUS:
+ giveUsFocus(true);
+ break;
+
+ case WM_KILLFOCUS:
+ giveUsFocus(false);
+ break;
+
+ case WM_CREATE:
+ // Hack to position mouse in fullscreen window shortly after startup.
+ SetTimer(hWnd, 0, 100, NULL);
+ break;
+
+ case WM_TIMER:
+ KillTimer(hWnd, 0);
+ giveUsFocus(true);
+ break;
+
+ case WM_QUIT:
+ case WM_CLOSE:
+ Quit = true;
+ return 0;
+ }
+
+ return DefWindowProc(hWnd, msg, wp, lp);
+}
+
+static inline float GamepadStick(short in)
+{
+ float v;
+ if (abs(in) < 9000)
+ return 0;
+ else if (in > 9000)
+ v = (float) in - 9000;
+ else
+ v = (float) in + 9000;
+ return v / (32767 - 9000);
+}
+
+static inline float GamepadTrigger(BYTE in)
+{
+ return (in < 30) ? 0.0f : (float(in-30) / 225);
+}
+
+
+int OculusRoomTinyApp::Run()
+{
+ // Loop processing messages until Quit flag is set,
+ // rendering game scene inside of OnIdle().
+
+ while (!Quit)
+ {
+ MSG msg;
+ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+ else
+ {
+ // Read game-pad.
+ XINPUT_STATE xis;
+
+ if (pXInputGetState && !pXInputGetState(0, &xis) &&
+ (xis.dwPacketNumber != LastPadPacketNo))
+ {
+ OnGamepad(GamepadStick(xis.Gamepad.sThumbLX),
+ GamepadStick(xis.Gamepad.sThumbLY),
+ GamepadStick(xis.Gamepad.sThumbRX),
+ GamepadStick(xis.Gamepad.sThumbRY));
+ //pad.LT = GamepadTrigger(xis.Gamepad.bLeftTrigger);
+ LastPadPacketNo = xis.dwPacketNumber;
+ }
+
+ pApp->OnIdle();
+
+ // Keep sleeping when we're minimized.
+ if (IsIconic(hWnd))
+ Sleep(10);
+ }
+ }
+
+ return 0;
+}
+
+
+//-------------------------------------------------------------------------------------
+// ***** Program Startup
+
+int WINAPI WinMain(HINSTANCE hinst, HINSTANCE, LPSTR inArgs, int)
+{
+ int exitCode = 0;
+
+ // Initializes LibOVR. This LogMask_All enables maximum logging.
+ // Custom allocator can also be specified here.
+ OVR::System::Init(OVR::Log::ConfigureDefaultLog(OVR::LogMask_All));
+
+ // Scope to force application destructor before System::Destroy.
+ {
+ OculusRoomTinyApp app(hinst);
+ //app.hInstance = hinst;
+
+ exitCode = app.OnStartup(inArgs);
+ if (!exitCode)
+ {
+ // Processes messages and calls OnIdle() to do rendering.
+ exitCode = app.Run();
+ }
+ }
+
+ // No OVR functions involving memory are allowed after this.
+ OVR::System::Destroy();
+
+ OVR_DEBUG_STATEMENT(_CrtDumpMemoryLeaks());
+ return exitCode;
+}