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-/************************************************************************************
-
-Filename : CAPI_D3D1X_Util.cpp
-Content : D3D9 utility functions for rendering
-Created : March 7 , 2014
-Authors : Tom Heath
-
-Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License");
-you may not use the Oculus VR Rift SDK except in compliance with the License,
-which is provided at the time of installation or download, or which
-otherwise accompanies this software in either electronic or hard copy form.
-
-You may obtain a copy of the License at
-
-http://www.oculusvr.com/licenses/LICENSE-3.1
-
-Unless required by applicable law or agreed to in writing, the Oculus VR SDK
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#include "CAPI_D3D9_DistortionRenderer.h"
-#define OVR_D3D_VERSION 9
-#include "../../OVR_CAPI_D3D.h"
-
-
-namespace OVR { namespace CAPI { namespace D3D9 {
-
-
-#define PRECOMPILE_FLAG 0
-#if !PRECOMPILE_FLAG
-//To make these, you need to run it with PRECOMPILE_FLAG, which also uses them, so good for debugging.
-//Then cut and paste these from the output window.
-//Then turn off the flag.
-DWORD precompiledVertexShaderSrc[95] = {4294836736,3014654,1111577667,28,127,4294836736,2,28,33024,120,68,131074,655361,88,0,104,2,131073,88,0,1415936325,1668436847,1716475477,1952805734,2880154368,196609,131073,1,0,1415936325,1668436847,1666405973,6646881,845116278,1291858015,1869767529,1952870259,693250080,1397508128,1750278220,1919247457,1836008224,1701603696,775495794,959330610,858665525,3223857,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147614720,2416902145,33554463,2147483653,2416902146,33554463,2147549189,2416902147,33554463,2147614725,2416902148,33554433,2147680256,2699296768,67108868,3758292992,2162425856,2430861314,2699296770,67108868,3758292993,2162425856,2430861315,2699296770,67108868,3758292994,2162425856,2430861316,2699296770,67108868,3222208512,2416181248,2689597441,2686779393,33554433,3758161923,2415919105,65535,};
-DWORD precompiledVertexShaderTimewarpSrc[293] = {4294836736,4456446,1111577667,28,215,4294836736,4,28,33024,208,108,1310722,5373956,124,0,140,262146,1179652,124,0,157,131074,655361,176,0,192,2,131073,176,0,1382381893,1952543855,1164865385,2868929646,196611,262148,1,0,1382381893,1952543855,1399746409,1953653108,1702446336,1918070612,1331058019,1702061670,2880110708,196609,131073,1,0,1415936325,1668436847,1666405973,6646881,845116278,1291858015,1869767529,1952870259,693250080,1397508128,1750278220,1919247457,1836008224,1701603696,775495794,959330610,858665525,3223857,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147549184,2416902145,33554463,2147614720,2416902146,33554463,2147483653,2416902147,33554463,2147549189,2416902148,33554463,2147614725,2416902149,33554433,2147549184,2695495684,50331650,2147549185,2164260864,2695495700,33554433,2147614720,2695495685,50331650,2147614721,2169831424,2695495701,33554433,2147745792,2695495686,50331650,2147745793,2175401984,2695495702,33554433,2148007936,2695495687,50331650,2148007937,2180972544,2695495703,67108868,2148466688,2415919105,2162425857,2162425856,67108868,2148466689,2416181251,2689597441,2684682241,50331657,2147549186,2162425856,2162425857,33554438,2147549186,2147483650,33554433,2147680259,2699296772,50331650,2147876866,2177892355,2697986068,67108868,2147549187,2415919105,2158624770,2689925124,67108868,2147549188,2415919105,2153054210,2684354564,33554433,2147680261,2699296773,50331650,2147876866,2177105925,2697199637,67108868,2147614723,2415919105,2153054210,2689925125,67108868,2147614724,2415919105,2158624770,2684354565,33554433,2147680261,2699296774,50331650,2147811333,2177171461,2697265174,67108868,2147745795,2415919105,2147483653,2689925126,67108868,2147745796,2415919105,2158624773,2684354566,33554433,2147680261,2699296775,50331650,2148073477,2166685701,2686779415,67108868,2148007939,2415919105,2147483653,2689925127,67108868,2148007940,2415919105,2164195333,2684354567,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331653,2147680257,2147483650,2162425861,33554433,2147680258,2699296768,67108868,3758292992,2162425858,2162425857,2699296770,67108868,2148466689,2416181252,2689597441,2684682241,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331657,2147549185,2162425856,2162425857,33554438,2147549185,2147483649,50331653,2147680257,2147483649,2162425861,67108868,3758292993,2162425858,2162425857,2699296770,67108868,2148466689,2416181253,2689597441,2684682241,50331657,2147549188,2162425860,2162425857,50331657,2147614724,2162425859,2162425857,50331657,2147549184,2162425856,2162425857,33554438,2147549184,2147483648,50331653,2147680256,2147483648,2162425860,67108868,3758292994,2162425858,2162425856,2699296770,67108868,3222208512,2416181248,2689597441,2686779393,33554433,3758161923,2415919106,65535,};
-DWORD precompiledPixelShaderSrc[84] = {4294902528,2228222,1111577667,28,79,4294902528,1,28,33024,72,48,3,131073,56,0,1954047316,6648437,786436,65537,1,0,861893488,1291858015,1869767529,1952870259,693250080,1397508128,1750278220,1919247457,1836008224,1701603696,775495794,959330610,858665525,3223857,83886161,2685337600,1065353216,0,0,0,33554463,2147483653,2416115712,33554463,2147549189,2416115713,33554463,2147614725,2416115714,33554463,2147680261,2415984643,33554463,2415919104,2685339648,50331714,2148466688,2430861312,2699298816,67108868,2148073472,2147483648,2690908160,2686779392,50331714,2148466689,2430861313,2699298816,33554433,2147614720,2153054209,50331714,2148466689,2430861314,2699298816,33554433,2147745792,2158624769,50331653,2148468736,2162425856,2415919107,65535,};
-
-#else
-#include "d3dcompiler.h"
-/***************************************************************************/
-const char* VertexShaderSrc =
-
- "float2 EyeToSourceUVScale : register(c0); \n"
- "float2 EyeToSourceUVOffset : register(c2); \n"
-
- "void main(in float2 Position : POSITION, in float TimeWarp : POSITION1, \n"
- " in float Vignette : POSITION2, in float2 TexCoord0 : TEXCOORD0, \n"
- " in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n"
- " out float4 oPosition : SV_Position, out float2 oTexCoord0 : TEXCOORD0, \n"
- " out float2 oTexCoord1 : TEXCOORD1, out float2 oTexCoord2 : TEXCOORD2, \n"
- " out float oVignette : TEXCOORD3) \n"
- "{ \n"
- " oTexCoord0 = EyeToSourceUVScale * TexCoord0 + EyeToSourceUVOffset; \n"
- " oTexCoord1 = EyeToSourceUVScale * TexCoord1 + EyeToSourceUVOffset; \n"
- " oTexCoord2 = EyeToSourceUVScale * TexCoord2 + EyeToSourceUVOffset; \n"
- " oVignette = Vignette; \n"
- " oPosition = float4(Position.xy, 0.5, 1.0); \n"
- "}";
-
-/***************************************************************************/
-const char* VertexShaderTimewarpSrc =
-
- "float2 EyeToSourceUVScale : register(c0); \n"
- "float2 EyeToSourceUVOffset : register(c2); \n"
- "float4x4 EyeRotationStart : register(c4); \n"
- "float4x4 EyeRotationEnd : register(c20); \n"
-
- "float2 TimewarpTexCoord(float2 TexCoord, float4x4 rotMat) \n"
- "{ \n"
- " float3 transformed = float3( mul ( rotMat, float4(TexCoord.xy, 1, 1) ).xyz); \n"
- " float2 flattened = (transformed.xy / transformed.z); \n"
- " return(EyeToSourceUVScale * flattened + EyeToSourceUVOffset); \n"
- "} \n"
- "void main(in float2 Position : POSITION, in float TimeWarp : POSITION1, \n"
- " in float Vignette : POSITION2, in float2 TexCoord0 : TEXCOORD0, \n"
- " in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n"
- " out float4 oPosition : SV_Position, out float2 oTexCoord0 : TEXCOORD0, \n"
- " out float2 oTexCoord1 : TEXCOORD1, out float2 oTexCoord2 : TEXCOORD2, \n"
- " out float oVignette : TEXCOORD3) \n"
- "{ \n"
- " float4x4 lerpedEyeRot = lerp(EyeRotationStart, EyeRotationEnd, TimeWarp); \n"
- " oTexCoord0 = TimewarpTexCoord(TexCoord0,lerpedEyeRot); \n"
- " oTexCoord1 = TimewarpTexCoord(TexCoord1,lerpedEyeRot); \n"
- " oTexCoord2 = TimewarpTexCoord(TexCoord2,lerpedEyeRot); \n"
- " oVignette = Vignette; \n"
- " oPosition = float4(Position.xy, 0.5, 1.0); \n"
- "}";
-
-/***************************************************************************/
-const char* PixelShaderSrc =
-
- " sampler2D Texture : register(s0); \n"
-
- "float4 main(in float4 oPosition : SV_Position, in float2 oTexCoord0 : TEXCOORD0, \n"
- " in float2 oTexCoord1 : TEXCOORD1, in float2 oTexCoord2 : TEXCOORD2, \n"
- " in float oVignette : TEXCOORD3) \n"
- " : SV_Target \n"
- "{ \n"
- " float R = tex2D(Texture,oTexCoord0).r; \n"
- " float G = tex2D(Texture,oTexCoord1).g; \n"
- " float B = tex2D(Texture,oTexCoord2).b; \n"
- " return (oVignette*float4(R,G,B,1)); \n"
- "}";
-
-/*************************************************************/
-ID3DBlob* ShaderCompile(char * shaderName, const char * shaderSrcString, const char * profile)
-{
- ID3DBlob* pShaderCode = NULL;
- ID3DBlob* pErrorMsg = NULL;
-
- if (FAILED(D3DCompile(shaderSrcString, strlen(shaderSrcString),NULL,NULL,NULL,
- "main",profile,D3DCOMPILE_OPTIMIZATION_LEVEL3,0,
- &pShaderCode,&pErrorMsg)))
- MessageBoxA(NULL,(char *) pErrorMsg->GetBufferPointer(),"", MB_OK);
- if (pErrorMsg) pErrorMsg->Release();
-
- //Now write out blob
- char tempString[1000];
- int numDWORDs = ((int)pShaderCode->GetBufferSize())/4;
- DWORD * ptr = (DWORD *)pShaderCode->GetBufferPointer();
- sprintf_s(tempString,"DWORD %s[%d] = {",shaderName,numDWORDs);
- OutputDebugStringA(tempString);
- for (int i = 0;i < numDWORDs; i++)
- {
- sprintf_s(tempString,"%lu,",ptr[i]);
- OutputDebugStringA(tempString);
- }
- OutputDebugStringA("};\n");
-
- return(pShaderCode);
-}
-#endif
-
-/***********************************************************/
-void DistortionRenderer::CreateDistortionShaders(void)
-{
-#if PRECOMPILE_FLAG
- ID3DBlob * pShaderCode;
- pShaderCode = ShaderCompile("precompiledVertexShaderSrc",VertexShaderSrc,"vs_2_0");
- device->CreateVertexShader( ( DWORD* )pShaderCode->GetBufferPointer(), &vertexShader );
- pShaderCode->Release();
-
- pShaderCode = ShaderCompile("precompiledVertexShaderTimewarpSrc",VertexShaderTimewarpSrc,"vs_2_0");
- device->CreateVertexShader( ( DWORD* )pShaderCode->GetBufferPointer(), &vertexShaderTimewarp );
- pShaderCode->Release();
-
- pShaderCode = ShaderCompile("precompiledPixelShaderSrc",PixelShaderSrc,"ps_3_0");
- device->CreatePixelShader( ( DWORD* )pShaderCode->GetBufferPointer(), &pixelShader );
- pShaderCode->Release();
-#else
- device->CreateVertexShader( precompiledVertexShaderSrc, &vertexShader );
- device->CreateVertexShader( precompiledVertexShaderTimewarpSrc, &vertexShaderTimewarp );
- device->CreatePixelShader( precompiledPixelShaderSrc, &pixelShader );
-#endif
-}
-
-
-/***************************************************/
-void DistortionRenderer::CreateVertexDeclaration(void)
-{
- static const D3DVERTEXELEMENT9 VertexElements[7] = {
- { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
- { 0, 8, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1 },
- { 0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 2 },
- { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
- { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
- { 0, 32, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
- D3DDECL_END() };
- device->CreateVertexDeclaration( VertexElements, &vertexDecl );
-}
-
-
-/******************************************************/
-void DistortionRenderer::Create_Distortion_Models(void)
-{
- //Make the distortion models
- for (int eye=0;eye<2;eye++)
- {
- FOR_EACH_EYE * e = &eachEye[eye];
- ovrDistortionMesh meshData;
- ovrHmd_CreateDistortionMesh(HMD,
- RState.EyeRenderDesc[eye].Eye,
- RState.EyeRenderDesc[eye].Fov,
- distortionCaps,
- &meshData);
-
- e->numVerts = meshData.VertexCount;
- e->numIndices = meshData.IndexCount;
-
- device->CreateVertexBuffer( (e->numVerts)*sizeof(ovrDistortionVertex),0, 0,
- D3DPOOL_MANAGED, &e->dxVerts, NULL );
- ovrDistortionVertex * dxv; e->dxVerts->Lock( 0, 0, (void**)&dxv, 0 );
- for (int v=0;v<e->numVerts;v++) dxv[v] = meshData.pVertexData[v];
-
- device->CreateIndexBuffer( (e->numIndices)*sizeof(u_short),0, D3DFMT_INDEX16,
- D3DPOOL_MANAGED, &e->dxIndices, NULL );
- unsigned short* dxi; e->dxIndices->Lock( 0, 0, (void**)&dxi, 0 );
- for (int i=0;i<e->numIndices;i++) dxi[i] = meshData.pIndexData[i];
-
- ovrHmd_DestroyDistortionMesh( &meshData );
- }
-}
-
-/**********************************************************/
-void DistortionRenderer::RenderBothDistortionMeshes(void)
-{
- for (int eye=0; eye<2; eye++)
- {
- FOR_EACH_EYE * e = &eachEye[eye];
- D3DVIEWPORT9 vp; vp.X=0; vp.Y=0; vp.Width=screenSize.w; vp.Height=screenSize.h; vp.MinZ=0; vp.MaxZ = 1;
- device->SetViewport(&vp);
- device->SetStreamSource( 0, e->dxVerts,0, sizeof(ovrDistortionVertex) );
- device->SetVertexDeclaration( vertexDecl );
- device->SetIndices( e->dxIndices );
- device->SetPixelShader( pixelShader );
- device->SetTexture( 0, e->texture);
-
- //Choose which vertex shader, with associated additional inputs
- if (distortionCaps & ovrDistortionCap_TimeWarp)
- {
- device->SetVertexShader( vertexShaderTimewarp );
-
- ovrMatrix4f timeWarpMatrices[2];
- ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eye,
- RState.EyeRenderPoses[eye], timeWarpMatrices);
-
- //Need to transpose the matrices
- timeWarpMatrices[0] = Matrix4f(timeWarpMatrices[0]).Transposed();
- timeWarpMatrices[1] = Matrix4f(timeWarpMatrices[1]).Transposed();
-
- // Feed identity like matrices in until we get proper timewarp calculation going on
- device->SetVertexShaderConstantF(4, (float *) &timeWarpMatrices[0],4);
- device->SetVertexShaderConstantF(20,(float *) &timeWarpMatrices[1],4);
- }
- else
- {
- device->SetVertexShader( vertexShader );
- }
-
- //Set up vertex shader constants
- device->SetVertexShaderConstantF( 0, ( FLOAT* )&(e->UVScaleOffset[0]), 1 );
- device->SetVertexShaderConstantF( 2, ( FLOAT* )&(e->UVScaleOffset[1]), 1 );
-
- device->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,0,0,e->numVerts,0,e->numIndices/3);
- }
-}
-
-}}} \ No newline at end of file