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authorBrad Davis <[email protected]>2014-05-23 01:49:32 -0700
committerBrad Davis <[email protected]>2014-05-23 01:49:32 -0700
commit46acc0e194ff3c1f120199eeca8324b4502118e9 (patch)
treeb1030198d3ee4698445d1fc5161cebe4158e45d1 /Samples/OculusWorldDemo/OculusWorldDemo.cpp
parent07d0f4d0bbf3477ac6a9584f726e8ec6ab285707 (diff)
Updating to 0.3.2 (windows version)
Diffstat (limited to 'Samples/OculusWorldDemo/OculusWorldDemo.cpp')
-rw-r--r--Samples/OculusWorldDemo/OculusWorldDemo.cpp178
1 files changed, 96 insertions, 82 deletions
diff --git a/Samples/OculusWorldDemo/OculusWorldDemo.cpp b/Samples/OculusWorldDemo/OculusWorldDemo.cpp
index e89403f..9c62d59 100644
--- a/Samples/OculusWorldDemo/OculusWorldDemo.cpp
+++ b/Samples/OculusWorldDemo/OculusWorldDemo.cpp
@@ -59,7 +59,7 @@ OculusWorldDemoApp::OculusWorldDemoApp()
CenterPupilDepthMeters(0.05f),
ForceZeroHeadMovement(false),
VsyncEnabled(true),
- MultisampleEnabled(true),
+ MultisampleEnabled(false),
IsLowPersistence(true),
DynamicPrediction(true),
PositionTrackingEnabled(true),
@@ -78,6 +78,8 @@ OculusWorldDemoApp::OculusWorldDemoApp()
FrameCounter = 0;
LastFpsUpdate = 0;
+ EyeRenderSize[0] = EyeRenderSize[1] = Sizei(0);
+
DistortionClearBlue = false;
}
@@ -138,7 +140,7 @@ int OculusWorldDemoApp::OnStartup(int argc, const char** argv)
FovSideTanLimit = FovPort::Max(HmdDesc.MaxEyeFov[0], HmdDesc.MaxEyeFov[1]).GetMaxSideTan();
FovSideTanMax = FovPort::Max(HmdDesc.DefaultEyeFov[0], HmdDesc.DefaultEyeFov[1]).GetMaxSideTan();
- PositionTrackingEnabled = (HmdDesc.Caps & ovrHmdCap_Position) ? true : false;
+ PositionTrackingEnabled = (HmdDesc.SensorCaps & ovrSensorCap_Position) ? true : false;
// *** Configure HMD Stereo settings.
@@ -189,7 +191,11 @@ bool OculusWorldDemoApp::SetupWindowAndRendering(int argc, const char** argv)
// *** Initialize Rendering
+#if defined(OVR_OS_WIN32)
const char* graphics = "d3d11";
+#else
+ const char* graphics = "GL";
+#endif
// Select renderer based on command line arguments.
for(int i = 1; i < argc; i++)
@@ -322,11 +328,11 @@ void OculusWorldDemoApp::PopulateOptionMenu()
Menu.AddBool("MultiSample 'F4'", &MultisampleEnabled) .AddShortcutKey(Key_F4).SetNotify(this, &OWD::MultisampleChange);
// Add DK2 options to menu only for that headset.
- if (HmdDesc.Caps & ovrHmdCap_Position)
+ if (HmdDesc.SensorCaps & ovrSensorCap_Position)
{
- Menu.AddBool("Low Persistence 'P'", &IsLowPersistence).
+ Menu.AddBool("Low Persistence 'P'", &IsLowPersistence).
AddShortcutKey(Key_P).SetNotify(this, &OWD::HmdSettingChange);
- Menu.AddBool("Dynamic Prediction", &DynamicPrediction).
+ Menu.AddBool("Dynamic Prediction", &DynamicPrediction).
SetNotify(this, &OWD::HmdSettingChange);
Menu.AddBool("Positional Tracking 'X'", &PositionTrackingEnabled).
AddShortcutKey(Key_X).SetNotify(this, &OWD::HmdSettingChange);
@@ -338,16 +344,14 @@ void OculusWorldDemoApp::CalculateHmdValues()
{
// Initialize eye rendering information for ovrHmd_Configure.
// The viewport sizes are re-computed in case RenderTargetSize changed due to HW limitations.
- ovrEyeDesc eyes[2];
- eyes[0].Eye = ovrEye_Left;
- eyes[1].Eye = ovrEye_Right;
- eyes[0].Fov = HmdDesc.DefaultEyeFov[0];
- eyes[1].Fov = HmdDesc.DefaultEyeFov[1];
+ ovrFovPort eyeFov[2];
+ eyeFov[0] = HmdDesc.DefaultEyeFov[0];
+ eyeFov[1] = HmdDesc.DefaultEyeFov[1];
// Clamp Fov based on our dynamically adjustable FovSideTanMax.
// Most apps should use the default, but reducing Fov does reduce rendering cost.
- eyes[0].Fov = FovPort::Min(eyes[0].Fov, FovPort(FovSideTanMax));
- eyes[1].Fov = FovPort::Min(eyes[1].Fov, FovPort(FovSideTanMax));
+ eyeFov[0] = FovPort::Min(eyeFov[0], FovPort(FovSideTanMax));
+ eyeFov[1] = FovPort::Min(eyeFov[1], FovPort(FovSideTanMax));
if (ForceZeroIpd)
@@ -357,28 +361,30 @@ void OculusWorldDemoApp::CalculateHmdValues()
// 2) Sets eye ViewAdjust values to 0.0 (effective IPD == 0)
// 3) Uses only the Left texture for rendering.
- eyes[0].Fov = FovPort::Max(eyes[0].Fov, eyes[1].Fov);
- eyes[1].Fov = eyes[0].Fov;
+ eyeFov[0] = FovPort::Max(eyeFov[0], eyeFov[1]);
+ eyeFov[1] = eyeFov[0];
Sizei recommenedTexSize = ovrHmd_GetFovTextureSize(Hmd, ovrEye_Left,
- eyes[0].Fov, DesiredPixelDensity);
+ eyeFov[0], DesiredPixelDensity);
- eyes[0].TextureSize = EnsureRendertargetAtLeastThisBig(Rendertarget_Left, recommenedTexSize);
- eyes[1].TextureSize = eyes[0].TextureSize;
- eyes[0].RenderViewport.Pos = Vector2i(0,0);
- eyes[0].RenderViewport.Size = Sizei::Min(eyes[0].TextureSize, recommenedTexSize);
- eyes[1].RenderViewport = eyes[0].RenderViewport;
+ Sizei textureSize = EnsureRendertargetAtLeastThisBig(Rendertarget_Left, recommenedTexSize);
+
+ EyeRenderSize[0] = Sizei::Min(textureSize, recommenedTexSize);
+ EyeRenderSize[1] = EyeRenderSize[0];
// Store texture pointers that will be passed for rendering.
- EyeTexture[0] = RenderTargets[Rendertarget_Left].Tex;
- EyeTexture[1] = RenderTargets[Rendertarget_Left].Tex;
+ EyeTexture[0] = RenderTargets[Rendertarget_Left].Tex;
+ EyeTexture[0].Header.TextureSize = textureSize;
+ EyeTexture[0].Header.RenderViewport = Recti(EyeRenderSize[0]);
+ // Right eye is the same.
+ EyeTexture[1] = EyeTexture[0];
}
else
{
// Configure Stereo settings. Default pixel density is 1.0f.
- Sizei recommenedTex0Size = ovrHmd_GetFovTextureSize(Hmd, ovrEye_Left, eyes[0].Fov, DesiredPixelDensity);
- Sizei recommenedTex1Size = ovrHmd_GetFovTextureSize(Hmd, ovrEye_Right, eyes[1].Fov, DesiredPixelDensity);
+ Sizei recommenedTex0Size = ovrHmd_GetFovTextureSize(Hmd, ovrEye_Left, eyeFov[0], DesiredPixelDensity);
+ Sizei recommenedTex1Size = ovrHmd_GetFovTextureSize(Hmd, ovrEye_Right, eyeFov[1], DesiredPixelDensity);
if (RendertargetIsSharedByBothEyes)
{
@@ -390,46 +396,55 @@ void OculusWorldDemoApp::CalculateHmdValues()
// Don't draw more then recommended size; this also ensures that resolution reported
// in the overlay HUD size is updated correctly for FOV/pixel density change.
- Sizei leftSize = Sizei::Min(Sizei(rtSize.w/2, rtSize.h), recommenedTex0Size);
- Sizei rightSize = Sizei::Min(Sizei(rtSize.w/2, rtSize.h), recommenedTex1Size);
-
- eyes[0].TextureSize = rtSize;
- eyes[1].TextureSize = rtSize;
- eyes[0].RenderViewport = Recti(Vector2i(0), leftSize);
- eyes[1].RenderViewport = Recti(Vector2i((rtSize.w+1)/2, 0), rightSize);
+ EyeRenderSize[0] = Sizei::Min(Sizei(rtSize.w/2, rtSize.h), recommenedTex0Size);
+ EyeRenderSize[1] = Sizei::Min(Sizei(rtSize.w/2, rtSize.h), recommenedTex1Size);
// Store texture pointers that will be passed for rendering.
// Same texture is used, but with different viewports.
- EyeTexture[0] = RenderTargets[Rendertarget_BothEyes].Tex;
- EyeTexture[1] = RenderTargets[Rendertarget_BothEyes].Tex;
- EyeTexture[0].Header.RenderViewport = eyes[0].RenderViewport;
- EyeTexture[1].Header.RenderViewport = eyes[1].RenderViewport;
+ EyeTexture[0] = RenderTargets[Rendertarget_BothEyes].Tex;
+ EyeTexture[0].Header.TextureSize = rtSize;
+ EyeTexture[0].Header.RenderViewport = Recti(Vector2i(0), EyeRenderSize[0]);
+ EyeTexture[1] = RenderTargets[Rendertarget_BothEyes].Tex;
+ EyeTexture[1].Header.TextureSize = rtSize;
+ EyeTexture[1].Header.RenderViewport = Recti(Vector2i((rtSize.w+1)/2, 0), EyeRenderSize[1]);
}
else
{
- eyes[0].TextureSize = EnsureRendertargetAtLeastThisBig(Rendertarget_Left, recommenedTex0Size);
- eyes[1].TextureSize = EnsureRendertargetAtLeastThisBig(Rendertarget_Right, recommenedTex1Size);
- eyes[0].RenderViewport = Recti(Sizei::Min(eyes[0].TextureSize, recommenedTex0Size));
- eyes[1].RenderViewport = Recti(Sizei::Min(eyes[1].TextureSize, recommenedTex1Size));
-
- // Store texture pointers that will be passed for rendering.
- EyeTexture[0] = RenderTargets[Rendertarget_Left].Tex;
- EyeTexture[1] = RenderTargets[Rendertarget_Right].Tex;
+ Sizei tex0Size = EnsureRendertargetAtLeastThisBig(Rendertarget_Left, recommenedTex0Size);
+ Sizei tex1Size = EnsureRendertargetAtLeastThisBig(Rendertarget_Right, recommenedTex1Size);
+
+ EyeRenderSize[0] = Sizei::Min(tex0Size, recommenedTex0Size);
+ EyeRenderSize[1] = Sizei::Min(tex1Size, recommenedTex1Size);
+
+ // Store texture pointers and viewports that will be passed for rendering.
+ EyeTexture[0] = RenderTargets[Rendertarget_Left].Tex;
+ EyeTexture[0].Header.TextureSize = tex0Size;
+ EyeTexture[0].Header.RenderViewport = Recti(EyeRenderSize[0]);
+ EyeTexture[1] = RenderTargets[Rendertarget_Right].Tex;
+ EyeTexture[1].Header.TextureSize = tex1Size;
+ EyeTexture[1].Header.RenderViewport = Recti(EyeRenderSize[1]);
}
}
+ // Hmd caps.
+ unsigned hmdCaps = (VsyncEnabled ? 0 : ovrHmdCap_NoVSync) |
+ ovrHmdCap_LatencyTest;
+ if (IsLowPersistence)
+ hmdCaps |= ovrHmdCap_LowPersistence;
+ if (DynamicPrediction)
+ hmdCaps |= ovrHmdCap_DynamicPrediction;
- unsigned hmdCaps = ovrHmdCap_Orientation | (VsyncEnabled ? 0 : ovrHmdCap_NoVSync);
- unsigned distortionCaps = ovrDistortion_Chromatic;
+ ovrHmd_SetEnabledCaps(Hmd, hmdCaps);
- ovrRenderAPIConfig config = pRender->Get_ovrRenderAPIConfig();
+ ovrRenderAPIConfig config = pRender->Get_ovrRenderAPIConfig();
+ unsigned distortionCaps = ovrDistortionCap_Chromatic;
if (TimewarpEnabled)
- distortionCaps |= ovrDistortion_TimeWarp;
+ distortionCaps |= ovrDistortionCap_TimeWarp;
- if (!ovrHmd_ConfigureRendering( Hmd, &config, hmdCaps, distortionCaps,
- eyes, EyeRenderDesc ))
+ if (!ovrHmd_ConfigureRendering( Hmd, &config, distortionCaps,
+ eyeFov, EyeRenderDesc ))
{
// Fail exit? TBD
return;
@@ -443,14 +458,10 @@ void OculusWorldDemoApp::CalculateHmdValues()
}
// ovrHmdCap_LatencyTest - enables internal latency feedback
- unsigned sensorCaps = ovrHmdCap_Orientation|ovrHmdCap_YawCorrection|ovrHmdCap_LatencyTest;
+ unsigned sensorCaps = ovrSensorCap_Orientation|ovrSensorCap_YawCorrection;
if (PositionTrackingEnabled)
- sensorCaps |= ovrHmdCap_Position;
- if (IsLowPersistence)
- sensorCaps |= ovrHmdCap_LowPersistence;
- if (DynamicPrediction)
- sensorCaps |= ovrHmdCap_DynamicPrediction;
-
+ sensorCaps |= ovrSensorCap_Position;
+
if (StartSensorCaps != sensorCaps)
{
ovrHmd_StartSensor(Hmd, sensorCaps, 0);
@@ -458,8 +469,8 @@ void OculusWorldDemoApp::CalculateHmdValues()
}
// Calculate projections
- Projection[0] = ovrMatrix4f_Projection(EyeRenderDesc[0].Desc.Fov, 0.01f, 10000.0f, true);
- Projection[1] = ovrMatrix4f_Projection(EyeRenderDesc[1].Desc.Fov, 0.01f, 10000.0f, true);
+ Projection[0] = ovrMatrix4f_Projection(EyeRenderDesc[0].Fov, 0.01f, 10000.0f, true);
+ Projection[1] = ovrMatrix4f_Projection(EyeRenderDesc[1].Fov, 0.01f, 10000.0f, true);
float orthoDistance = 0.8f; // 2D is 0.8 meter from camera
Vector2f orthoScale0 = Vector2f(1.0f) / Vector2f(EyeRenderDesc[0].PixelsPerTanAngleAtCenter);
@@ -530,7 +541,7 @@ Sizei OculusWorldDemoApp::EnsureRendertargetAtLeastThisBig(int rtNum, Sizei requ
void OculusWorldDemoApp::OnResize(int width, int height)
{
WindowSize = Sizei(width, height);
- // Re-calculate?
+ HmdSettingsChanged = true;
}
void OculusWorldDemoApp::OnMouseMove(int x, int y, int modifiers)
@@ -570,13 +581,9 @@ void OculusWorldDemoApp::OnKey(OVR::KeyCode key, int chr, bool down, int modifie
break;
case Key_F9:
-#ifndef OVR_OS_LINUX
// Cycle through displays, going fullscreen on each one.
if (!down) ChangeDisplay ( false, true, false );
break;
-#else
- // On Linux, fallthrough to F10/F11
-#endif
#ifdef OVR_OS_MAC
// F11 is reserved on Mac, F10 doesn't work on Windows
@@ -652,13 +659,13 @@ void OculusWorldDemoApp::OnKey(OVR::KeyCode key, int chr, bool down, int modifie
//-----------------------------------------------------------------------------
-Matrix4f OculusWorldDemoApp::CalculateViewFromPose(const Posef& pose)
+Matrix4f OculusWorldDemoApp::CalculateViewFromPose(const Transformf& pose)
{
- Posef worldPose = ThePlayer.VirtualWorldPoseFromRealPose(pose);
+ Transformf worldPose = ThePlayer.VirtualWorldTransformfromRealPose(pose);
// Rotate and position View Camera
- Vector3f up = worldPose.Orientation.Rotate(UpVector);
- Vector3f forward = worldPose.Orientation.Rotate(ForwardVector);
+ Vector3f up = worldPose.Rotation.Rotate(UpVector);
+ Vector3f forward = worldPose.Rotation.Rotate(ForwardVector);
// Transform the position of the center eye in the real world (i.e. sitting in your chair)
// into the frame of the player's virtual body.
@@ -667,7 +674,7 @@ Matrix4f OculusWorldDemoApp::CalculateViewFromPose(const Posef& pose)
// If you shrink one, you should also shrink the other.
// So with zero IPD (i.e. everything at infinity),
// head movement should also be zero.
- Vector3f viewPos = ForceZeroHeadMovement ? ThePlayer.BodyPos : worldPose.Position;
+ Vector3f viewPos = ForceZeroHeadMovement ? ThePlayer.BodyPos : worldPose.Translation;
Matrix4f view = Matrix4f::LookAtRH(viewPos, viewPos + forward, up);
return view;
@@ -726,14 +733,14 @@ void OculusWorldDemoApp::OnIdle()
// Update pose based on frame!
- ThePlayer.HeadPose = ss.Predicted.Transform;
+ ThePlayer.HeadPose = ss.Predicted.Pose;
// Movement/rotation with the gamepad.
ThePlayer.BodyYaw -= ThePlayer.GamepadRotate.x * dt;
ThePlayer.HandleMovement(dt, &CollisionModels, &GroundCollisionModels, ShiftDown);
// Record after processing time.
- Profiler.RecordSample(RenderProfiler::Sample_AfterGameProcessing);
+ Profiler.RecordSample(RenderProfiler::Sample_AfterGameProcessing);
// Determine if we are rendering this frame. Frame rendering may be
@@ -774,7 +781,7 @@ void OculusWorldDemoApp::OnIdle()
for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++)
{
ovrEyeType eye = HmdDesc.EyeRenderOrder[eyeIndex];
- ovrPosef eyeRenderPose = ovrHmd_BeginEyeRender(Hmd, eye);
+ ovrPosef eyeRenderPose = ovrHmd_BeginEyeRender(Hmd, eye);
View = CalculateViewFromPose(eyeRenderPose);
RenderEyeView(eye);
@@ -800,9 +807,16 @@ void OculusWorldDemoApp::OnIdle()
}
}
- pRender->SetRenderTarget(0);
+ pRender->SetDefaultRenderTarget();
pRender->FinishScene();
}
+
+ /*
+ double t= ovr_GetTimeInSeconds();
+ while (ovr_GetTimeInSeconds() < (t + 0.017))
+ {
+
+ } */
Profiler.RecordSample(RenderProfiler::Sample_AfterEyeRender);
@@ -864,8 +878,8 @@ void OculusWorldDemoApp::ApplyDynamicResolutionScaling()
if (!DynamicRezScalingEnabled)
{
// Restore viewport rectangle in case dynamic res scaling was enabled before.
- EyeTexture[0].Header.RenderViewport = EyeRenderDesc[0].Desc.RenderViewport;
- EyeTexture[1].Header.RenderViewport = EyeRenderDesc[1].Desc.RenderViewport;
+ EyeTexture[0].Header.RenderViewport.Size = EyeRenderSize[0];
+ EyeTexture[1].Header.RenderViewport.Size = EyeRenderSize[1];
return;
}
@@ -901,14 +915,14 @@ void OculusWorldDemoApp::ApplyDynamicResolutionScaling()
dynamicRezScale = dynamicRezScale * 0.5f + 0.5f;
}
- Sizei sizeLeft = EyeRenderDesc[0].Desc.RenderViewport.Size;
- Sizei sizeRight = EyeRenderDesc[1].Desc.RenderViewport.Size;
+ Sizei sizeLeft = EyeRenderSize[0];
+ Sizei sizeRight = EyeRenderSize[1];
// This viewport is used for rendering and passed into ovrHmd_EndEyeRender.
EyeTexture[0].Header.RenderViewport.Size = Sizei(int(sizeLeft.w * dynamicRezScale),
- int(sizeLeft.h * dynamicRezScale));
+ int(sizeLeft.h * dynamicRezScale));
EyeTexture[1].Header.RenderViewport.Size = Sizei(int(sizeRight.w * dynamicRezScale),
- int(sizeRight.h * dynamicRezScale));
+ int(sizeRight.h * dynamicRezScale));
}
@@ -1042,13 +1056,13 @@ void OculusWorldDemoApp::RenderTextInfoHud(float textHeight)
char buf[512], gpustat[256];
// Average FOVs.
- FovPort leftFov = EyeRenderDesc[0].Desc.Fov;
- FovPort rightFov = EyeRenderDesc[1].Desc.Fov;
+ FovPort leftFov = EyeRenderDesc[0].Fov;
+ FovPort rightFov = EyeRenderDesc[1].Fov;
// Rendered size changes based on selected options & dynamic rendering.
int pixelSizeWidth = EyeTexture[0].Header.RenderViewport.Size.w +
((!ForceZeroIpd) ?
- EyeTexture[1].Header.RenderViewport.Size.w : 0);
+ EyeTexture[1].Header.RenderViewport.Size.w : 0);
int pixelSizeHeight = ( EyeTexture[0].Header.RenderViewport.Size.h +
EyeTexture[1].Header.RenderViewport.Size.h ) / 2;
@@ -1074,7 +1088,7 @@ void OculusWorldDemoApp::RenderTextInfoHud(float textHeight)
}
}
- ThePlayer.HeadPose.Orientation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&hmdYaw, &hmdPitch, &hmdRoll);
+ ThePlayer.HeadPose.Rotation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&hmdYaw, &hmdPitch, &hmdRoll);
OVR_sprintf(buf, sizeof(buf),
" HMD YPR:%4.0f %4.0f %4.0f Player Yaw: %4.0f\n"
" FPS: %.1f ms/frame: %.1f Frame: %d\n"