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Diffstat (limited to 'Samples/OculusRoomTiny/Win32_DistortionMesh.cpp')
-rw-r--r-- | Samples/OculusRoomTiny/Win32_DistortionMesh.cpp | 251 |
1 files changed, 0 insertions, 251 deletions
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); - } -} - |