diff options
author | Brad Davis <[email protected]> | 2014-07-24 16:47:31 -0700 |
---|---|---|
committer | Brad Davis <[email protected]> | 2014-07-24 16:47:31 -0700 |
commit | 0f49ce8fc6aa54224e4c0d6fda8c4527ad39cce1 (patch) | |
tree | da07ebc6a7f75185bda857dd5f1c34710b416a93 /Samples/OculusRoomTiny | |
parent | ca79271759ff7eecd22ec5c4db438370fe51d687 (diff) |
0.4 Win-Beta0.4.0
Diffstat (limited to 'Samples/OculusRoomTiny')
12 files changed, 980 insertions, 1107 deletions
diff --git a/Samples/OculusRoomTiny/OSX_OculusRoomTiny2.h b/Samples/OculusRoomTiny/OSX_OculusRoomTiny2.h index ff5ad5e..0bb2349 100644 --- a/Samples/OculusRoomTiny/OSX_OculusRoomTiny2.h +++ b/Samples/OculusRoomTiny/OSX_OculusRoomTiny2.h @@ -50,7 +50,7 @@ class OculusRoomTinyApp; @interface OVRView : NSOpenGLView <NSWindowDelegate> -//@property (assign) OVR::Platform::OSX::PlatformCore* Platform; +//@property (assign) OVR::OvrPlatform::OSX::PlatformCore* Platform; @property (assign) OculusRoomTinyApp* App; @property unsigned long Modifiers; diff --git a/Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj b/Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj index 846c501..240c632 100644 --- a/Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj +++ b/Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj @@ -1,189 +1,189 @@ -<?xml version="1.0" encoding="utf-8"?> -<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> - 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+ </ClInclude>
+ <ClInclude Include="..\..\..\HSWDisplay_Util.h">
+ <Filter>Util</Filter>
+ </ClInclude>
+ </ItemGroup>
</Project>
\ No newline at end of file diff --git a/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.cpp b/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.cpp index 964c81c..24035da 100644 --- a/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.cpp +++ b/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.cpp @@ -253,6 +253,7 @@ bool Buffer::Data(int use, const void *buffer, size_t size) sr.SysMemPitch = 0; sr.SysMemSlicePitch = 0; + D3DBuffer = NULL; HRESULT hr = Ren->Device->CreateBuffer(&desc, buffer ? &sr : NULL, &D3DBuffer.GetRawRef()); if (SUCCEEDED(hr)) { @@ -474,7 +475,7 @@ void Scene::Render(RenderDevice* ren, const Matrix4f& view) -UInt16 CubeIndices[] = +uint16_t CubeIndices[] = { 0, 1, 3, 3, 1, 2, @@ -556,7 +557,7 @@ void Model::AddSolidColorBox(float x1, float y1, float z1, }; - UInt16 startIndex = GetNextVertexIndex(); + uint16_t startIndex = GetNextVertexIndex(); enum { @@ -601,14 +602,23 @@ void ShaderFill::Set(PrimitiveType prim) const RenderDevice::RenderDevice(const RendererParams& p, HWND window) { RECT rc; - GetClientRect(window, &rc); - UINT width = rc.right - rc.left; - UINT height = rc.bottom - rc.top; - WindowWidth = width; - WindowHeight = height; + if (p.Resolution == Sizei(0)) + { + GetClientRect(window, &rc); + WindowWidth = rc.right - rc.left; + WindowHeight= rc.bottom - rc.top; + } + else + { + // TBD: Rename from WindowHeight or use Resolution from params for surface + WindowWidth = p.Resolution.w; + WindowHeight= p.Resolution.h; + } + Window = window; Params = p; + DXGIFactory = NULL; HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&DXGIFactory.GetRawRef())); if (FAILED(hr)) return; @@ -618,6 +628,7 @@ RenderDevice::RenderDevice(const RendererParams& p, HWND window) { for(UINT AdapterIndex = 0; ; AdapterIndex++) { + Adapter = NULL; HRESULT hr = DXGIFactory->EnumAdapters(AdapterIndex, &Adapter.GetRawRef()); if (hr == DXGI_ERROR_NOT_FOUND) break; @@ -643,6 +654,8 @@ RenderDevice::RenderDevice(const RendererParams& p, HWND window) int flags = 0; //int flags = D3D11_CREATE_DEVICE_DEBUG; + Device = NULL; + Context = NULL; hr = D3D11CreateDevice(Adapter, Adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE, NULL, flags, NULL, 0, D3D11_SDK_VERSION, &Device.GetRawRef(), NULL, &Context.GetRawRef()); @@ -697,8 +710,9 @@ void RenderDevice::initShadersAndStates() PixelShaders[i] = *new PixelShader(this, CompileShader("ps_4_0", FShaderSrcs[i])); } - SPInt bufferSize = vsData->GetBufferSize(); + intptr_t bufferSize = vsData->GetBufferSize(); const void* buffer = vsData->GetBufferPointer(); + ModelVertexIL = NULL; ID3D11InputLayout** objRef = &ModelVertexIL.GetRawRef(); HRESULT validate = Device->CreateInputLayout(ModelVertexDesc, sizeof(ModelVertexDesc)/sizeof(D3D11_INPUT_ELEMENT_DESC), @@ -717,6 +731,7 @@ void RenderDevice::initShadersAndStates() bm.RenderTarget[0].SrcBlend = bm.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; bm.RenderTarget[0].DestBlend = bm.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; bm.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + BlendState = NULL; Device->CreateBlendState(&bm, &BlendState.GetRawRef()); D3D11_RASTERIZER_DESC rs; @@ -725,6 +740,7 @@ void RenderDevice::initShadersAndStates() rs.CullMode = D3D11_CULL_BACK; rs.DepthClipEnable = true; rs.FillMode = D3D11_FILL_SOLID; + Rasterizer = NULL; Device->CreateRasterizerState(&rs, &Rasterizer.GetRawRef()); QuadVertexBuffer = *CreateBuffer(); @@ -763,7 +779,7 @@ void RenderDevice::InitShaders( const char * vertex_shader, const char * pixel_s RenderDevice::~RenderDevice() { - if (SwapChain && Params.Fullscreen) + if (SwapChain && Params.Fullscreen) { SwapChain->SetFullscreenState(false, NULL); } @@ -875,7 +891,7 @@ bool RenderDevice::RecreateSwapChain() { DXGI_SWAP_CHAIN_DESC scDesc; memset(&scDesc, 0, sizeof(scDesc)); - scDesc.BufferCount = 1; + scDesc.BufferCount = 2; scDesc.BufferDesc.Width = WindowWidth; scDesc.BufferDesc.Height = WindowHeight; scDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -887,6 +903,7 @@ bool RenderDevice::RecreateSwapChain() scDesc.SampleDesc.Quality = 0; scDesc.Windowed = (Params.Fullscreen != Display_Fullscreen); scDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + scDesc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL; if (SwapChain) { @@ -1263,7 +1280,7 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo { int srcw = width, srch = height; int level = 0; - UByte* mipmaps = NULL; + uint8_t* mipmaps = NULL; do { level++; @@ -1279,9 +1296,9 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo } if (mipmaps == NULL) { - mipmaps = (UByte*)OVR_ALLOC(mipw * miph * 4); + mipmaps = (uint8_t*)OVR_ALLOC(mipw * miph * 4); } - FilterRgba2x2(level == 1 ? (const UByte*)data : mipmaps, srcw, srch, mipmaps); + FilterRgba2x2(level == 1 ? (const uint8_t*)data : mipmaps, srcw, srch, mipmaps); Context->UpdateSubresource(NewTex->Tex, level, NULL, mipmaps, mipw * bpp, miph * bpp); srcw = mipw; srch = miph; @@ -1345,7 +1362,6 @@ void RenderDevice::SetProjection(const Matrix4f& proj) void RenderDevice::BeginScene() { BeginRendering(); - SetViewport(VP); SetWorldUniforms(Proj); } @@ -1416,19 +1432,19 @@ void RenderDevice::Render(const Matrix4f& view, Model* model) } Render(model->Fill ? model->Fill : DefaultFill, - model->VertexBuffer, model->IndexBuffer, + model->VertexBuffer, model->IndexBuffer,sizeof(Vertex), view, 0, (unsigned)model->Indices.GetSize(), model->GetPrimType()); } //Cut down one for ORT for simplicity -void RenderDevice::Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices) +void RenderDevice::Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices, int stride) { - Render(fill, vertices, indices, Matrix4f(), 0, (int)vertices->GetSize(), Prim_Triangles, false); + Render(fill, vertices, indices, stride, Matrix4f(), 0,(int)vertices->GetSize(), Prim_Triangles, false); } -void RenderDevice::Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices, +void RenderDevice::Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices, int stride, const Matrix4f& matrix, int offset, int count, PrimitiveType rprim, bool updateUniformData) { @@ -1443,8 +1459,9 @@ void RenderDevice::Render(const ShaderFill* fill, Buffer* vertices, Buffer* indi } ID3D11Buffer* vertexBuffer = ((Buffer*)vertices)->GetBuffer(); - UINT vertexStride = sizeof(Vertex); - UINT vertexOffset = offset; + UINT vertexStride = stride; + + UINT vertexOffset = offset; Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset); ShaderSet* shaders = ((ShaderFill*)fill)->GetShaders(); @@ -1535,12 +1552,12 @@ int GetNumMipLevels(int w, int h) return n; } -void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest) +void FilterRgba2x2(const uint8_t* src, int w, int h, uint8_t* dest) { for(int j = 0; j < (h & ~1); j += 2) { - const UByte* psrc = src + (w * j * 4); - UByte* pdest = dest + ((w >> 1) * (j >> 1) * 4); + const uint8_t* psrc = src + (w * j * 4); + uint8_t* pdest = dest + ((w >> 1) * (j >> 1) * 4); for(int i = 0; i < w >> 1; i++, psrc += 8, pdest += 4) { diff --git a/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h b/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h index e16aa73..e6e4a2e 100644 --- a/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h +++ b/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h @@ -503,7 +503,7 @@ class Model : public Node { public: Array<Vertex> Vertices; - Array<UInt16> Indices; + Array<uint16_t> Indices; PrimitiveType Type; Ptr<ShaderFill> Fill; bool Visible; @@ -528,20 +528,20 @@ public: // Returns the index next added vertex will have. - UInt16 GetNextVertexIndex() const + uint16_t GetNextVertexIndex() const { - return (UInt16)Vertices.GetSize(); + return (uint16_t)Vertices.GetSize(); } - UInt16 AddVertex(const Vertex& v) + uint16_t AddVertex(const Vertex& v) { OVR_ASSERT(!VertexBuffer && !IndexBuffer); - UInt16 index = (UInt16)Vertices.GetSize(); + uint16_t index = (uint16_t)Vertices.GetSize(); Vertices.PushBack(v); return index; } - void AddTriangle(UInt16 a, UInt16 b, UInt16 c) + void AddTriangle(uint16_t a, uint16_t b, uint16_t c) { Indices.PushBack(a); Indices.PushBack(b); @@ -550,8 +550,8 @@ public: // Uses texture coordinates for uniform world scaling (must use a repeat sampler). void AddSolidColorBox(float x1, float y1, float z1, - float x2, float y2, float z2, - Color c); + float x2, float y2, float z2, + Color c); }; @@ -619,15 +619,18 @@ enum DisplayMode // Rendering parameters used by RenderDevice::CreateDevice. struct RendererParams { - int Multisample; - int Fullscreen; + int Multisample; + int Fullscreen; + // Resolution of the rendering buffer used during creation. + // Allows buffer of different size then the widow if not zero. + Sizei Resolution; // Windows - Monitor name for fullscreen mode. - String MonitorName; + String MonitorName; // MacOS - long DisplayId; + long DisplayId; - RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0) {} + RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0), Resolution(0) {} bool IsDisplaySet() const { @@ -642,7 +645,6 @@ class RenderDevice : public RefCountBase<RenderDevice> protected: int WindowWidth, WindowHeight; RendererParams Params; - Recti VP; Matrix4f Proj; Ptr<Buffer> pTextVertexBuffer; @@ -790,8 +792,8 @@ public: // This is a View matrix only, it will be combined with the projection matrix from SetProjection virtual void Render(const Matrix4f& view, Model* model); - virtual void Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices); - virtual void Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices, + virtual void Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices,int stride); + virtual void Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices,int stride, const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, bool updateUniformData = true); virtual ShaderFill *CreateSimpleFill() { return DefaultFill; } @@ -811,7 +813,7 @@ int GetNumMipLevels(int w, int h); // Filter an rgba image with a 2x2 box filter, for mipmaps. // Image size must be a power of 2. -void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest); +void FilterRgba2x2(const uint8_t* src, int w, int h, uint8_t* dest); }} diff --git a/Samples/OculusRoomTiny/Win32_DistortionMesh.cpp b/Samples/OculusRoomTiny/Win32_DistortionMesh.cpp deleted file mode 100644 index cacfc04..0000000 --- a/Samples/OculusRoomTiny/Win32_DistortionMesh.cpp +++ /dev/null @@ -1,251 +0,0 @@ -/************************************************************************************ - -Filename : Win32_DistortionMesh.cpp -Content : Manual creation and rendering of a distortion mesh -Created : March 5, 2014 -Authors : Tom Heath, Volga Aksoy -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. -*************************************************************************************/ - -//----------------------------------------------------------------------------------- -// If we decide to do our own rendering, then we need to make sure that -// we are creating the distortion mesh manually using the data provided by the LibOVR SDK - -#include "OVR_CAPI.h" -#include "RenderTiny_D3D11_Device.h" - -//----------------------------------------------------------------------------------- - -// Contains render data required to render the distortion mesh with the proper shaders -// NOTE: For *demostration purposes*, the C-style functions in Win32_OculusRoomTiny.cpp -// actually render the distortion mesh, while this struct only stores the data in a logical group -struct DistortionRenderData -{ - ShaderSet * Shaders; - ID3D11InputLayout * VertexIL; - Vector2f UVScaleOffset[2][2]; - Ptr<Buffer> MeshVBs[2]; - Ptr<Buffer> MeshIBs[2]; -} DistortionData; - -//Format for mesh and shaders -struct DistortionVertex -{ - Vector2f Pos; - Vector2f TexR; - Vector2f TexG; - Vector2f TexB; - Color Col; -}; -static D3D11_INPUT_ELEMENT_DESC DistortionMeshVertexDesc[] = -{ - {"Position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, - {"TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, - {"TexCoord", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, - {"TexCoord", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0}, - {"Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0}, -}; - - - -void DistortionMeshInit(unsigned distortionCaps, ovrHmd HMD, - ovrEyeRenderDesc eyeRenderDesc[2], - ovrSizei textureSize, ovrRecti viewports[2], - RenderDevice* pRender) -{ - //Generate distortion mesh for each eye - for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) - { - // Allocate & generate distortion mesh vertices. - ovrDistortionMesh meshData; - ovrHmd_CreateDistortionMesh(HMD, - eyeRenderDesc[eyeNum].Eye, eyeRenderDesc[eyeNum].Fov, - distortionCaps, &meshData); - - ovrHmd_GetRenderScaleAndOffset(eyeRenderDesc[eyeNum].Fov, - textureSize, viewports[eyeNum], - (ovrVector2f*) DistortionData.UVScaleOffset[eyeNum]); - - // Now parse the vertex data and create a render ready vertex buffer from it - DistortionVertex * pVBVerts = (DistortionVertex*)OVR_ALLOC( - sizeof(DistortionVertex) * meshData.VertexCount ); - DistortionVertex * v = pVBVerts; - ovrDistortionVertex * ov = meshData.pVertexData; - for ( unsigned vertNum = 0; vertNum < meshData.VertexCount; vertNum++ ) - { - v->Pos.x = ov->Pos.x; - v->Pos.y = ov->Pos.y; - v->TexR = (*(Vector2f*)&ov->TexR); - v->TexG = (*(Vector2f*)&ov->TexG); - v->TexB = (*(Vector2f*)&ov->TexB); - v->Col.R = v->Col.G = v->Col.B = (OVR::UByte)( ov->VignetteFactor * 255.99f ); - v->Col.A = (OVR::UByte)( ov->TimeWarpFactor * 255.99f ); - v++; ov++; - } - //Register this mesh with the renderer - DistortionData.MeshVBs[eyeNum] = *pRender->CreateBuffer(); - DistortionData.MeshVBs[eyeNum]->Data ( Buffer_Vertex, pVBVerts, - sizeof(DistortionVertex) * meshData.VertexCount ); - DistortionData.MeshIBs[eyeNum] = *pRender->CreateBuffer(); - DistortionData.MeshIBs[eyeNum]->Data ( Buffer_Index, meshData.pIndexData, - sizeof(unsigned short) * meshData.IndexCount ); - - OVR_FREE ( pVBVerts ); - ovrHmd_DestroyDistortionMesh( &meshData ); - } - - // Pixel shader for the mesh - //------------------------------------------------------------------------------------------- - const char* pixelShader = - "Texture2D Texture : register(t0); \n" - "SamplerState Linear : register(s0); \n" - - "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR, \n" - " in float2 oTexCoord0 : TEXCOORD0, in float2 oTexCoord1 : TEXCOORD1, \n" - " in float2 oTexCoord2 : TEXCOORD2) : SV_Target \n" - "{ \n" - // 3 samples for fixing chromatic aberrations - " float ResultR = Texture.Sample(Linear, oTexCoord0.xy).r; \n" - " float ResultG = Texture.Sample(Linear, oTexCoord1.xy).g; \n" - " float ResultB = Texture.Sample(Linear, oTexCoord2.xy).b; \n" - " return float4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0); \n" - "}"; - - - // Choose the vertex shader, according to if you have timewarp enabled - if (distortionCaps & ovrDistortionCap_TimeWarp) - { // TIMEWARP - //-------------------------------------------------------------------------------------------- - const char* vertexShader = - "float2 EyeToSourceUVScale; \n" - "float2 EyeToSourceUVOffset; \n" - "float4x4 EyeRotationStart; \n" - "float4x4 EyeRotationEnd; \n" - "float2 TimewarpTexCoord(float2 TexCoord, float4x4 rotMat) \n" - "{ \n" - // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic - // aberration and distortion). These are now "real world" vectors in direction (x,y,1) - // relative to the eye of the HMD. Apply the 3x3 timewarp rotation to these vectors. - " float3 transformed = float3( mul ( rotMat, float4(TexCoord.xy, 1, 1) ).xyz); \n" - // Project them back onto the Z=1 plane of the rendered images. - " float2 flattened = (transformed.xy / transformed.z); \n" - // Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye) - " return(EyeToSourceUVScale * flattened + EyeToSourceUVOffset); \n" - "} \n" - "void main(in float2 Position : POSITION, in float4 Color : COLOR0, \n" - " in float2 TexCoord0 : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, \n" - " in float2 TexCoord2 : TEXCOORD2, \n" - " out float4 oPosition : SV_Position, out float4 oColor : COLOR, \n" - " out float2 oTexCoord0 : TEXCOORD0, out float2 oTexCoord1 : TEXCOORD1, \n" - " out float2 oTexCoord2 : TEXCOORD2) \n" - "{ \n" - " float timewarpLerpFactor = Color.a; \n" - " float4x4 lerpedEyeRot = lerp(EyeRotationStart, EyeRotationEnd, timewarpLerpFactor);\n" - " oTexCoord0 = TimewarpTexCoord(TexCoord0,lerpedEyeRot); \n" - " oTexCoord1 = TimewarpTexCoord(TexCoord1,lerpedEyeRot); \n" - " oTexCoord2 = TimewarpTexCoord(TexCoord2,lerpedEyeRot); \n" - " oPosition = float4(Position.xy, 0.5, 1.0); \n" - " oColor = Color.r; /*For vignette fade*/ \n" - "}"; - - pRender->InitShaders(vertexShader, pixelShader, &DistortionData.Shaders, - &DistortionData.VertexIL,DistortionMeshVertexDesc,5); - } - else - { - //------------------------------------------------------------------------------------------- - const char* vertexShader = - "float2 EyeToSourceUVScale; \n" - "float2 EyeToSourceUVOffset; \n" - "void main(in float2 Position : POSITION, in float4 Color : COLOR0, \n" - " in float2 TexCoord0 : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, \n" - " in float2 TexCoord2 : TEXCOORD2, \n" - " out float4 oPosition : SV_Position, out float4 oColor : COLOR, \n" - " out float2 oTexCoord0 : TEXCOORD0, out float2 oTexCoord1 : TEXCOORD1, \n" - " out float2 oTexCoord2 : TEXCOORD2) \n" - "{ \n" - // Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye) - " oTexCoord0 = EyeToSourceUVScale * TexCoord0 + EyeToSourceUVOffset; \n" - " oTexCoord1 = EyeToSourceUVScale * TexCoord1 + EyeToSourceUVOffset; \n" - " oTexCoord2 = EyeToSourceUVScale * TexCoord2 + EyeToSourceUVOffset; \n" - " oPosition = float4(Position.xy, 0.5, 1.0); \n" - " oColor = Color.r; /*For vignette fade*/ \n" - "}"; - - pRender->InitShaders(vertexShader, pixelShader, &DistortionData.Shaders, - &DistortionData.VertexIL,DistortionMeshVertexDesc,5); - } -} - - -void DistortionMeshRender(unsigned distortionCaps, ovrHmd HMD, - double timwarpTimePoint, ovrPosef eyeRenderPoses[2], - RenderDevice* pRender, Texture* pRendertargetTexture) -{ - if (distortionCaps & ovrDistortionCap_TimeWarp) - { // TIMEWARP - // Wait till time-warp to reduce latency. - ovr_WaitTillTime(timwarpTimePoint); - } - - // Clear screen - pRender->SetDefaultRenderTarget(); - pRender->SetFullViewport(); - pRender->Clear(0.0f, 0.0f, 0.0f, 0.0f); - - // Setup shader - ShaderFill distortionShaderFill(DistortionData.Shaders); - distortionShaderFill.SetTexture(0, pRendertargetTexture); - distortionShaderFill.SetInputLayout(DistortionData.VertexIL); - - for(int eyeNum = 0; eyeNum < 2; eyeNum++) - { - // Setup shader constants - DistortionData.Shaders->SetUniform2f("EyeToSourceUVScale", - DistortionData.UVScaleOffset[eyeNum][0].x, DistortionData.UVScaleOffset[eyeNum][0].y); - DistortionData.Shaders->SetUniform2f("EyeToSourceUVOffset", - DistortionData.UVScaleOffset[eyeNum][1].x, DistortionData.UVScaleOffset[eyeNum][1].y); - - if (distortionCaps & ovrDistortionCap_TimeWarp) - { // TIMEWARP - Additional shader constants required - ovrMatrix4f timeWarpMatrices[2]; - ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum, eyeRenderPoses[eyeNum], timeWarpMatrices); - //WARNING!!! These matrices are transposed in SetUniform4x4f, before being used by the shader. - DistortionData.Shaders->SetUniform4x4f("EyeRotationStart", Matrix4f(timeWarpMatrices[0])); - DistortionData.Shaders->SetUniform4x4f("EyeRotationEnd", Matrix4f(timeWarpMatrices[1])); - } - // Perform distortion - pRender->Render(&distortionShaderFill, - DistortionData.MeshVBs[eyeNum], DistortionData.MeshIBs[eyeNum]); - } - - pRender->SetDefaultRenderTarget(); -} - - -void DistortionMeshRelease(void) -{ - for(int eyeNum = 0; eyeNum < 2; eyeNum++) - { - DistortionData.MeshVBs[eyeNum].Clear(); - DistortionData.MeshIBs[eyeNum].Clear(); - } - if (DistortionData.Shaders) - { - DistortionData.Shaders->UnsetShader(Shader_Vertex); - DistortionData.Shaders->UnsetShader(Shader_Pixel); - } -} - diff --git a/Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp b/Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp index 8caf3d5..48373ad 100644 --- a/Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp +++ b/Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp @@ -3,7 +3,7 @@ Filename : Win32_OculusRoomTiny2.cpp Content : First-person view test application for Oculus Rift Created : October 4, 2012 -Authors : Michael Antonov, Andrew Reisse +Authors : Michael Antonov, Andrew Reisse, Tom Heath, Volga Aksoy Copyright : Copyright 2012 Oculus, Inc. All Rights reserved. @@ -27,78 +27,68 @@ limitations under the License. // 'W', 'S', 'A', 'D', 'F' - Move forward, back; strafe left/right, toggle freeze in timewarp. // The world right handed coordinate system is defined as Y -> Up, Z -> Back, X -> Right -//Include the OculusVR SDK +// Include the OculusVR SDK #include "OVR_CAPI.h" -// ***** Choices and settings +// Choose whether the SDK performs rendering/distortion, or the application. +#define SDK_RENDER 1 //Do NOT switch until you have viewed and understood the Health and Safety message. + //Disabling this makes it a non-compliant app, and not suitable for demonstration. In place for development only. +const bool FullScreen = true; //Should be true for correct timing. Use false for debug only. -// Whether the SDK performs rendering/distortion, or the app. -#define SDK_RENDER 1 - -const unsigned DistortionCaps = ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp; -const bool VSyncEnabled = true; -const bool FullScreen = true; // Include Non-SDK supporting Utilities from other files #include "RenderTiny_D3D11_Device.h" - -RenderDevice * Util_InitWindowAndGraphics (Recti vp, int fullscreen, int multiSampleCount); -void Util_ReleaseWindowAndGraphics (RenderDevice* pRender); -bool Util_RespondToControls (float & EyeYaw, Vector3f & EyePos, - float deltaTime, Quatf PoseOrientation); -void PopulateRoomScene (Scene* scene, RenderDevice* render); +HWND Util_InitWindowAndGraphics (Recti vp, int fullscreen, int multiSampleCount, bool UseAppWindowFrame, RenderDevice ** pDevice); +void Util_ReleaseWindowAndGraphics (RenderDevice* pRender); +bool Util_RespondToControls (float & EyeYaw, Vector3f & EyePos, Quatf PoseOrientation); +void PopulateRoomScene (Scene* scene, RenderDevice* render); //Structures for the application -ovrHmd HMD; -ovrHmdDesc HMDDesc; -ovrEyeRenderDesc EyeRenderDesc[2]; -ovrRecti EyeRenderViewport[2]; -RenderDevice* pRender = 0; -Texture* pRendertargetTexture = 0; -Scene* pRoomScene = 0; - -// Specifics for whether the SDK or the app is doing the distortion. +ovrHmd HMD; +ovrEyeRenderDesc EyeRenderDesc[2]; +ovrRecti EyeRenderViewport[2]; +RenderDevice* pRender = 0; +Texture* pRendertargetTexture = 0; +Scene* pRoomScene = 0; + +// Specifics for whether the SDK or the APP is doing the distortion. #if SDK_RENDER #define OVR_D3D_VERSION 11 #include "OVR_CAPI_D3D.h" - ovrD3D11Texture EyeTexture[2]; + ovrD3D11Texture EyeTexture[2]; #else - void DistortionMeshInit (unsigned distortionCaps, ovrHmd HMD, - ovrEyeRenderDesc eyeRenderDesc[2], - ovrSizei textureSize, ovrRecti viewports[2], - RenderDevice * pRender); - void DistortionMeshRender(unsigned distortionCaps, ovrHmd HMD, - double timwarpTimePoint, ovrPosef eyeRenderPoses[2], - RenderDevice * pRender, Texture* pRendertargetTexture); + ShaderSet * Shaders; + ID3D11InputLayout * VertexIL; + Ptr<Buffer> MeshVBs[2]; + Ptr<Buffer> MeshIBs[2]; + ovrVector2f UVScaleOffset[2][2]; #endif //------------------------------------------------------------------------------------- - int Init() { - // Initializes LibOVR. + // Initializes LibOVR, and the Rift ovr_Initialize(); - HMD = ovrHmd_Create(0); if (!HMD) { MessageBoxA(NULL,"Oculus Rift not detected.","", MB_OK); return(1); } - //Get more details about the HMD - ovrHmd_GetDesc(HMD, &HMDDesc); - if (HMDDesc.DisplayDeviceName[0] == '\0') + if (HMD->ProductName[0] == '\0') MessageBoxA(NULL,"Rift detected, display not enabled.","", MB_OK); - //Setup Window and Graphics + //Setup Window and Graphics - use window frame if relying on Oculus driver const int backBufferMultisample = 1; - pRender = Util_InitWindowAndGraphics(Recti(HMDDesc.WindowsPos, HMDDesc.Resolution), - FullScreen, backBufferMultisample); - if (!pRender) return 1; - + bool UseAppWindowFrame = (HMD->HmdCaps & ovrHmdCap_ExtendDesktop) ? false : true; + HWND window = Util_InitWindowAndGraphics(Recti(HMD->WindowsPos, HMD->Resolution), + FullScreen, backBufferMultisample, UseAppWindowFrame,&pRender); + if (!window) return 1; + ovrHmd_AttachToWindow(HMD, window, NULL, NULL); + //Configure Stereo settings. - Sizei recommenedTex0Size = ovrHmd_GetFovTextureSize(HMD, ovrEye_Left, HMDDesc.DefaultEyeFov[0], 1.0f); - Sizei recommenedTex1Size = ovrHmd_GetFovTextureSize(HMD, ovrEye_Right, HMDDesc.DefaultEyeFov[1], 1.0f); + Sizei recommenedTex0Size = ovrHmd_GetFovTextureSize(HMD, ovrEye_Left, HMD->DefaultEyeFov[0], 1.0f); + Sizei recommenedTex1Size = ovrHmd_GetFovTextureSize(HMD, ovrEye_Right, HMD->DefaultEyeFov[1], 1.0f); Sizei RenderTargetSize; RenderTargetSize.w = recommenedTex0Size.w + recommenedTex1Size.w; RenderTargetSize.h = max ( recommenedTex0Size.h, recommenedTex1Size.h ); @@ -111,91 +101,156 @@ int Init() RenderTargetSize.w = pRendertargetTexture->GetWidth(); RenderTargetSize.h = pRendertargetTexture->GetHeight(); - // Initialize eye rendering information for ovrHmd_Configure. + // Initialize eye rendering information. // The viewport sizes are re-computed in case RenderTargetSize changed due to HW limitations. - ovrFovPort eyeFov[2] = { HMDDesc.DefaultEyeFov[0], HMDDesc.DefaultEyeFov[1] } ; + ovrFovPort eyeFov[2] = { HMD->DefaultEyeFov[0], HMD->DefaultEyeFov[1] } ; EyeRenderViewport[0].Pos = Vector2i(0,0); EyeRenderViewport[0].Size = Sizei(RenderTargetSize.w / 2, RenderTargetSize.h); EyeRenderViewport[1].Pos = Vector2i((RenderTargetSize.w + 1) / 2, 0); EyeRenderViewport[1].Size = EyeRenderViewport[0].Size; -#if SDK_RENDER + #if SDK_RENDER // Query D3D texture data. - Texture* rtt = (Texture*)pRendertargetTexture; EyeTexture[0].D3D11.Header.API = ovrRenderAPI_D3D11; EyeTexture[0].D3D11.Header.TextureSize = RenderTargetSize; EyeTexture[0].D3D11.Header.RenderViewport = EyeRenderViewport[0]; - EyeTexture[0].D3D11.pTexture = rtt->Tex.GetPtr(); - EyeTexture[0].D3D11.pSRView = rtt->TexSv.GetPtr(); + EyeTexture[0].D3D11.pTexture = pRendertargetTexture->Tex.GetPtr(); + EyeTexture[0].D3D11.pSRView = pRendertargetTexture->TexSv.GetPtr(); // Right eye uses the same texture, but different rendering viewport. EyeTexture[1] = EyeTexture[0]; EyeTexture[1].D3D11.Header.RenderViewport = EyeRenderViewport[1]; // Configure d3d11. - RenderDevice* render = (RenderDevice*)pRender; ovrD3D11Config d3d11cfg; d3d11cfg.D3D11.Header.API = ovrRenderAPI_D3D11; - d3d11cfg.D3D11.Header.RTSize = Sizei(HMDDesc.Resolution.w, HMDDesc.Resolution.h); + d3d11cfg.D3D11.Header.RTSize = Sizei(HMD->Resolution.w, HMD->Resolution.h); d3d11cfg.D3D11.Header.Multisample = backBufferMultisample; - d3d11cfg.D3D11.pDevice = render->Device; - d3d11cfg.D3D11.pDeviceContext = render->Context; - d3d11cfg.D3D11.pBackBufferRT = render->BackBufferRT; - d3d11cfg.D3D11.pSwapChain = render->SwapChain; + d3d11cfg.D3D11.pDevice = pRender->Device; + d3d11cfg.D3D11.pDeviceContext = pRender->Context; + d3d11cfg.D3D11.pBackBufferRT = pRender->BackBufferRT; + d3d11cfg.D3D11.pSwapChain = pRender->SwapChain; if (!ovrHmd_ConfigureRendering(HMD, &d3d11cfg.Config, - DistortionCaps, - eyeFov, EyeRenderDesc)) return(1); -#else // !SDK_RENDER - EyeRenderDesc[0] = ovrHmd_GetRenderDesc(HMD, ovrEye_Left, eyeFov[0]); - EyeRenderDesc[1] = ovrHmd_GetRenderDesc(HMD, ovrEye_Right, eyeFov[1]); - - // Create our own distortion mesh and shaders - DistortionMeshInit(DistortionCaps, HMD, EyeRenderDesc, - RenderTargetSize, EyeRenderViewport, pRender); -#endif + ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | + ovrDistortionCap_TimeWarp | ovrDistortionCap_Overdrive, + eyeFov, EyeRenderDesc)) return(1); + #else + //Shader vertex format + D3D11_INPUT_ELEMENT_DESC DistortionMeshVertexDesc[] = { + {"Position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"Position", 1, DXGI_FORMAT_R32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"Position", 2, DXGI_FORMAT_R32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"TexCoord", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"TexCoord", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0}}; + + //Distortion vertex shader + const char* vertexShader = + "float2 EyeToSourceUVScale, EyeToSourceUVOffset; \n" + "float4x4 EyeRotationStart, EyeRotationEnd; \n" + "float2 TimewarpTexCoord(float2 TexCoord, float4x4 rotMat) \n" + "{ \n" + // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic + // aberration and distortion). These are now "real world" vectors in direction (x,y,1) + // relative to the eye of the HMD. Apply the 3x3 timewarp rotation to these vectors. + " float3 transformed = float3( mul ( rotMat, float4(TexCoord.xy, 1, 1) ).xyz); \n" + // Project them back onto the Z=1 plane of the rendered images. + " float2 flattened = (transformed.xy / transformed.z); \n" + // Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye) + " return(EyeToSourceUVScale * flattened + EyeToSourceUVOffset); \n" + "} \n" + "void main(in float2 Position : POSITION, in float timewarpLerpFactor : 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, \n" + " out float2 oTexCoord0 : TEXCOORD0, out float2 oTexCoord1 : TEXCOORD1, \n" + " out float2 oTexCoord2 : TEXCOORD2, out float oVignette : TEXCOORD3) \n" + "{ \n" + " float4x4 lerpedEyeRot = lerp(EyeRotationStart, EyeRotationEnd, timewarpLerpFactor);\n" + " oTexCoord0 = TimewarpTexCoord(TexCoord0,lerpedEyeRot); \n" + " oTexCoord1 = TimewarpTexCoord(TexCoord1,lerpedEyeRot); \n" + " oTexCoord2 = TimewarpTexCoord(TexCoord2,lerpedEyeRot); \n" + " oPosition = float4(Position.xy, 0.5, 1.0); oVignette = Vignette; \n" + "}"; + + //Distortion pixel shader + const char* pixelShader = + "Texture2D Texture : register(t0); \n" + "SamplerState Linear : 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) : SV_Target \n" + "{ \n" + // 3 samples for fixing chromatic aberrations + " float R = Texture.Sample(Linear, oTexCoord0.xy).r; \n" + " float G = Texture.Sample(Linear, oTexCoord1.xy).g; \n" + " float B = Texture.Sample(Linear, oTexCoord2.xy).b; \n" + " return (oVignette*float4(R,G,B,1)); \n" + "}"; + pRender->InitShaders(vertexShader, pixelShader, &Shaders, &VertexIL,DistortionMeshVertexDesc,6); + + for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) + { + // Allocate mesh vertices, registering with renderer using the OVR vertex format. + ovrDistortionMesh meshData; + ovrHmd_CreateDistortionMesh(HMD, (ovrEyeType) eyeNum, eyeFov[eyeNum], + ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp, &meshData); + MeshVBs[eyeNum] = *pRender->CreateBuffer(); + MeshVBs[eyeNum]->Data(Buffer_Vertex,meshData.pVertexData,sizeof(ovrDistortionVertex)*meshData.VertexCount); + MeshIBs[eyeNum] = *pRender->CreateBuffer(); + MeshIBs[eyeNum]->Data(Buffer_Index,meshData.pIndexData,sizeof(unsigned short) * meshData.IndexCount); + ovrHmd_DestroyDistortionMesh( &meshData ); + + //Create eye render description for use later + EyeRenderDesc[eyeNum] = ovrHmd_GetRenderDesc(HMD, (ovrEyeType) eyeNum, eyeFov[eyeNum]); + + //Do scale and offset + ovrHmd_GetRenderScaleAndOffset(eyeFov[eyeNum],RenderTargetSize, EyeRenderViewport[eyeNum], UVScaleOffset[eyeNum]); + } - ovrHmd_SetEnabledCaps(HMD, ovrHmdCap_LowPersistence | - ovrHmdCap_LatencyTest); + #endif + + ovrHmd_SetEnabledCaps(HMD, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction); // Start the sensor which informs of the Rift's pose and motion - ovrHmd_StartSensor(HMD, ovrSensorCap_Orientation | - ovrSensorCap_YawCorrection | - ovrSensorCap_Position, 0); + ovrHmd_ConfigureTracking(HMD, ovrTrackingCap_Orientation | + ovrTrackingCap_MagYawCorrection | + ovrTrackingCap_Position, 0); // This creates lights and models. pRoomScene = new Scene; - PopulateRoomScene(pRoomScene, pRender); + PopulateRoomScene(pRoomScene, pRender); - return 0; + return (0); } //------------------------------------------------------------------------------------- - void ProcessAndRender() { -#if SDK_RENDER - ovrFrameTiming frameTiming = ovrHmd_BeginFrame(HMD, 0); -#else - ovrFrameTiming frameTiming = ovrHmd_BeginFrameTiming(HMD, 0); -#endif - - //Adjust eye position and rotation from controls, maintaining y position from HMD. - static Vector3f EyePos(0.0f, 1.6f, -5.0f); - static float EyeYaw(3.141592f); - - Transformf movePose = ovrHmd_GetSensorState(HMD, frameTiming.ScanoutMidpointSeconds).Predicted.Pose; static ovrPosef eyeRenderPose[2]; - EyePos.y = ovrHmd_GetFloat(HMD, OVR_KEY_EYE_HEIGHT, EyePos.y); - bool freezeEyeRender = Util_RespondToControls(EyeYaw, EyePos, - frameTiming.DeltaSeconds, movePose.Rotation); - - pRender->BeginScene(); + // Start timing + #if SDK_RENDER + ovrHmd_BeginFrame(HMD, 0); + #else + ovrHmd_BeginFrameTiming(HMD, 0); + // Retrieve data useful for handling the Health and Safety Warning - unused, but here for reference + ovrHSWDisplayState hswDisplayState; + ovrHmd_GetHSWDisplayState(HMD, &hswDisplayState); + #endif + + // Adjust eye position and rotation from controls, maintaining y position from HMD. + static float BodyYaw(3.141592f); + static Vector3f HeadPos(0.0f, 1.6f, -5.0f); + HeadPos.y = ovrHmd_GetFloat(HMD, OVR_KEY_EYE_HEIGHT, HeadPos.y); + bool freezeEyeRender = Util_RespondToControls(BodyYaw, HeadPos, eyeRenderPose[1].Orientation); + + pRender->BeginScene(); - //Render the two undistorted eye views into their render buffers. - if (!freezeEyeRender) // freeze to debug, especially for time warp + // Render the two undistorted eye views into their render buffers. + if (!freezeEyeRender) // freeze to debug for time warp { pRender->SetRenderTarget ( pRendertargetTexture ); pRender->SetViewport (Recti(0,0, pRendertargetTexture->GetWidth(), @@ -203,49 +258,61 @@ void ProcessAndRender() pRender->Clear(); for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++) { - ovrEyeType eye = HMDDesc.EyeRenderOrder[eyeIndex]; -#if SDK_RENDER - eyeRenderPose[eye] = ovrHmd_BeginEyeRender(HMD, eye); -#else + ovrEyeType eye = HMD->EyeRenderOrder[eyeIndex]; eyeRenderPose[eye] = ovrHmd_GetEyePose(HMD, eye); -#endif - // Get view matrix - Matrix4f rollPitchYaw = Matrix4f::RotationY(EyeYaw); + // Get view and projection matrices + Matrix4f rollPitchYaw = Matrix4f::RotationY(BodyYaw); Matrix4f finalRollPitchYaw = rollPitchYaw * Matrix4f(eyeRenderPose[eye].Orientation); Vector3f finalUp = finalRollPitchYaw.Transform(Vector3f(0,1,0)); Vector3f finalForward = finalRollPitchYaw.Transform(Vector3f(0,0,-1)); - Vector3f shiftedEyePos = EyePos + rollPitchYaw.Transform(eyeRenderPose[eye].Position); - - Matrix4f view = Matrix4f::LookAtRH(shiftedEyePos, - shiftedEyePos + finalForward, finalUp); - + Vector3f shiftedEyePos = HeadPos + rollPitchYaw.Transform(eyeRenderPose[eye].Position); + Matrix4f view = Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + finalForward, finalUp); Matrix4f proj = ovrMatrix4f_Projection(EyeRenderDesc[eye].Fov, 0.01f, 10000.0f, true); pRender->SetViewport(Recti(EyeRenderViewport[eye])); pRender->SetProjection(proj); pRender->SetDepthMode(true, true); pRoomScene->Render(pRender, Matrix4f::Translation(EyeRenderDesc[eye].ViewAdjust) * view); - - #if SDK_RENDER - ovrHmd_EndEyeRender(HMD, eye, eyeRenderPose[eye], &EyeTexture[eye].Texture); - #endif } } pRender->FinishScene(); - // Now render the distorted view and finish. -#if SDK_RENDER - // Let OVR do distortion rendering, Present and flush/sync - ovrHmd_EndFrame(HMD); + #if SDK_RENDER // Let OVR do distortion rendering, Present and flush/sync + ovrHmd_EndFrame(HMD, eyeRenderPose, &EyeTexture[0].Texture); + #else + // Clear screen + pRender->SetDefaultRenderTarget(); + pRender->SetFullViewport(); + pRender->Clear(0.0f, 0.0f, 0.0f, 0.0f); + + // Setup shader + ShaderFill distortionShaderFill(Shaders); + distortionShaderFill.SetTexture(0, pRendertargetTexture); + distortionShaderFill.SetInputLayout(VertexIL); + + for(int eyeNum = 0; eyeNum < 2; eyeNum++) + { + // Get and set shader constants + Shaders->SetUniform2f("EyeToSourceUVScale", UVScaleOffset[eyeNum][0].x, UVScaleOffset[eyeNum][0].y); + Shaders->SetUniform2f("EyeToSourceUVOffset", UVScaleOffset[eyeNum][1].x, UVScaleOffset[eyeNum][1].y); + ovrMatrix4f timeWarpMatrices[2]; + ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum, eyeRenderPose[eyeNum], timeWarpMatrices); + Shaders->SetUniform4x4f("EyeRotationStart", timeWarpMatrices[0]); //Nb transposed when set + Shaders->SetUniform4x4f("EyeRotationEnd", timeWarpMatrices[1]); //Nb transposed when set + // Perform distortion + pRender->Render(&distortionShaderFill, MeshVBs[eyeNum], MeshIBs[eyeNum],sizeof(ovrDistortionVertex)); + } -#else - DistortionMeshRender(DistortionCaps, HMD, frameTiming.TimewarpPointSeconds, - eyeRenderPose, pRender, pRendertargetTexture); - pRender->Present( VSyncEnabled ); - pRender->WaitUntilGpuIdle(); //for lowest latency - ovrHmd_EndFrameTiming(HMD); -#endif + pRender->SetDefaultRenderTarget(); + + pRender->Present( true ); // Vsync enabled + + // Only flush GPU for ExtendDesktop; not needed in Direct App Renering with Oculus driver. + if (HMD->HmdCaps & ovrHmdCap_ExtendDesktop) + pRender->WaitUntilGpuIdle(); + ovrHmd_EndFrameTiming(HMD); + #endif } /* @@ -271,18 +338,27 @@ ovrHmd_EndFrame(hmd); //------------------------------------------------------------------------------------- void Release(void) { - if (pRendertargetTexture) { - pRendertargetTexture->Release(); - pRendertargetTexture = 0; + if (pRendertargetTexture) pRendertargetTexture->Release(); + + #if !SDK_RENDER + for(int eyeNum = 0; eyeNum < 2; eyeNum++) + { + MeshVBs[eyeNum].Clear(); + MeshIBs[eyeNum].Clear(); + } + if (Shaders) + { + Shaders->UnsetShader(Shader_Vertex); + Shaders->UnsetShader(Shader_Pixel); + Shaders->Release(); } + #endif + ovrHmd_Destroy(HMD); Util_ReleaseWindowAndGraphics(pRender); - pRender = 0; - if (pRoomScene) - { - delete pRoomScene; - pRoomScene = 0; - } + if (pRoomScene) delete pRoomScene; + + // No OVR functions involving memory are allowed after this. ovr_Shutdown(); } diff --git a/Samples/OculusRoomTiny/Win32_OculusRoomTiny_Util.cpp b/Samples/OculusRoomTiny/Win32_OculusRoomTiny_Util.cpp index ab0f252..8ad3798 100644 --- a/Samples/OculusRoomTiny/Win32_OculusRoomTiny_Util.cpp +++ b/Samples/OculusRoomTiny/Win32_OculusRoomTiny_Util.cpp @@ -20,6 +20,7 @@ limitations under the License. *************************************************************************************/ #include "RenderTiny_D3D11_Device.h" +#include "OVR_CAPI.h" // Win32 System Variables HWND hWnd = NULL; @@ -28,7 +29,7 @@ POINT WindowCenter; // User inputs bool Quit = 0; -UByte MoveForward = 0, +uint8_t MoveForward = 0, MoveBack = 0, MoveLeft = 0, MoveRight = 0; @@ -44,22 +45,28 @@ float AdditionalYawFromMouse = 0; // Movement speed, in m/s applied during keyboard motion. const float MoveSpeed = 3.0f; -// Functions from Win32_OculusRoomTiny.cpp and DistortionMesh.cpp +extern ovrHmd HMD; + +// Functions from Win32_OculusRoomTiny.cpp int Init(); void ProcessAndRender(); void Release(); -void DistortionMeshRelease(void); //------------------------------------------------------------------------------------- void OnKey(unsigned vk, bool down) { + if (down && HMD) + ovrHmd_DismissHSWDisplay(HMD); + switch (vk) { case 'Q': if (down && ControlDown) Quit = true; break; case VK_ESCAPE: if (!down) Quit = true; break; + case 'R': if (down && HMD) ovrHmd_RecenterPose(HMD); break; + 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; @@ -73,6 +80,7 @@ void OnKey(unsigned vk, bool down) case VK_SHIFT: ShiftDown = down; break; case VK_CONTROL:ControlDown = down; break; } + } void OnMouseMove(int x) @@ -81,8 +89,7 @@ void OnMouseMove(int x) AdditionalYawFromMouse -= (Sensitivity * x)/ 360.0f; } -bool Util_RespondToControls(float & EyeYaw, Vector3f & EyePos, - float deltaTime, Quatf PoseOrientation) +bool Util_RespondToControls(float & EyeYaw, Vector3f & EyePos, Quatf PoseOrientation) { #if 0//Optional debug output char debugString[1000]; @@ -95,8 +102,8 @@ bool Util_RespondToControls(float & EyeYaw, Vector3f & EyePos, AdditionalYawFromMouse = 0; //Get HeadYaw - float HeadPitch, HeadRoll, HeadYaw; - PoseOrientation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&HeadYaw,&HeadPitch, &HeadRoll); + float tempHeadPitch, tempHeadRoll, HeadYaw; + PoseOrientation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&HeadYaw,&tempHeadPitch, &tempHeadRoll); //Move on Eye pos from controls Vector3f localMoveVector(0,0,0); @@ -109,6 +116,7 @@ bool Util_RespondToControls(float & EyeYaw, Vector3f & EyePos, Vector3f orientationVector = yawRotate.Transform(localMoveVector); + const float deltaTime = 1.0f/60.0f; orientationVector *= MoveSpeed * deltaTime * (ShiftDown ? 3.0f : 1.0f); EyePos += orientationVector; @@ -172,8 +180,10 @@ LRESULT CALLBACK systemWindowProc(HWND arg_hwnd, UINT msg, WPARAM wp, LPARAM lp) } -RenderDevice* Util_InitWindowAndGraphics(Recti vp, int fullscreen, int multiSampleCount) +HWND Util_InitWindowAndGraphics(Recti vp, int fullscreen, int multiSampleCount, bool UseAppWindowFrame, RenderDevice ** returnedDevice) { + RendererParams renderParams; + // Window WNDCLASS wc; memset(&wc, 0, sizeof(wc)); @@ -182,25 +192,40 @@ RenderDevice* Util_InitWindowAndGraphics(Recti vp, int fullscreen, int multiSamp wc.lpfnWndProc = systemWindowProc; wc.cbWndExtra = NULL; RegisterClass(&wc); + + DWORD wsStyle = WS_POPUP; + DWORD sizeDivisor = 1; - RECT winSize = { 0, 0, vp.w, vp.h }; - AdjustWindowRect(&winSize, WS_POPUP, false); - hWnd = CreateWindowA("OVRAppWindow", "OculusRoomTiny", WS_POPUP |WS_VISIBLE, + if (UseAppWindowFrame) + { + // If using our driver, displaya window frame with a smaller window. + // Original HMD resolution is still passed into the renderer for proper swap chain. + wsStyle |= WS_OVERLAPPEDWINDOW; + renderParams.Resolution = vp.GetSize(); + sizeDivisor = 2; + } + + RECT winSize = { 0, 0, vp.w / sizeDivisor, vp.h / sizeDivisor}; + AdjustWindowRect(&winSize, wsStyle, false); + hWnd = CreateWindowA("OVRAppWindow", "OculusRoomTiny", + wsStyle |WS_VISIBLE, vp.x, vp.y, winSize.right-winSize.left, winSize.bottom-winSize.top, NULL, NULL, hInstance, NULL); - POINT center = { vp.w / 2, vp.h / 2 }; + POINT center = { vp.w / 2 / sizeDivisor, vp.h / 2 / sizeDivisor}; ::ClientToScreen(hWnd, ¢er); WindowCenter = center; if (!hWnd) return(NULL); // Graphics - RendererParams renderParams; renderParams.Multisample = multiSampleCount; renderParams.Fullscreen = fullscreen; - return (RenderDevice::CreateDevice(renderParams, (void*)hWnd)); + + *returnedDevice = RenderDevice::CreateDevice(renderParams, (void*)hWnd); + + return(hWnd); } @@ -209,8 +234,6 @@ void Util_ReleaseWindowAndGraphics(RenderDevice * prender) if (prender) prender->Release(); - DistortionMeshRelease(); - if (hWnd) { // Release window resources. @@ -248,7 +271,7 @@ int WINAPI WinMain(HINSTANCE hinst, HINSTANCE, LPSTR , int) } } Release(); - OVR_DEBUG_STATEMENT(_CrtDumpMemoryLeaks()); + OVR_ASSERT(!_CrtDumpMemoryLeaks()); return (0); } |