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-rw-r--r--Samples/OculusRoomTiny/OSX_OculusRoomTiny.mm861
-rw-r--r--Samples/OculusRoomTiny/OSX_OculusRoomTiny2.h (renamed from Samples/OculusRoomTiny/OSX_OculusRoomTiny.h)2
-rw-r--r--Samples/OculusRoomTiny/OculusRoomModel.cpp8
-rw-r--r--Samples/OculusRoomTiny/OculusRoomTiny2.rc (renamed from Samples/OculusRoomTiny/OculusRoomTiny.rc)bin144 -> 144 bytes
-rw-r--r--Samples/OculusRoomTiny/OculusRoomTiny_Msvc2010.vcxproj.filters17
-rw-r--r--Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj (renamed from Samples/OculusRoomTiny/OculusRoomTiny_Msvc2010.vcxproj)64
-rw-r--r--Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj.filters26
-rw-r--r--Samples/OculusRoomTiny/Projects/Win/VS2012/OculusRoomTiny.vcxproj197
-rw-r--r--Samples/OculusRoomTiny/Projects/Win/VS2012/OculusRoomTiny.vcxproj.filters26
-rw-r--r--Samples/OculusRoomTiny/Projects/Win/VS2013/OculusRoomTiny.vcxproj208
-rw-r--r--Samples/OculusRoomTiny/Projects/Win/VS2013/OculusRoomTiny.vcxproj.filters29
-rw-r--r--Samples/OculusRoomTiny/RenderTiny_D3D11_Device.cpp (renamed from Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.cpp)727
-rw-r--r--Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h (renamed from Samples/OculusRoomTiny/RenderTiny_Device.h)484
-rw-r--r--Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.h273
-rw-r--r--Samples/OculusRoomTiny/RenderTiny_Device.cpp442
-rw-r--r--Samples/OculusRoomTiny/RenderTiny_GL_Device.cpp784
-rw-r--r--Samples/OculusRoomTiny/RenderTiny_GL_Device.h228
-rw-r--r--Samples/OculusRoomTiny/Win32_DistortionMesh.cpp244
-rw-r--r--Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp876
-rw-r--r--Samples/OculusRoomTiny/Win32_OculusRoomTiny.h189
-rw-r--r--Samples/OculusRoomTiny/Win32_OculusRoomTiny_Util.cpp254
21 files changed, 2025 insertions, 3914 deletions
diff --git a/Samples/OculusRoomTiny/OSX_OculusRoomTiny.mm b/Samples/OculusRoomTiny/OSX_OculusRoomTiny.mm
deleted file mode 100644
index 7c5d81f..0000000
--- a/Samples/OculusRoomTiny/OSX_OculusRoomTiny.mm
+++ /dev/null
@@ -1,861 +0,0 @@
-/************************************************************************************
-
- Filename : OSX_OculusRoomTiny.mm
- Content : Simplest possible first-person view test application for Oculus Rift
- Created : May 7, 2013
- Authors : Michael Antonov, Andrew Reisse, Artem Bolgar
-
- Copyright : Copyright 2013 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.
-
- *************************************************************************************/
-
-#import "OSX_OculusRoomTiny.h"
-#include "RenderTiny_GL_Device.h"
-
-#include "Kernel/OVR_KeyCodes.h"
-
-using namespace OVR;
-
-//-------------------------------------------------------------------------------------
-// ***** OculusRoomTiny Class
-
-// Static pApp simplifies routing the window function.
-OculusRoomTinyApp* OculusRoomTinyApp::pApp = 0;
-
-
-OculusRoomTinyApp::OculusRoomTinyApp(OVRApp* nsapp)
- : pRender(0),
- LastUpdate(0),
- NsApp(nsapp),
- Quit(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();
-
- MoveForward = MoveBack = MoveLeft = MoveRight = 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);
-
- CFOptionFlags detectionResult;
- 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 = kCFUserNotificationAlternateResponse;
-
- 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.";
-
- CFStringRef headerStrRef = CFStringCreateWithCString(NULL, "Oculus Rift Detection", kCFStringEncodingMacRoman);
- CFStringRef messageStrRef = CFStringCreateWithCString(NULL, messageText, kCFStringEncodingMacRoman);
-
- //launch the message box
- CFUserNotificationDisplayAlert(0,
- kCFUserNotificationNoteAlertLevel,
- NULL, NULL, NULL,
- headerStrRef, // header text
- messageStrRef, // message text
- CFSTR("Try again"),
- CFSTR("Continue"),
- CFSTR("Cancel"),
- &detectionResult);
-
- //Clean up the strings
- CFRelease(headerStrRef);
- CFRelease(messageStrRef);
-
- if (detectionResult == kCFUserNotificationCancelResponse ||
- detectionResult == kCFUserNotificationOtherResponse)
- return 1;
- }
-
- } while (detectionResult != kCFUserNotificationAlternateResponse);
-
-
- 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 = false;//true; //?
-
- // Setup Graphics.
- pRender = *OSX::RenderDevice::CreateDevice(RenderParams, (void*)View);
- 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");
- }
-}
-
-bool OculusRoomTinyApp::setupWindow()
-{
- NSRect winrect;
- winrect.origin.x = 0;
- winrect.origin.y = 1000;
- winrect.size.width = Width;
- winrect.size.height = Height;
- NSWindow* win = [[NSWindow alloc] initWithContentRect:winrect styleMask:NSTitledWindowMask|NSClosableWindowMask backing:NSBackingStoreBuffered defer:NO];
-
- OVRView* view = [[OVRView alloc] initWithFrame:winrect];
- [win setContentView:view];
- [win setAcceptsMouseMovedEvents:YES];
- [win setDelegate:view];
- [view setApp:pApp];
- Win = win;
- View = view;
-
- const char* title = "OculusRoomTiny";
- [((NSWindow*)Win) setTitle:[[NSString alloc] initWithBytes:title length:strlen(title) encoding:NSUTF8StringEncoding]];
-
- [NSCursor hide];
- [view warpMouseToCenter];
- CGAssociateMouseAndMouseCursorPosition(false);
-
- SetFullscreen(RenderParams, true);
- return true;
-}
-
-void OculusRoomTinyApp::destroyWindow()
-{
- SetFullscreen(RenderParams, false);
- [((NSWindow*)Win) close];
-}
-
-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)
- Exit();;
- break;
- case Key_Escape:
- if (!down)
- Exit();
- 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 Key_Up: MoveForward = down ? (MoveForward | 2) : (MoveForward & ~2); break;
- case Key_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 Key_F1:
- SConfig.SetStereoMode(Stereo_None);
- PostProcess = PostProcess_None;
- break;
- case Key_F2:
- SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
- PostProcess = PostProcess_None;
- break;
- case Key_F3:
- SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
- PostProcess = PostProcess_Distortion;
- break;
-
- // Stereo IPD adjustments, in meter (default IPD is 64mm).
- case '+':
- case '=':
- if (down)
- SConfig.SetIPD(SConfig.GetIPD() + 0.0005f * (ShiftDown ? 5.0f : 1.0f));
- break;
- case '-':
- case '_':
- if (down)
- SConfig.SetIPD(SConfig.GetIPD() - 0.0005f * (ShiftDown ? 5.0f : 1.0f));
- break;
-
- // Holding down Shift key accelerates adjustment velocity.
- case Key_Shift:
- ShiftDown = down;
- break;
- case Key_Meta:
- 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;
- }
-
-
- if (!pSensor)
- {
- 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;
- }
-
- // 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
-
- ViewMat = 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 * ViewMat);
-
- pRender->FinishScene();
-}
-
-void OculusRoomTinyApp::Exit()
-{
- [NsApp stop:nil];
- Quit = true;
-}
-
-bool OculusRoomTinyApp::SetFullscreen(const RenderTiny::RendererParams& rp, int fullscreen)
-{
- if (fullscreen == RenderTiny::Display_Window)
- [(OVRView*)View exitFullScreenModeWithOptions:nil];
- else
- {
- NSScreen* usescreen = [NSScreen mainScreen];
- NSArray* screens = [NSScreen screens];
- for (int i = 0; i < [screens count]; i++)
- {
- NSScreen* s = (NSScreen*)[screens objectAtIndex:i];
- CGDirectDisplayID disp = [OVRView displayFromScreen:s];
-
- if (disp == rp.DisplayId)
- usescreen = s;
- }
-
- [(OVRView*)View enterFullScreenMode:usescreen withOptions:nil];
- }
-
- if (pRender)
- pRender->SetFullscreen((RenderTiny::DisplayMode)fullscreen);
- return 1;
-}
-
-//-------------------------------------------------------------------------------------
-// ***** OS X-Specific Logic
-
-@implementation OVRApp
-
-- (void)dealloc
-{
- [super dealloc];
-}
-
-- (void)run
-{
- NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
- _running = YES;
- OculusRoomTinyApp* app;
-
- // Initializes LibOVR. This LogMask_All enables maximum logging.
- // Custom allocator can also be specified here.
- OVR::System::Init(OVR::Log::ConfigureDefaultLog(OVR::LogMask_All));
-
- int exitCode = 0;
- do
- {
- {
- using namespace OVR;
-
- // CreateApplication must be the first call since it does OVR::System::Initialize.
- app = new OculusRoomTinyApp(self);
- // The platform attached to an app will be deleted by DestroyApplication.
-
- [self setApp:app];
-
- const char* argv[] = {"OVRApp"};
- exitCode = app->OnStartup(argv[0]);
- if (exitCode)
- break;
- }
- [self finishLaunching];
- [pool drain];
-
- while ([self isRunning])
- {
- pool = [[NSAutoreleasePool alloc] init];
- NSEvent* event = [self nextEventMatchingMask:NSAnyEventMask untilDate:nil inMode:NSDefaultRunLoopMode dequeue:YES];
- if (event)
- {
- [self sendEvent:event];
- }
- _App->OnIdle();
- [pool drain];
- }
- } while(0);
-
- delete app;
-
- // No OVR functions involving memory are allowed after this.
- OVR::System::Destroy();
-}
-
-@end
-
-static int KeyMap[][2] =
-{
- { NSDeleteFunctionKey, OVR::Key_Delete },
- { '\t', OVR::Key_Tab },
- { '\n', OVR::Key_Return },
- { NSPauseFunctionKey, OVR::Key_Pause },
- { 27, OVR::Key_Escape },
- { 127, OVR::Key_Backspace },
- { ' ', OVR::Key_Space },
- { NSPageUpFunctionKey, OVR::Key_PageUp },
- { NSPageDownFunctionKey, OVR::Key_PageDown },
- { NSNextFunctionKey, OVR::Key_PageDown },
- { NSEndFunctionKey, OVR::Key_End },
- { NSHomeFunctionKey, OVR::Key_Home },
- { NSLeftArrowFunctionKey, OVR::Key_Left },
- { NSUpArrowFunctionKey, OVR::Key_Up },
- { NSRightArrowFunctionKey, OVR::Key_Right },
- { NSDownArrowFunctionKey, OVR::Key_Down },
- { NSInsertFunctionKey, OVR::Key_Insert },
- { NSDeleteFunctionKey, OVR::Key_Delete },
- { NSHelpFunctionKey, OVR::Key_Insert },
-};
-
-
-static KeyCode MapToKeyCode(wchar_t vk)
-{
- unsigned key = Key_None;
-
- if ((vk >= 'a') && (vk <= 'z'))
- {
- key = vk - 'a' + Key_A;
- }
- else if ((vk >= ' ') && (vk <= '~'))
- {
- key = vk;
- }
- else if ((vk >= '0') && (vk <= '9'))
- {
- key = vk - '0' + Key_Num0;
- }
- else if ((vk >= NSF1FunctionKey) && (vk <= NSF15FunctionKey))
- {
- key = vk - NSF1FunctionKey + Key_F1;
- }
- else
- {
- for (unsigned i = 0; i< (sizeof(KeyMap) / sizeof(KeyMap[1])); i++)
- {
- if (vk == KeyMap[i][0])
- {
- key = KeyMap[i][1];
- break;
- }
- }
- }
-
- return (KeyCode)key;
-}
-
-@implementation OVRView
-
--(BOOL) acceptsFirstResponder
-{
- return YES;
-}
--(BOOL) acceptsFirstMouse:(NSEvent *)ev
-{
- return YES;
-}
-
-+(CGDirectDisplayID) displayFromScreen:(NSScreen *)s
-{
- NSNumber* didref = (NSNumber*)[[s deviceDescription] objectForKey:@"NSScreenNumber"];
- CGDirectDisplayID disp = (CGDirectDisplayID)[didref longValue];
- return disp;
-}
-
--(void) warpMouseToCenter
-{
- NSPoint w;
- w.x = _App->GetWidth()/2.0f;
- w.y = _App->GetHeight()/2.0f;
- w = [[self window] convertBaseToScreen:w];
- CGDirectDisplayID disp = [OVRView displayFromScreen:[[self window] screen]];
- CGPoint p = {w.x, CGDisplayPixelsHigh(disp)-w.y};
- CGDisplayMoveCursorToPoint(disp, p);
-}
-
--(void) keyDown:(NSEvent*)ev
-{
- NSString* chars = [ev charactersIgnoringModifiers];
- if ([chars length])
- {
- wchar_t ch = [chars characterAtIndex:0];
- OVR::KeyCode key = MapToKeyCode(ch);
- _App->OnKey(key, true);
- }
-}
--(void) keyUp:(NSEvent*)ev
-{
- NSString* chars = [ev charactersIgnoringModifiers];
- if ([chars length])
- {
- wchar_t ch = [chars characterAtIndex:0];
- OVR::KeyCode key = MapToKeyCode(ch);
- _App->OnKey(key, false);
-
- }
-}
-
-
--(void)flagsChanged:(NSEvent *)ev
-{
- static const OVR::KeyCode ModifierKeys[] = {OVR::Key_None, OVR::Key_Shift, OVR::Key_Control, OVR::Key_Alt, OVR::Key_Meta};
-
- unsigned long cmods = [ev modifierFlags];
- if ((cmods & 0xffff0000) != _Modifiers)
- {
- uint32_t mods = 0;
- if (cmods & NSShiftKeyMask)
- mods |= 0x01;
- if (cmods & NSControlKeyMask)
- mods |= 0x02;
- if (cmods & NSAlternateKeyMask)
- mods |= 0x04;
- if (cmods & NSCommandKeyMask)
- mods |= 0x08;
-
- for (int i = 1; i <= 4; i++)
- {
- unsigned long m = (1 << (16+i));
- if ((cmods & m) != (_Modifiers & m))
- {
- if (cmods & m)
- _App->OnKey(ModifierKeys[i], true);
- else
- _App->OnKey(ModifierKeys[i], false);
- }
- }
- _Modifiers = cmods & 0xffff0000;
- }
-}
-
--(void)ProcessMouse:(NSEvent*)ev
-{
- switch ([ev type])
- {
- case NSLeftMouseDragged:
- case NSRightMouseDragged:
- case NSOtherMouseDragged:
- case NSMouseMoved:
- {
- int dx = [ev deltaX];
- int dy = [ev deltaY];
-
- if (dx != 0 || dy != 0)
- {
- _App->OnMouseMove(dx, dy, 0);
- [self warpMouseToCenter];
- }
- }
- break;
- case NSLeftMouseDown:
- case NSRightMouseDown:
- case NSOtherMouseDown:
- break;
- }
-}
-
--(void) mouseMoved:(NSEvent*)ev
-{
- [self ProcessMouse:ev];
-}
--(void) mouseDragged:(NSEvent*)ev
-{
- [self ProcessMouse:ev];
-}
-
--(void) mouseDown:(NSEvent*)ev
-{
- [self warpMouseToCenter];
- CGAssociateMouseAndMouseCursorPosition(false);
- [NSCursor hide];
-}
-
-//-(void)
-
--(id) initWithFrame:(NSRect)frameRect
-{
- NSOpenGLPixelFormatAttribute attr[] =
- {NSOpenGLPFAWindow, NSOpenGLPFADoubleBuffer, NSOpenGLPFADepthSize, 24, nil};
-
- NSOpenGLPixelFormat *pf = [[[NSOpenGLPixelFormat alloc] initWithAttributes:attr] autorelease];
-
- self = [super initWithFrame:frameRect pixelFormat:pf];
- GLint swap = 0;
- [[self openGLContext] setValues:&swap forParameter:NSOpenGLCPSwapInterval];
- //[self setWantsBestResolutionOpenGLSurface:YES];
- return self;
-}
-
--(BOOL)windowShouldClose:(id)sender
-{
- _App->Exit();
- return 1;
-}
-
-@end
-
-// GL OSX-specific logic
-namespace OSX {
-
- RenderDevice::RenderDevice(const RendererParams& p, void* osview, void* context)
- : GL::RenderDevice(p), Context(context)
- {
- OVRView* view = (OVRView*)osview;
- NSRect bounds = [view bounds];
- WindowWidth = bounds.size.width;
- WindowHeight= bounds.size.height;
-
- }
-
- RenderDevice* RenderDevice::CreateDevice(const RendererParams& rp, void* osview)
- {
- OVRView* view = (OVRView*)osview;
- NSOpenGLContext *context = [view openGLContext];
- if (!context)
- return NULL;
-
- [context makeCurrentContext];
- [[view window] makeKeyAndOrderFront:nil];
-
- return new OSX::RenderDevice(rp, osview, context);
- }
-
- void RenderDevice::Present()
- {
- NSOpenGLContext *context = (NSOpenGLContext*)Context;
- [context flushBuffer];
- }
-
- void RenderDevice::Shutdown()
- {
- Context = NULL;
- }
-
- bool RenderDevice::SetFullscreen(DisplayMode fullscreen)
- {
- Params.Fullscreen = fullscreen;
- return 1;
- }
-
-}
-
-
-int main(int argc, char *argv[])
-{
- NSApplication* nsapp = [OVRApp sharedApplication];
- [nsapp run];
- return 0;
-}
-
diff --git a/Samples/OculusRoomTiny/OSX_OculusRoomTiny.h b/Samples/OculusRoomTiny/OSX_OculusRoomTiny2.h
index 280fda5..ff5ad5e 100644
--- a/Samples/OculusRoomTiny/OSX_OculusRoomTiny.h
+++ b/Samples/OculusRoomTiny/OSX_OculusRoomTiny2.h
@@ -5,7 +5,7 @@
Created : May 7, 2013
Authors : Michael Antonov, Andrew Reisse, Artem Bolgar
- Copyright : Copyright 2013 Oculus, Inc. All Rights reserved.
+ 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.
diff --git a/Samples/OculusRoomTiny/OculusRoomModel.cpp b/Samples/OculusRoomTiny/OculusRoomModel.cpp
index e12751a..f425be0 100644
--- a/Samples/OculusRoomTiny/OculusRoomModel.cpp
+++ b/Samples/OculusRoomTiny/OculusRoomModel.cpp
@@ -4,7 +4,7 @@ Filename : OculusRoomModel.cpp
Content : Creates a simple room scene from hard-coded geometry
Created : October 4, 2012
-Copyright : Copyright 2012-2013 Oculus, Inc. All Rights reserved.
+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.
@@ -20,11 +20,7 @@ limitations under the License.
*************************************************************************************/
-#include "RenderTiny_Device.h"
-
-using namespace OVR;
-using namespace OVR::RenderTiny;
-
+#include "RenderTiny_D3D11_Device.h"
//-------------------------------------------------------------------------------------
// ***** Room Model
diff --git a/Samples/OculusRoomTiny/OculusRoomTiny.rc b/Samples/OculusRoomTiny/OculusRoomTiny2.rc
index 49a6a5a..49a6a5a 100644
--- a/Samples/OculusRoomTiny/OculusRoomTiny.rc
+++ b/Samples/OculusRoomTiny/OculusRoomTiny2.rc
Binary files differ
diff --git a/Samples/OculusRoomTiny/OculusRoomTiny_Msvc2010.vcxproj.filters b/Samples/OculusRoomTiny/OculusRoomTiny_Msvc2010.vcxproj.filters
deleted file mode 100644
index 3c09bd5..0000000
--- a/Samples/OculusRoomTiny/OculusRoomTiny_Msvc2010.vcxproj.filters
+++ /dev/null
@@ -1,17 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
- <ItemGroup>
- <ClCompile Include="OculusRoomModel.cpp" />
- <ClCompile Include="RenderTiny_D3D1X_Device.cpp" />
- <ClCompile Include="RenderTiny_Device.cpp" />
- <ClCompile Include="Win32_OculusRoomTiny.cpp" />
- </ItemGroup>
- <ItemGroup>
- <ClInclude Include="RenderTiny_Device.h" />
- <ClInclude Include="RenderTiny_D3D1X_Device.h" />
- <ClInclude Include="Win32_OculusRoomTiny.h" />
- </ItemGroup>
- <ItemGroup>
- <ResourceCompile Include="OculusRoomTiny.rc" />
- </ItemGroup>
-</Project> \ No newline at end of file
diff --git a/Samples/OculusRoomTiny/OculusRoomTiny_Msvc2010.vcxproj b/Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj
index 4bc37a8..d6bb3e7 100644
--- a/Samples/OculusRoomTiny/OculusRoomTiny_Msvc2010.vcxproj
+++ b/Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj
@@ -19,7 +19,7 @@
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
- <ProjectGuid>{80523489-2881-4F64-8C3B-FAF88B60ABCD}</ProjectGuid>
+ <ProjectGuid>{6C6ECAC4-DB5C-4301-8371-9C7CC8C623C2}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>OculusRoomTiny</RootNamespace>
<ProjectName>OculusRoomTiny</ProjectName>
@@ -65,23 +65,27 @@
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
- <IntDir>$(Configuration)\Obj\</IntDir>
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)../../../Obj/Win/VS2010/$(Configuration)/$(PlatformName)/</IntDir>
+ <OutDir>$(ProjectDir)../../../Bin/Win/VS2010/$(Configuration)/$(PlatformName)/</OutDir>
+ <TargetName>OculusRoomTiny</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
- <IntDir>$(Configuration)\Obj\</IntDir>
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)../../../Obj/Win/VS2010/$(Configuration)/$(PlatformName)/</IntDir>
+ <OutDir>$(ProjectDir)../../../Bin/Win/VS2010/$(Configuration)/$(PlatformName)/</OutDir>
+ <TargetName>OculusRoomTiny</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
- <IntDir>$(Configuration)\Obj\</IntDir>
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)../../../Obj/Win/VS2010/$(Configuration)/$(PlatformName)/</IntDir>
+ <OutDir>$(ProjectDir)../../../Bin/Win/VS2010/$(Configuration)/$(PlatformName)/</OutDir>
+ <TargetName>OculusRoomTiny</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
- <IntDir>$(Configuration)\Obj\</IntDir>
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)../../../Obj/Win/VS2010/$(Configuration)/$(PlatformName)/</IntDir>
+ <OutDir>$(ProjectDir)../../../Bin/Win/VS2010/$(Configuration)/$(PlatformName)/</OutDir>
+ <TargetName>OculusRoomTiny</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@@ -90,16 +94,17 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>OVR_BUILD_DEBUG;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
- <AdditionalIncludeDirectories>../../LibOVR/Include;../../LibOVR/Src;../../3rdParty/glext;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>../../../../../LibOVR/Include;../../../../../LibOVR/Src;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<MinimalRebuild>false</MinimalRebuild>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalDependencies>libovrd.lib;dxgi.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;opengl32.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <AdditionalLibraryDirectories>../../LibOVR/Lib/Win32;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;libovrd.lib;d3dx11.lib;dxgi.lib;dxguid.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>../../../../../LibOVR/Lib/$(Platform)/VS2010/;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@@ -109,16 +114,17 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>OVR_BUILD_DEBUG;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
- <AdditionalIncludeDirectories>../../LibOVR/Include;../../LibOVR/Src;../../3rdParty/glext;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>../../../../../LibOVR/Include;../../../../../LibOVR/Src;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<MinimalRebuild>false</MinimalRebuild>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalDependencies>libovr64d.lib;dxgi.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;opengl32.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <AdditionalLibraryDirectories>../../LibOVR/Lib/x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;libovr64d.lib;dxgi.lib;dxguid.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>../../../../../LibOVR/Lib/$(Platform)/VS2010/;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@@ -130,7 +136,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
- <AdditionalIncludeDirectories>../../LibOVR/Include;../../LibOVR/Src;../../3rdParty/glext;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>../../../../../LibOVR/Include;../../../../../LibOVR/Src;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
@@ -140,8 +146,8 @@
<GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>../../LibOVR/Lib/Win32;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- <AdditionalDependencies>libovr.lib;dxgi.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;opengl32.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>../../../../../LibOVR/Lib/$(Platform)/VS2010/;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;libovr.lib;dxguid.lib;dxgi.lib;d3dx11.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@@ -153,7 +159,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
- <AdditionalIncludeDirectories>../../LibOVR/Include;../../LibOVR/Src;../../3rdParty/glext;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories>../../../../../LibOVR/Include;../../../../../LibOVR/Src;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
@@ -163,23 +169,19 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>../../LibOVR/Lib/x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- <AdditionalDependencies>libovr64.lib;dxgi.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;opengl32.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>../../../../../LibOVR/Lib/$(Platform)/VS2010/;$(DXSDK_DIR)/Lib/x64;../../../../../3rdParty/Point Grey Research/FlyCapture2/lib64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;libovr64.lib;dxgi.lib;dxguid.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
- <ClCompile Include="OculusRoomModel.cpp" />
- <ClCompile Include="RenderTiny_D3D1X_Device.cpp" />
- <ClCompile Include="RenderTiny_Device.cpp" />
- <ClCompile Include="Win32_OculusRoomTiny.cpp" />
+ <ClCompile Include="../../../Win32_DistortionMesh.cpp" />
+ <ClCompile Include="../../../OculusRoomModel.cpp" />
+ <ClCompile Include="../../../RenderTiny_D3D11_Device.cpp" />
+ <ClCompile Include="../../../Win32_OculusRoomTiny.cpp" />
+ <ClCompile Include="../../../Win32_OculusRoomTiny_Util.cpp" />
</ItemGroup>
<ItemGroup>
- <ClInclude Include="RenderTiny_D3D1X_Device.h" />
- <ClInclude Include="RenderTiny_Device.h" />
- <ClInclude Include="Win32_OculusRoomTiny.h" />
- </ItemGroup>
- <ItemGroup>
- <ResourceCompile Include="OculusRoomTiny.rc" />
+ <ClInclude Include="../../../RenderTiny_D3D11_Device.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
diff --git a/Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj.filters b/Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj.filters
new file mode 100644
index 0000000..8c02afc
--- /dev/null
+++ b/Samples/OculusRoomTiny/Projects/Win/VS2010/OculusRoomTiny.vcxproj.filters
@@ -0,0 +1,26 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <ClCompile Include="../../../OculusRoomModel.cpp">
+ <Filter>Util</Filter>
+ </ClCompile>
+ <ClCompile Include="../../../Win32_OculusRoomTiny_Util.cpp">
+ <Filter>Util</Filter>
+ </ClCompile>
+ <ClCompile Include="../../../RenderTiny_D3D11_Device.cpp">
+ <Filter>Util</Filter>
+ </ClCompile>
+ <ClCompile Include="../../../Win32_DistortionMesh.cpp" />
+ <ClCompile Include="../../../Win32_OculusRoomTiny.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="../../../RenderTiny_D3D11_Device.h">
+ <Filter>Util</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <Filter Include="Util">
+ <UniqueIdentifier>{0750679b-ec1e-44c8-a78b-05d9e58a3588}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/Samples/OculusRoomTiny/Projects/Win/VS2012/OculusRoomTiny.vcxproj b/Samples/OculusRoomTiny/Projects/Win/VS2012/OculusRoomTiny.vcxproj
new file mode 100644
index 0000000..b547f70
--- /dev/null
+++ b/Samples/OculusRoomTiny/Projects/Win/VS2012/OculusRoomTiny.vcxproj
@@ -0,0 +1,197 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{5736727A-FEB0-49C0-B63A-36BF0FEB4FF3}</ProjectGuid>
+ <Keyword>Win32Proj</Keyword>
+ <RootNamespace>OculusRoomTiny</RootNamespace>
+ <ProjectName>OculusRoomTiny</ProjectName>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v110</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v110</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v110</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v110</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <LinkIncremental>true</LinkIncremental>
+ <IntDir>$(ProjectDir)../../../Obj/Win/VS2012/$(Configuration)/$(PlatformName)/</IntDir>
+ <OutDir>$(ProjectDir)../../../Bin/Win/VS2012/$(Configuration)/$(PlatformName)/</OutDir>
+ <TargetName>OculusRookTiny</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <LinkIncremental>true</LinkIncremental>
+ <IntDir>$(ProjectDir)../../../Obj/Win/VS2012/$(Configuration)/$(PlatformName)/</IntDir>
+ <OutDir>$(ProjectDir)../../../Bin/Win/VS2012/$(Configuration)/$(PlatformName)/</OutDir>
+ <TargetName>OculusRookTiny</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <LinkIncremental>false</LinkIncremental>
+ <IntDir>$(ProjectDir)../../../Obj/Win/VS2012/$(Configuration)/$(PlatformName)/</IntDir>
+ <OutDir>$(ProjectDir)../../../Bin/Win/VS2012/$(Configuration)/$(PlatformName)/</OutDir>
+ <TargetName>OculusRookTiny</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <LinkIncremental>false</LinkIncremental>
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+ <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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+ </ClCompile>
+ <Link>
+ <SubSystem>Windows</SubSystem>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>../../../../../LibOVR/Lib/$(PlatformName)/VS2012/;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;libovr64.lib;dxgi.lib;dxguid.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="../../../Win32_DistortionMesh.cpp" />
+ <ClCompile Include="../../../OculusRoomModel.cpp" />
+ <ClCompile Include="../../../RenderTiny_D3D11_Device.cpp" />
+ <ClCompile Include="../../../Win32_OculusRoomTiny.cpp" />
+ <ClCompile Include="../../../Win32_OculusRoomTiny_Util.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="../../../RenderTiny_D3D11_Device.h" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/Samples/OculusRoomTiny/Projects/Win/VS2012/OculusRoomTiny.vcxproj.filters b/Samples/OculusRoomTiny/Projects/Win/VS2012/OculusRoomTiny.vcxproj.filters
new file mode 100644
index 0000000..0847db0
--- /dev/null
+++ b/Samples/OculusRoomTiny/Projects/Win/VS2012/OculusRoomTiny.vcxproj.filters
@@ -0,0 +1,26 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <ClCompile Include="../../../Win32_DistortionMesh.cpp" />
+ <ClCompile Include="../../../Win32_OculusRoomTiny.cpp" />
+ <ClCompile Include="../../../OculusRoomModel.cpp">
+ <Filter>Util</Filter>
+ </ClCompile>
+ <ClCompile Include="../../../RenderTiny_D3D11_Device.cpp">
+ <Filter>Util</Filter>
+ </ClCompile>
+ <ClCompile Include="../../../Win32_OculusRoomTiny_Util.cpp">
+ <Filter>Util</Filter>
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+ </ItemGroup>
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+ <ClInclude Include="../../../RenderTiny_D3D11_Device.h">
+ <Filter>Util</Filter>
+ </ClInclude>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/Samples/OculusRoomTiny/Projects/Win/VS2013/OculusRoomTiny.vcxproj b/Samples/OculusRoomTiny/Projects/Win/VS2013/OculusRoomTiny.vcxproj
new file mode 100644
index 0000000..e09a883
--- /dev/null
+++ b/Samples/OculusRoomTiny/Projects/Win/VS2013/OculusRoomTiny.vcxproj
@@ -0,0 +1,208 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{394FF596-A90B-4C95-888B-B743834ED15B}</ProjectGuid>
+ <Keyword>Win32Proj</Keyword>
+ <RootNamespace>OculusRoomTiny</RootNamespace>
+ <ProjectName>OculusRoomTiny</ProjectName>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v120</PlatformToolset>
+ </PropertyGroup>
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+ <CharacterSet>Unicode</CharacterSet>
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+ </PropertyGroup>
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+ <ConfigurationType>Application</ConfigurationType>
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+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <LinkIncremental>true</LinkIncremental>
+ <IntDir>$(ProjectDir)../../../Obj/Win/VS2013/$(Configuration)/$(PlatformName)/</IntDir>
+ <OutDir>$(ProjectDir)../../../Bin/Win/VS2013/$(Configuration)/$(PlatformName)/</OutDir>
+ <IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);</IncludePath>
+ <LibraryPath>$(VC_LibraryPath_x86);$(WindowsSDK_LibraryPath_x86);</LibraryPath>
+ <TargetName>OculusRoomTiny</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <LinkIncremental>true</LinkIncremental>
+ <IntDir>$(ProjectDir)../../../Obj/Win/VS2013/$(Configuration)/$(PlatformName)/</IntDir>
+ <OutDir>$(ProjectDir)../../../Bin/Win/VS2013/$(Configuration)/$(PlatformName)/</OutDir>
+ <IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);</IncludePath>
+ <LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);</LibraryPath>
+ <TargetName>OculusRoomTiny</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <LinkIncremental>false</LinkIncremental>
+ <IntDir>$(ProjectDir)../../../Obj/Win/VS2013/$(Configuration)/$(PlatformName)/</IntDir>
+ <OutDir>$(ProjectDir)../../../Bin/Win/VS2013/$(Configuration)/$(PlatformName)/</OutDir>
+ <IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);</IncludePath>
+ <LibraryPath>$(VC_LibraryPath_x86);$(WindowsSDK_LibraryPath_x86);</LibraryPath>
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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+ <IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);</IncludePath>
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+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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+ <Link>
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+ <AdditionalDependencies>opengl32.lib;libovrd.lib;dxgi.lib;dxguid.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <PreprocessorDefinitions>_WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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+ <DebugInformationFormat>OldStyle</DebugInformationFormat>
+ <WholeProgramOptimization>false</WholeProgramOptimization>
+ <AdditionalOptions>/d2Zi+ %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <SubSystem>Windows</SubSystem>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>../../../../../LibOVR/Lib/x64/VS2013/;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;libovr64.lib;dxguid.lib;dxgi.lib;d3d10.lib;d3d11.lib;d3dcompiler.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="../../../OculusRoomModel.cpp" />
+ <ClCompile Include="..\..\..\RenderTiny_D3D11_Device.cpp" />
+ <ClCompile Include="..\..\..\Win32_DistortionMesh.cpp" />
+ <ClCompile Include="..\..\..\Win32_OculusRoomTiny.cpp" />
+ <ClCompile Include="..\..\..\Win32_OculusRoomTiny_Util.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ResourceCompile Include="../../../OculusRoomTiny2.rc" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\..\RenderTiny_D3D11_Device.h" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/Samples/OculusRoomTiny/Projects/Win/VS2013/OculusRoomTiny.vcxproj.filters b/Samples/OculusRoomTiny/Projects/Win/VS2013/OculusRoomTiny.vcxproj.filters
new file mode 100644
index 0000000..6df3291
--- /dev/null
+++ b/Samples/OculusRoomTiny/Projects/Win/VS2013/OculusRoomTiny.vcxproj.filters
@@ -0,0 +1,29 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <ClCompile Include="..\..\..\Win32_DistortionMesh.cpp" />
+ <ClCompile Include="..\..\..\Win32_OculusRoomTiny.cpp" />
+ <ClCompile Include="../../../OculusRoomModel.cpp">
+ <Filter>Util</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\..\RenderTiny_D3D11_Device.cpp">
+ <Filter>Util</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\..\Win32_OculusRoomTiny_Util.cpp">
+ <Filter>Util</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ResourceCompile Include="../../../OculusRoomTiny2.rc" />
+ </ItemGroup>
+ <ItemGroup>
+ <Filter Include="Util">
+ <UniqueIdentifier>{aa2ef577-a403-4088-a39c-0a87a96151a9}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\..\RenderTiny_D3D11_Device.h">
+ <Filter>Util</Filter>
+ </ClInclude>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.cpp b/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.cpp
index a1a567a..964c81c 100644
--- a/Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.cpp
+++ b/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.cpp
@@ -1,6 +1,6 @@
/************************************************************************************
-Filename : RenderTiny_D3D1x.cpp
+Filename : RenderTiny_D3D11.cpp
Content : RenderDevice implementation for D3DX10/11.
Created : September 10, 2012
Authors : Andrew Reisse
@@ -21,24 +21,24 @@ limitations under the License.
************************************************************************************/
+#include "RenderTiny_D3D11_Device.h"
#include "Kernel/OVR_Log.h"
-#include "Kernel/OVR_Std.h"
+#include <d3dcompiler.h>
+
-#include "RenderTiny_D3D1X_Device.h"
-#include <d3dcompiler.h>
-namespace OVR { namespace RenderTiny { namespace D3D10 {
+namespace OVR { namespace RenderTiny {
//-------------------------------------------------------------------------------------
// Vertex format
-static D3D1x_(INPUT_ELEMENT_DESC) ModelVertexDesc[] =
+static D3D11_INPUT_ELEMENT_DESC ModelVertexDesc[] =
{
- {"Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Pos), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
- {"Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(Vertex, C), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
- {"TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(Vertex, U), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
- {"Normal", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Norm), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+ {"Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Pos), D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(Vertex, C), D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(Vertex, U), D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"Normal", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Norm), D3D11_INPUT_PER_VERTEX_DATA, 0},
};
// These shaders are used to render the world, including lit vertex-colored and textured geometry.
@@ -124,6 +124,7 @@ static const char* TexturePixelShaderSrc =
"}\n";
+
#define LIGHTING_COMMON \
"cbuffer Lighting : register(b1)\n" \
"{\n" \
@@ -171,122 +172,25 @@ static const char* LitTexturePixelShaderSrc =
"}\n";
-//-------------------------------------------------------------------------------------
-// ***** Distortion Post-process Shaders
-
-static const char* PostProcessVertexShaderSrc =
- "float4x4 View : register(c4);\n"
- "float4x4 Texm : register(c8);\n"
- "void main(in float4 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord : TEXCOORD0,\n"
- " out float4 oPosition : SV_Position, out float4 oColor : COLOR, out float2 oTexCoord : TEXCOORD0)\n"
- "{\n"
- " oPosition = mul(View, Position);\n"
- " oTexCoord = mul(Texm, float4(TexCoord,0,1));\n"
- " oColor = Color;\n"
- "}\n";
-
-// Shader with just lens distortion correction.
-static const char* PostProcessPixelShaderSrc =
- "Texture2D Texture : register(t0);\n"
- "SamplerState Linear : register(s0);\n"
- "float2 LensCenter;\n"
- "float2 ScreenCenter;\n"
- "float2 Scale;\n"
- "float2 ScaleIn;\n"
- "float4 HmdWarpParam;\n"
- "\n"
-
- // Scales input texture coordinates for distortion.
- // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
- // larger due to aspect ratio.
- "float2 HmdWarp(float2 in01)\n"
- "{\n"
- " float2 theta = (in01 - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
- " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
- " float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
- " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
- " return LensCenter + Scale * theta1;\n"
- "}\n"
-
- "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
- " in float2 oTexCoord : TEXCOORD0) : SV_Target\n"
- "{\n"
- " float2 tc = HmdWarp(oTexCoord);\n"
- " if (any(clamp(tc, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tc))\n"
- " return 0;\n"
- " return Texture.Sample(Linear, tc);\n"
- "}\n";
-
-// Shader with lens distortion and chromatic aberration correction.
-static const char* PostProcessPixelShaderWithChromAbSrc =
- "Texture2D Texture : register(t0);\n"
- "SamplerState Linear : register(s0);\n"
- "float2 LensCenter;\n"
- "float2 ScreenCenter;\n"
- "float2 Scale;\n"
- "float2 ScaleIn;\n"
- "float4 HmdWarpParam;\n"
- "float4 ChromAbParam;\n"
- "\n"
-
- // Scales input texture coordinates for distortion.
- // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
- // larger due to aspect ratio.
- "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
- " in float2 oTexCoord : TEXCOORD0) : SV_Target\n"
- "{\n"
- " float2 theta = (oTexCoord - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
- " float rSq= theta.x * theta.x + theta.y * theta.y;\n"
- " float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
- " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
- " \n"
- " // Detect whether blue texture coordinates are out of range since these will scaled out the furthest.\n"
- " float2 thetaBlue = theta1 * (ChromAbParam.z + ChromAbParam.w * rSq);\n"
- " float2 tcBlue = LensCenter + Scale * thetaBlue;\n"
- " if (any(clamp(tcBlue, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tcBlue))\n"
- " return 0;\n"
- " \n"
- " // Now do blue texture lookup.\n"
- " float blue = Texture.Sample(Linear, tcBlue).b;\n"
- " \n"
- " // Do green lookup (no scaling).\n"
- " float2 tcGreen = LensCenter + Scale * theta1;\n"
- " float green = Texture.Sample(Linear, tcGreen).g;\n"
- " \n"
- " // Do red scale and lookup.\n"
- " float2 thetaRed = theta1 * (ChromAbParam.x + ChromAbParam.y * rSq);\n"
- " float2 tcRed = LensCenter + Scale * thetaRed;\n"
- " float red = Texture.Sample(Linear, tcRed).r;\n"
- " \n"
- " return float4(red, green, blue, 1);\n"
- "}\n";
-
-
static const char* VShaderSrcs[VShader_Count] =
{
DirectVertexShaderSrc,
- StdVertexShaderSrc,
- PostProcessVertexShaderSrc
+ StdVertexShaderSrc
+
};
static const char* FShaderSrcs[FShader_Count] =
{
SolidPixelShaderSrc,
GouraudPixelShaderSrc,
TexturePixelShaderSrc,
- PostProcessPixelShaderSrc,
- PostProcessPixelShaderWithChromAbSrc,
LitSolidPixelShaderSrc,
- LitTexturePixelShaderSrc
+ LitTexturePixelShaderSrc
};
//-------------------------------------------------------------------------------------
// ***** Buffer
-Buffer::~Buffer()
-{
-}
-
bool Buffer::Data(int use, const void *buffer, size_t size)
{
if (D3DBuffer && Size >= size)
@@ -318,33 +222,33 @@ bool Buffer::Data(int use, const void *buffer, size_t size)
Dynamic = 0;
}
- D3D1x_(BUFFER_DESC) desc;
+ D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(desc));
if (use & Buffer_ReadOnly)
{
- desc.Usage = D3D1x_(USAGE_IMMUTABLE);
+ desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.CPUAccessFlags = 0;
}
else
{
- desc.Usage = D3D1x_(USAGE_DYNAMIC);
- desc.CPUAccessFlags = D3D1x_(CPU_ACCESS_WRITE);
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
Dynamic = 1;
}
switch(use & Buffer_TypeMask)
{
- case Buffer_Vertex: desc.BindFlags = D3D1x_(BIND_VERTEX_BUFFER); break;
- case Buffer_Index: desc.BindFlags = D3D1x_(BIND_INDEX_BUFFER); break;
+ case Buffer_Vertex: desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; break;
+ case Buffer_Index: desc.BindFlags = D3D11_BIND_INDEX_BUFFER; break;
case Buffer_Uniform:
- desc.BindFlags = D3D1x_(BIND_CONSTANT_BUFFER);
+ desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
size += ((size + 15) & ~15) - size;
break;
}
desc.ByteWidth = (unsigned)size;
- D3D1x_(SUBRESOURCE_DATA) sr;
+ D3D11_SUBRESOURCE_DATA sr;
sr.pSysMem = buffer;
sr.SysMemPitch = 0;
sr.SysMemSlicePitch = 0;
@@ -361,55 +265,56 @@ bool Buffer::Data(int use, const void *buffer, size_t size)
void* Buffer::Map(size_t start, size_t size, int flags)
{
- OVR_UNUSED(size);
-
- D3D1x_(MAP) mapFlags = D3D1x_(MAP_WRITE);
- if (flags & Map_Discard)
- mapFlags = D3D1x_(MAP_WRITE_DISCARD);
- if (flags & Map_Unsynchronized)
- mapFlags = D3D1x_(MAP_WRITE_NO_OVERWRITE);
-
- void* map = 0;
- if (SUCCEEDED(D3DBuffer->Map(mapFlags, 0, &map)))
- return ((char*)map) + start;
- return NULL;
+ OVR_UNUSED(size);
+
+ D3D11_MAP mapFlags = D3D11_MAP_WRITE;
+ if (flags & Map_Discard)
+ mapFlags = D3D11_MAP_WRITE_DISCARD;
+ if (flags & Map_Unsynchronized)
+ mapFlags = D3D11_MAP_WRITE_NO_OVERWRITE;
+
+ D3D11_MAPPED_SUBRESOURCE map;
+ if (SUCCEEDED(Ren->Context->Map(D3DBuffer, 0, mapFlags, 0, &map)))
+ return ((char*)map.pData) + start;
+ else
+ return NULL;
}
bool Buffer::Unmap(void *m)
{
- OVR_UNUSED(m);
+ OVR_UNUSED(m);
- D3DBuffer->Unmap();
- return true;
+ Ren->Context->Unmap(D3DBuffer, 0);
+ return true;
}
//-------------------------------------------------------------------------------------
// Shaders
-template<> bool Shader<RenderTiny::Shader_Vertex, ID3D10VertexShader>::Load(void* shader, size_t size)
+template<> bool Shader<Shader_Vertex, ID3D11VertexShader>::Load(void* shader, size_t size)
{
- return SUCCEEDED(Ren->Device->CreateVertexShader(shader, size, &D3DShader));
+ return SUCCEEDED(Ren->Device->CreateVertexShader(shader, size, NULL, &D3DShader));
}
-template<> bool Shader<RenderTiny::Shader_Pixel, ID3D10PixelShader>::Load(void* shader, size_t size)
+template<> bool Shader<Shader_Pixel, ID3D11PixelShader>::Load(void* shader, size_t size)
{
- return SUCCEEDED(Ren->Device->CreatePixelShader(shader, size, &D3DShader));
+ return SUCCEEDED(Ren->Device->CreatePixelShader(shader, size, NULL, &D3DShader));
}
-template<> void Shader<RenderTiny::Shader_Vertex, ID3D10VertexShader>::Set(PrimitiveType) const
+template<> void Shader<Shader_Vertex, ID3D11VertexShader>::Set(PrimitiveType) const
{
- Ren->Context->VSSetShader(D3DShader);
+ Ren->Context->VSSetShader(D3DShader, NULL, 0);
}
-template<> void Shader<RenderTiny::Shader_Pixel, ID3D10PixelShader>::Set(PrimitiveType) const
+template<> void Shader<Shader_Pixel, ID3D11PixelShader>::Set(PrimitiveType) const
{
- Ren->Context->PSSetShader(D3DShader);
+ Ren->Context->PSSetShader(D3DShader, NULL, 0);
}
-template<> void Shader<RenderTiny::Shader_Vertex, ID3D1xVertexShader>::SetUniformBuffer(RenderTiny::Buffer* buffer, int i)
+template<> void Shader<Shader_Vertex, ID3D11VertexShader>::SetUniformBuffer(Buffer* buffer, int i)
{
Ren->Context->VSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
}
-template<> void Shader<RenderTiny::Shader_Pixel, ID3D1xPixelShader>::SetUniformBuffer(RenderTiny::Buffer* buffer, int i)
+template<> void Shader<Shader_Pixel, ID3D11PixelShader>::SetUniformBuffer(Buffer* buffer, int i)
{
Ren->Context->PSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
}
@@ -419,9 +324,10 @@ template<> void Shader<RenderTiny::Shader_Pixel, ID3D1xPixelShader>::SetUniformB
// ***** Shader Base
ShaderBase::ShaderBase(RenderDevice* r, ShaderStage stage)
- : RenderTiny::Shader(stage), Ren(r), UniformData(0)
+ : Stage(stage), Ren(r), UniformData(0)
{
}
+
ShaderBase::~ShaderBase()
{
if (UniformData)
@@ -441,12 +347,32 @@ bool ShaderBase::SetUniform(const char* name, int n, const float* v)
return 0;
}
+bool ShaderBase::SetUniformBool(const char* name, int n, const bool* v)
+{
+ OVR_UNUSED(n);
+
+ for(unsigned i = 0; i < UniformInfo.GetSize(); i++)
+ {
+ if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
+ {
+ memcpy(UniformData + UniformInfo[i].Offset, v, UniformInfo[i].Size);
+ return 1;
+ }
+ }
+ return 0;
+}
+
void ShaderBase::InitUniforms(ID3D10Blob* s)
{
- ID3D10ShaderReflection* ref = NULL;
- D3D10ReflectShader(s->GetBufferPointer(), s->GetBufferSize(), &ref);
- ID3D10ShaderReflectionConstantBuffer* buf = ref->GetConstantBufferByIndex(0);
- D3D10_SHADER_BUFFER_DESC bufd;
+ InitUniforms(s->GetBufferPointer(), s->GetBufferSize());
+}
+
+void ShaderBase::InitUniforms(void* s, size_t size)
+{
+ ID3D11ShaderReflection* ref = NULL;
+ D3DReflect(s, size, IID_ID3D11ShaderReflection, (void**) &ref);
+ ID3D11ShaderReflectionConstantBuffer* buf = ref->GetConstantBufferByIndex(0);
+ D3D11_SHADER_BUFFER_DESC bufd;
if (FAILED(buf->GetDesc(&bufd)))
{
UniformsSize = 0;
@@ -460,10 +386,10 @@ void ShaderBase::InitUniforms(ID3D10Blob* s)
for(unsigned i = 0; i < bufd.Variables; i++)
{
- ID3D10ShaderReflectionVariable* var = buf->GetVariableByIndex(i);
+ ID3D11ShaderReflectionVariable* var = buf->GetVariableByIndex(i);
if (var)
{
- D3D10_SHADER_VARIABLE_DESC vd;
+ D3D11_SHADER_VARIABLE_DESC vd;
if (SUCCEEDED(var->GetDesc(&vd)))
{
Uniform u;
@@ -488,6 +414,12 @@ void ShaderBase::UpdateBuffer(Buffer* buf)
}
+
+
+
+
+
+
//-------------------------------------------------------------------------------------
// ***** Texture
//
@@ -502,7 +434,7 @@ Texture::~Texture()
{
}
-void Texture::Set(int slot, RenderTiny::ShaderStage stage) const
+void Texture::Set(int slot, ShaderStage stage) const
{
Ren->SetTexture(stage, slot, this);
}
@@ -513,6 +445,155 @@ void Texture::SetSampleMode(int sm)
}
+void Model::Render(const Matrix4f& ltw, RenderDevice* ren)
+{
+ if (Visible)
+ {
+ Matrix4f m = ltw * GetMatrix();
+ ren->Render(m, this);
+ }
+}
+
+void Container::Render(const Matrix4f& ltw, RenderDevice* ren)
+{
+ Matrix4f m = ltw * GetMatrix();
+ for(unsigned i = 0; i < Nodes.GetSize(); i++)
+ {
+ Nodes[i]->Render(m, ren);
+ }
+}
+
+void Scene::Render(RenderDevice* ren, const Matrix4f& view)
+{
+ Lighting.Update(view, LightPos);
+
+ ren->SetLighting(&Lighting);
+
+ World.Render(view, ren);
+}
+
+
+
+UInt16 CubeIndices[] =
+{
+ 0, 1, 3,
+ 3, 1, 2,
+
+ 5, 4, 6,
+ 6, 4, 7,
+
+ 8, 9, 11,
+ 11, 9, 10,
+
+ 13, 12, 14,
+ 14, 12, 15,
+
+ 16, 17, 19,
+ 19, 17, 18,
+
+ 21, 20, 22,
+ 22, 20, 23
+};
+
+
+void Model::AddSolidColorBox(float x1, float y1, float z1,
+ float x2, float y2, float z2,
+ Color c)
+{
+ float t;
+
+ if(x1 > x2)
+ {
+ t = x1;
+ x1 = x2;
+ x2 = t;
+ }
+ if(y1 > y2)
+ {
+ t = y1;
+ y1 = y2;
+ y2 = t;
+ }
+ if(z1 > z2)
+ {
+ t = z1;
+ z1 = z2;
+ z2 = t;
+ }
+
+ // Cube vertices and their normals.
+ Vector3f CubeVertices[][3] =
+ {
+ Vector3f(x1, y2, z1), Vector3f(z1, x1), Vector3f(0.0f, 1.0f, 0.0f),
+ Vector3f(x2, y2, z1), Vector3f(z1, x2), Vector3f(0.0f, 1.0f, 0.0f),
+ Vector3f(x2, y2, z2), Vector3f(z2, x2), Vector3f(0.0f, 1.0f, 0.0f),
+ Vector3f(x1, y2, z2), Vector3f(z2, x1), Vector3f(0.0f, 1.0f, 0.0f),
+
+ Vector3f(x1, y1, z1), Vector3f(z1, x1), Vector3f(0.0f, -1.0f, 0.0f),
+ Vector3f(x2, y1, z1), Vector3f(z1, x2), Vector3f(0.0f, -1.0f, 0.0f),
+ Vector3f(x2, y1, z2), Vector3f(z2, x2), Vector3f(0.0f, -1.0f, 0.0f),
+ Vector3f(x1, y1, z2), Vector3f(z2, x1), Vector3f(0.0f, -1.0f, 0.0f),
+
+ Vector3f(x1, y1, z2), Vector3f(z2, y1), Vector3f(-1.0f, 0.0f, 0.0f),
+ Vector3f(x1, y1, z1), Vector3f(z1, y1), Vector3f(-1.0f, 0.0f, 0.0f),
+ Vector3f(x1, y2, z1), Vector3f(z1, y2), Vector3f(-1.0f, 0.0f, 0.0f),
+ Vector3f(x1, y2, z2), Vector3f(z2, y2), Vector3f(-1.0f, 0.0f, 0.0f),
+
+ Vector3f(x2, y1, z2), Vector3f(z2, y1), Vector3f(1.0f, 0.0f, 0.0f),
+ Vector3f(x2, y1, z1), Vector3f(z1, y1), Vector3f(1.0f, 0.0f, 0.0f),
+ Vector3f(x2, y2, z1), Vector3f(z1, y2), Vector3f(1.0f, 0.0f, 0.0f),
+ Vector3f(x2, y2, z2), Vector3f(z2, y2), Vector3f(1.0f, 0.0f, 0.0f),
+
+ Vector3f(x1, y1, z1), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, -1.0f),
+ Vector3f(x2, y1, z1), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, -1.0f),
+ Vector3f(x2, y2, z1), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, -1.0f),
+ Vector3f(x1, y2, z1), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, -1.0f),
+
+ Vector3f(x1, y1, z2), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, 1.0f),
+ Vector3f(x2, y1, z2), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, 1.0f),
+ Vector3f(x2, y2, z2), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, 1.0f),
+ Vector3f(x1, y2, z2), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, 1.0f)
+ };
+
+
+ UInt16 startIndex = GetNextVertexIndex();
+
+ enum
+ {
+ CubeVertexCount = sizeof(CubeVertices) / sizeof(CubeVertices[0]),
+ CubeIndexCount = sizeof(CubeIndices) / sizeof(CubeIndices[0])
+ };
+
+ for(int v = 0; v < CubeVertexCount; v++)
+ {
+ AddVertex(Vertex(CubeVertices[v][0], c, CubeVertices[v][1].x, CubeVertices[v][1].y, CubeVertices[v][2]));
+ }
+
+ // Renumber indices
+ for(int i = 0; i < CubeIndexCount / 3; i++)
+ {
+ AddTriangle(CubeIndices[i * 3] + startIndex,
+ CubeIndices[i * 3 + 1] + startIndex,
+ CubeIndices[i * 3 + 2] + startIndex);
+ }
+}
+
+
+//-------------------------------------------------------------------------------------
+
+
+void ShaderFill::Set(PrimitiveType prim) const
+{
+ Shaders->Set(prim);
+ for(int i = 0; i < 8; i++)
+ {
+ if(Textures[i])
+ {
+ Textures[i]->Set(i);
+ }
+ }
+}
+
//-------------------------------------------------------------------------------------
// ***** Render Device
@@ -560,11 +641,11 @@ RenderDevice::RenderDevice(const RendererParams& p, HWND window)
}
int flags = 0;
+ //int flags = D3D11_CREATE_DEVICE_DEBUG;
- hr = D3D10CreateDevice(Adapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, flags, D3D1x_(SDK_VERSION),
- &Device.GetRawRef());
- Context = Device;
- Context->AddRef();
+ hr = D3D11CreateDevice(Adapter, Adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE,
+ NULL, flags, NULL, 0, D3D11_SDK_VERSION,
+ &Device.GetRawRef(), NULL, &Context.GetRawRef());
if (FAILED(hr))
return;
@@ -575,6 +656,28 @@ RenderDevice::RenderDevice(const RendererParams& p, HWND window)
if (Params.Fullscreen)
SwapChain->SetFullscreenState(1, FullscreenOutput);
+ initShadersAndStates();
+}
+
+
+RenderDevice::RenderDevice(const SlaveRendererParams& p)
+{
+ WindowWidth = p.RTSize.w;
+ WindowHeight = p.RTSize.h;
+ Params.Multisample = p.Multisample;
+ Window = 0;
+
+ Context = p.pDeviceContext;
+ Device = p.pDevice; // IN D3D11 this is different
+
+ BackBufferRT = p.pBackBufferRT;
+
+ initShadersAndStates();
+}
+
+// Constructor helper
+void RenderDevice::initShadersAndStates()
+{
CurRenderTarget = NULL;
for(int i = 0; i < Shader_Count; i++)
{
@@ -596,10 +699,10 @@ RenderDevice::RenderDevice(const RendererParams& p, HWND window)
SPInt bufferSize = vsData->GetBufferSize();
const void* buffer = vsData->GetBufferPointer();
- ID3D1xInputLayout** objRef = &ModelVertexIL.GetRawRef();
+ ID3D11InputLayout** objRef = &ModelVertexIL.GetRawRef();
- HRESULT validate = Device->CreateInputLayout(ModelVertexDesc, sizeof(ModelVertexDesc)/sizeof(D3D1x_(INPUT_ELEMENT_DESC)),
- buffer, bufferSize, objRef);
+ HRESULT validate = Device->CreateInputLayout(ModelVertexDesc, sizeof(ModelVertexDesc)/sizeof(D3D11_INPUT_ELEMENT_DESC),
+ buffer, bufferSize, objRef);
OVR_UNUSED(validate);
Ptr<ShaderSet> gouraudShaders = *new ShaderSet();
@@ -607,32 +710,57 @@ RenderDevice::RenderDevice(const RendererParams& p, HWND window)
gouraudShaders->SetShader(PixelShaders[FShader_Gouraud]);
DefaultFill = *new ShaderFill(gouraudShaders);
- D3D1x_(BLEND_DESC) bm;
+ D3D11_BLEND_DESC bm;
memset(&bm, 0, sizeof(bm));
- bm.BlendEnable[0] = true;
- bm.BlendOp = bm.BlendOpAlpha = D3D1x_(BLEND_OP_ADD);
- bm.SrcBlend = bm.SrcBlendAlpha = D3D1x_(BLEND_SRC_ALPHA);
- bm.DestBlend = bm.DestBlendAlpha = D3D1x_(BLEND_INV_SRC_ALPHA);
- bm.RenderTargetWriteMask[0] = D3D1x_(COLOR_WRITE_ENABLE_ALL);
+ bm.RenderTarget[0].BlendEnable = true;
+ bm.RenderTarget[0].BlendOp = bm.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ 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;
Device->CreateBlendState(&bm, &BlendState.GetRawRef());
- D3D1x_(RASTERIZER_DESC) rs;
+ D3D11_RASTERIZER_DESC rs;
memset(&rs, 0, sizeof(rs));
rs.AntialiasedLineEnable = true;
- rs.CullMode = D3D1x_(CULL_BACK);
+ rs.CullMode = D3D11_CULL_BACK;
rs.DepthClipEnable = true;
- rs.FillMode = D3D1x_(FILL_SOLID);
+ rs.FillMode = D3D11_FILL_SOLID;
Device->CreateRasterizerState(&rs, &Rasterizer.GetRawRef());
QuadVertexBuffer = *CreateBuffer();
- const RenderTiny::Vertex QuadVertices[] =
+ const Vertex QuadVertices[] =
{ Vertex(Vector3f(0, 1, 0)), Vertex(Vector3f(1, 1, 0)),
- Vertex(Vector3f(0, 0, 0)), Vertex(Vector3f(1, 0, 0)) };
+ Vertex(Vector3f(0, 0, 0)), Vertex(Vector3f(1, 0, 0)) };
QuadVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
SetDepthMode(0, 0);
}
+void RenderDevice::InitShaders( const char * vertex_shader, const char * pixel_shader, ShaderSet ** pShaders, ID3D11InputLayout ** pVertexIL,
+ D3D11_INPUT_ELEMENT_DESC * DistortionMeshVertexDesc, int num_elements)
+{
+ ID3D10Blob* vsData = CompileShader("vs_4_0", vertex_shader);
+
+ Ptr<VertexShader> vtxShader = *new VertexShader(this, vsData);
+
+ ID3D11InputLayout** objRef = pVertexIL;
+
+ HRESULT validate = Device->CreateInputLayout(
+ DistortionMeshVertexDesc, num_elements,
+ vsData->GetBufferPointer(), vsData->GetBufferSize(), objRef);
+ if(FAILED(validate)) OVR_ASSERT(false);
+
+ (*pShaders) = CreateShaderSet();
+ (*pShaders)->SetShader(vtxShader);
+
+ ID3D10Blob *pShader = CompileShader("ps_4_0", pixel_shader);
+ Ptr<PixelShader> ps = *new PixelShader(this, pShader);
+
+ (*pShaders)->SetShader(ps);
+}
+
+
+
RenderDevice::~RenderDevice()
{
if (SwapChain && Params.Fullscreen)
@@ -642,17 +770,32 @@ RenderDevice::~RenderDevice()
}
+
// Implement static initializer function to create this class.
-RenderTiny::RenderDevice* RenderDevice::CreateDevice(const RendererParams& rp, void* oswnd)
+RenderDevice* RenderDevice::CreateDevice(const RendererParams& rp, void* oswnd)
{
- return new RenderDevice(rp, (HWND)oswnd);
+ RenderDevice* p = new RenderDevice(rp, (HWND)oswnd);
+ if (p)
+ {
+ if (!p->Device)
+ {
+ p->Release();
+ p = 0;
+ }
+ }
+ return p;
+}
+
+RenderDevice* RenderDevice::CreateSlaveDevice(const SlaveRendererParams& srp)
+{
+ return new RenderDevice(srp);
}
// Fallback monitor enumeration in case newly plugged in monitor wasn't detected.
// Added originally for the FactoryTest app.
// New Outputs don't seem to be detected unless adapter is re-created, but that would also
-// require us to re-initialize D3D10 (recreating objects, etc). This bypasses that for "fake"
+// require us to re-initialize D3D11 (recreating objects, etc). This bypasses that for "fake"
// fullscreen modes.
BOOL CALLBACK MonitorEnumFunc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)
{
@@ -736,7 +879,7 @@ bool RenderDevice::RecreateSwapChain()
scDesc.BufferDesc.Width = WindowWidth;
scDesc.BufferDesc.Height = WindowHeight;
scDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- scDesc.BufferDesc.RefreshRate.Numerator = 60;
+ scDesc.BufferDesc.RefreshRate.Numerator = 0;
scDesc.BufferDesc.RefreshRate.Denominator = 1;
scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scDesc.OutputWindow = Window;
@@ -759,7 +902,7 @@ bool RenderDevice::RecreateSwapChain()
BackBuffer = NULL;
BackBufferRT = NULL;
- HRESULT hr = SwapChain->GetBuffer(0, __uuidof(ID3D1xTexture2D), (void**)&BackBuffer.GetRawRef());
+ HRESULT hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer.GetRawRef());
if (FAILED(hr))
return false;
@@ -786,8 +929,6 @@ bool RenderDevice::SetParams(const RendererParams& newParams)
UpdateMonitorOutputs();
}
- // Cause this to be recreated with the new multisample mode.
- pSceneColorTex = NULL;
return RecreateSwapChain();
}
@@ -807,14 +948,25 @@ bool RenderDevice::SetFullscreen(DisplayMode fullscreen)
return true;
}
-void RenderDevice::SetRealViewport(const Viewport& vp)
+void RenderDevice::SetViewport(const Recti& vp)
+{
+ D3DViewport.Width = (float)vp.w;
+ D3DViewport.Height = (float)vp.h;
+ D3DViewport.MinDepth = 0;
+ D3DViewport.MaxDepth = 1;
+ D3DViewport.TopLeftX = (float)vp.x;
+ D3DViewport.TopLeftY = (float)vp.y;
+ Context->RSSetViewports(1, &D3DViewport);
+}
+
+void RenderDevice::SetFullViewport()
{
- D3DViewport.Width = vp.w;
- D3DViewport.Height = vp.h;
+ D3DViewport.Width = (float)WindowWidth;
+ D3DViewport.Height = (float)WindowHeight;
D3DViewport.MinDepth = 0;
D3DViewport.MaxDepth = 1;
- D3DViewport.TopLeftX = vp.x;
- D3DViewport.TopLeftY = vp.y;
+ D3DViewport.TopLeftX = 0;
+ D3DViewport.TopLeftY = 0;
Context->RSSetViewports(1, &D3DViewport);
}
@@ -835,18 +987,18 @@ void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
return;
}
- D3D1x_(DEPTH_STENCIL_DESC) dss;
+ D3D11_DEPTH_STENCIL_DESC dss;
memset(&dss, 0, sizeof(dss));
dss.DepthEnable = enable;
switch(func)
{
- case Compare_Always: dss.DepthFunc = D3D1x_(COMPARISON_ALWAYS); break;
- case Compare_Less: dss.DepthFunc = D3D1x_(COMPARISON_LESS); break;
- case Compare_Greater: dss.DepthFunc = D3D1x_(COMPARISON_GREATER); break;
+ case Compare_Always: dss.DepthFunc = D3D11_COMPARISON_ALWAYS; break;
+ case Compare_Less: dss.DepthFunc = D3D11_COMPARISON_LESS; break;
+ case Compare_Greater: dss.DepthFunc = D3D11_COMPARISON_GREATER; break;
default:
- assert(0);
+ OVR_ASSERT(0);
}
- dss.DepthWriteMask = write ? D3D1x_(DEPTH_WRITE_MASK_ALL) : D3D1x_(DEPTH_WRITE_MASK_ZERO);
+ dss.DepthWriteMask = write ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
Device->CreateDepthStencilState(&dss, &DepthStates[index].GetRawRef());
Context->OMSetDepthStencilState(DepthStates[index], 0);
CurDepthState = DepthStates[index];
@@ -879,21 +1031,21 @@ void RenderDevice::Clear(float r, float g, float b, float a, float depth)
// Needed for each eye to do its own clear, since ClearRenderTargetView doesn't honor viewport.
// Save state that is affected by clearing this way
- ID3D1xDepthStencilState* oldDepthState = CurDepthState;
+ ID3D11DepthStencilState* oldDepthState = CurDepthState;
StandardUniformData clearUniforms;
SetDepthMode(true, true, Compare_Always);
Context->IASetInputLayout(ModelVertexIL);
- Context->GSSetShader(NULL);
+ Context->GSSetShader(NULL, NULL, 0);
- ID3D1xShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+ ID3D11ShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0};
if (MaxTextureSet[Shader_Fragment])
{
Context->PSSetShaderResources(0, MaxTextureSet[Shader_Fragment], sv);
}
- ID3D1xBuffer* vertexBuffer = QuadVertexBuffer->GetBuffer();
+ ID3D11Buffer* vertexBuffer = QuadVertexBuffer->GetBuffer();
UINT vertexStride = sizeof(Vertex);
UINT vertexOffset = 0;
Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
@@ -904,9 +1056,9 @@ void RenderDevice::Clear(float r, float g, float b, float a, float depth)
-1, -1, depth, 1);
UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, &clearUniforms, sizeof(clearUniforms));
- ID3D1xBuffer* vertexConstants = UniformBuffers[Shader_Vertex]->GetBuffer();
+ ID3D11Buffer* vertexConstants = UniformBuffers[Shader_Vertex]->GetBuffer();
Context->VSSetConstantBuffers(0, 1, &vertexConstants);
- Context->IASetPrimitiveTopology(D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLESTRIP));
+ Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
VertexShaders[VShader_MV]->Set(Prim_TriangleStrip);
PixelShaders[FShader_Solid]->Set(Prim_TriangleStrip);
@@ -950,7 +1102,8 @@ ID3D10Blob* RenderDevice::CompileShader(const char* profile, const char* src, co
return shader;
}
-void RenderDevice::SetCommonUniformBuffer(int i, RenderTiny::Buffer* buffer)
+
+void RenderDevice::SetCommonUniformBuffer(int i, Buffer* buffer)
{
CommonUniforms[i] = (Buffer*)buffer;
@@ -958,7 +1111,7 @@ void RenderDevice::SetCommonUniformBuffer(int i, RenderTiny::Buffer* buffer)
Context->VSSetConstantBuffers(1, 1, &CommonUniforms[1]->D3DBuffer.GetRawRef());
}
-RenderTiny::Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
+ShaderBase *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
{
switch(stage)
{
@@ -972,32 +1125,32 @@ RenderTiny::Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shade
}
-ID3D1xSamplerState* RenderDevice::GetSamplerState(int sm)
+ID3D11SamplerState* RenderDevice::GetSamplerState(int sm)
{
if (SamplerStates[sm])
return SamplerStates[sm];
- D3D1x_(SAMPLER_DESC) ss;
+ D3D11_SAMPLER_DESC ss;
memset(&ss, 0, sizeof(ss));
if (sm & Sample_Clamp)
- ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_CLAMP);
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
else if (sm & Sample_ClampBorder)
- ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_BORDER);
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
else
- ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_WRAP);
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
if (sm & Sample_Nearest)
{
- ss.Filter = D3D1x_(FILTER_MIN_MAG_MIP_POINT);
+ ss.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
}
else if (sm & Sample_Anisotropic)
{
- ss.Filter = D3D1x_(FILTER_ANISOTROPIC);
+ ss.Filter = D3D11_FILTER_ANISOTROPIC;
ss.MaxAnisotropy = 8;
}
else
{
- ss.Filter = D3D1x_(FILTER_MIN_MAG_MIP_LINEAR);
+ ss.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
ss.MaxLOD = 15;
Device->CreateSamplerState(&ss, &SamplerStates[sm].GetRawRef());
@@ -1005,12 +1158,12 @@ ID3D1xSamplerState* RenderDevice::GetSamplerState(int sm)
}
-void RenderDevice::SetTexture(RenderTiny::ShaderStage stage, int slot, const Texture* t)
+void RenderDevice::SetTexture(ShaderStage stage, int slot, const Texture* t)
{
if (MaxTextureSet[stage] <= slot)
MaxTextureSet[stage] = slot + 1;
- ID3D1xShaderResourceView* sv = t ? t->TexSv : NULL;
+ ID3D11ShaderResourceView* sv = t ? t->TexSv : NULL;
switch(stage)
{
case Shader_Fragment:
@@ -1027,6 +1180,16 @@ void RenderDevice::SetTexture(RenderTiny::ShaderStage stage, int slot, const Tex
}
}
+// Placeholder texture to come in externally in slave rendering mode
+Texture* RenderDevice::CreatePlaceholderTexture(int format)
+{
+ Texture* newTex = new Texture(this, format, 0, 0);
+ newTex->Samples = 1;
+
+ return newTex;
+}
+
+
Texture* RenderDevice::CreateTexture(int format, int width, int height, const void* data, int mipcount)
{
OVR_UNUSED(mipcount);
@@ -1056,7 +1219,7 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo
Texture* NewTex = new Texture(this, format, width, height);
NewTex->Samples = samples;
- D3D1x_(TEXTURE2D_DESC) dsDesc;
+ D3D11_TEXTURE2D_DESC dsDesc;
dsDesc.Width = width;
dsDesc.Height = height;
dsDesc.MipLevels = (format == (Texture_RGBA | Texture_GenMipmaps) && data) ? GetNumMipLevels(width, height) : 1;
@@ -1064,8 +1227,8 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo
dsDesc.Format = d3dformat;
dsDesc.SampleDesc.Count = samples;
dsDesc.SampleDesc.Quality = 0;
- dsDesc.Usage = D3D1x_(USAGE_DEFAULT);
- dsDesc.BindFlags = D3D1x_(BIND_SHADER_RESOURCE);
+ dsDesc.Usage = D3D11_USAGE_DEFAULT;
+ dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
dsDesc.CPUAccessFlags = 0;
dsDesc.MiscFlags = 0;
@@ -1073,11 +1236,11 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo
{
if ((format & Texture_TypeMask) == Texture_Depth)
{ // We don't use depth textures, and creating them in d3d10 requires different options.
- dsDesc.BindFlags = D3D1x_(BIND_DEPTH_STENCIL);
+ dsDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
}
else
{
- dsDesc.BindFlags |= D3D1x_(BIND_RENDER_TARGET);
+ dsDesc.BindFlags |= D3D11_BIND_RENDER_TARGET;
}
}
@@ -1088,7 +1251,7 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo
NewTex->Release();
return NULL;
}
- if (dsDesc.BindFlags & D3D1x_(BIND_SHADER_RESOURCE))
+ if (dsDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE)
{
Device->CreateShaderResourceView(NewTex->Tex, NULL, &NewTex->TexSv.GetRawRef());
}
@@ -1147,6 +1310,15 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo
return NewTex;
}
+ShaderFill* RenderDevice::CreateTextureFill(Texture* t)
+{
+ ShaderSet* shaders = CreateShaderSet();
+ shaders->SetShader(LoadBuiltinShader(Shader_Vertex, VShader_MVP));
+ shaders->SetShader(LoadBuiltinShader(Shader_Fragment, FShader_Texture));
+ ShaderFill* f = new ShaderFill(*shaders);
+ f->SetTexture(0, t);
+ return f;
+}
// Rendering
@@ -1155,8 +1327,36 @@ void RenderDevice::BeginRendering()
Context->RSSetState(Rasterizer);
}
-void RenderDevice::SetRenderTarget(RenderTiny::Texture* colorTex,
- RenderTiny::Texture* depth, RenderTiny::Texture* stencil)
+void RenderDevice::SetLighting(const LightingParams* lt)
+{
+ if (!LightingBuffer)
+ LightingBuffer = *CreateBuffer();
+
+ LightingBuffer->Data(Buffer_Uniform, lt, sizeof(LightingParams));
+ SetCommonUniformBuffer(1, LightingBuffer);
+}
+
+void RenderDevice::SetProjection(const Matrix4f& proj)
+{
+ Proj = proj;
+ SetWorldUniforms(proj);
+}
+
+void RenderDevice::BeginScene()
+{
+ BeginRendering();
+ SetViewport(VP);
+ SetWorldUniforms(Proj);
+}
+
+void RenderDevice::FinishScene()
+{
+ SetRenderTarget(0);
+}
+
+void RenderDevice::SetRenderTarget(Texture* colorTex,
+ Texture* depth,
+ Texture* stencil)
{
OVR_UNUSED(stencil);
@@ -1180,7 +1380,7 @@ void RenderDevice::SetRenderTarget(RenderTiny::Texture* colorTex,
depth = GetDepthBuffer(colorTex->GetWidth(), colorTex->GetHeight(), CurRenderTarget->Samples);
}
- ID3D1xShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+ ID3D11ShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0};
if (MaxTextureSet[Shader_Fragment])
{
Context->PSSetShaderResources(0, MaxTextureSet[Shader_Fragment], sv);
@@ -1199,7 +1399,7 @@ void RenderDevice::SetWorldUniforms(const Matrix4f& proj)
}
-void RenderDevice::Render(const Matrix4f& matrix, Model* model)
+void RenderDevice::Render(const Matrix4f& view, Model* model)
{
// Store data in buffers if not already
if (!model->VertexBuffer)
@@ -1217,19 +1417,32 @@ void RenderDevice::Render(const Matrix4f& matrix, Model* model)
Render(model->Fill ? model->Fill : DefaultFill,
model->VertexBuffer, model->IndexBuffer,
- matrix, 0, (unsigned)model->Indices.GetSize(), model->GetPrimType());
+ view, 0, (unsigned)model->Indices.GetSize(), model->GetPrimType());
}
-void RenderDevice::Render(const ShaderFill* fill, RenderTiny::Buffer* vertices, RenderTiny::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
+
+//Cut down one for ORT for simplicity
+void RenderDevice::Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices)
{
- Context->IASetInputLayout(ModelVertexIL);
+ Render(fill, vertices, indices, Matrix4f(), 0, (int)vertices->GetSize(), Prim_Triangles, false);
+}
+
+
+void RenderDevice::Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim, bool updateUniformData)
+{
+
+ if(((ShaderFill*)fill)->GetInputLayout() != NULL)
+ Context->IASetInputLayout((ID3D11InputLayout*)((ShaderFill*)fill)->GetInputLayout());
+ else
+ Context->IASetInputLayout(ModelVertexIL);
+
if (indices)
{
Context->IASetIndexBuffer(((Buffer*)indices)->GetBuffer(), DXGI_FORMAT_R16_UINT, 0);
}
- ID3D1xBuffer* vertexBuffer = ((Buffer*)vertices)->GetBuffer();
+ ID3D11Buffer* vertexBuffer = ((Buffer*)vertices)->GetBuffer();
UINT vertexStride = sizeof(Vertex);
UINT vertexOffset = offset;
Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
@@ -1240,11 +1453,15 @@ void RenderDevice::Render(const ShaderFill* fill, RenderTiny::Buffer* vertices,
unsigned char* vertexData = vshader->UniformData;
if (vertexData)
{
- StandardUniformData* stdUniforms = (StandardUniformData*) vertexData;
- stdUniforms->View = matrix.Transposed();
- stdUniforms->Proj = StdUniforms.Proj;
- UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, vertexData, vshader->UniformsSize);
- vshader->SetUniformBuffer(UniformBuffers[Shader_Vertex]);
+ // TODO: some VSes don't start with StandardUniformData!
+ if ( updateUniformData )
+ {
+ StandardUniformData* stdUniforms = (StandardUniformData*) vertexData;
+ stdUniforms->View = matrix.Transposed();
+ stdUniforms->Proj = StdUniforms.Proj;
+ }
+ UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, vertexData, vshader->UniformsSize);
+ vshader->SetUniformBuffer(UniformBuffers[Shader_Vertex]);
}
for(int i = Shader_Vertex + 1; i < Shader_Count; i++)
@@ -1254,20 +1471,20 @@ void RenderDevice::Render(const ShaderFill* fill, RenderTiny::Buffer* vertices,
((ShaderBase*)shaders->GetShader(i))->SetUniformBuffer(UniformBuffers[i]);
}
- D3D1x_(PRIMITIVE_TOPOLOGY) prim;
+ D3D11_PRIMITIVE_TOPOLOGY prim;
switch(rprim)
{
case Prim_Triangles:
- prim = D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ prim = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
case Prim_Lines:
- prim = D3D1x_(PRIMITIVE_TOPOLOGY_LINELIST);
+ prim = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case Prim_TriangleStrip:
- prim = D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ prim = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
break;
default:
- assert(0);
+ OVR_ASSERT(0);
return;
}
Context->IASetPrimitiveTopology(prim);
@@ -1285,27 +1502,55 @@ void RenderDevice::Render(const ShaderFill* fill, RenderTiny::Buffer* vertices,
}
-void RenderDevice::Present()
+void RenderDevice::Present(bool vsyncEnabled)
{
- SwapChain->Present(0, 0);
+ SwapChain->Present(vsyncEnabled ? 1 : 0, 0);
}
-void RenderDevice::ForceFlushGPU()
+void RenderDevice::WaitUntilGpuIdle()
{
- D3D1x_QUERY_DESC queryDesc = { D3D1x_(QUERY_EVENT), 0 };
- Ptr<ID3D1xQuery> query;
+ // Flush and Stall CPU while waiting for GPU to complete rendering all of the queued draw calls
+ D3D11_QUERY_DESC queryDesc = { D3D11_QUERY_EVENT, 0 };
+ Ptr<ID3D11Query> query;
BOOL done = FALSE;
if (Device->CreateQuery(&queryDesc, &query.GetRawRef()) == S_OK)
{
- // Begin() not used for EVENT query.
- query->End();
- // GetData will returns S_OK for both done == TRUE or FALSE.
- // Exit on failure to avoid infinite loop.
+ Context->End(query);
do { }
- while(!done && !FAILED(query->GetData(&done, sizeof(BOOL), 0)));
+ while(!done && !FAILED(Context->GetData(query, &done, sizeof(BOOL), 0)));
+ }
+}
+
+
+int GetNumMipLevels(int w, int h)
+{
+ int n = 1;
+ while(w > 1 || h > 1)
+ {
+ w >>= 1;
+ h >>= 1;
+ n++;
+ }
+ return n;
+}
+
+void FilterRgba2x2(const UByte* src, int w, int h, UByte* 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);
+
+ for(int i = 0; i < w >> 1; i++, psrc += 8, pdest += 4)
+ {
+ pdest[0] = (((int)psrc[0]) + psrc[4] + psrc[w * 4 + 0] + psrc[w * 4 + 4]) >> 2;
+ pdest[1] = (((int)psrc[1]) + psrc[5] + psrc[w * 4 + 1] + psrc[w * 4 + 5]) >> 2;
+ pdest[2] = (((int)psrc[2]) + psrc[6] + psrc[w * 4 + 2] + psrc[w * 4 + 6]) >> 2;
+ pdest[3] = (((int)psrc[3]) + psrc[7] + psrc[w * 4 + 3] + psrc[w * 4 + 7]) >> 2;
+ }
}
}
-}}}
+}}
diff --git a/Samples/OculusRoomTiny/RenderTiny_Device.h b/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h
index 878450d..f4ec71a 100644
--- a/Samples/OculusRoomTiny/RenderTiny_Device.h
+++ b/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h
@@ -1,9 +1,9 @@
/************************************************************************************
-Filename : RenderTiny_Device.h
-Content : Minimal possible renderer for RoomTiny sample
-Created : September 6, 2012
-Authors : Andrew Reisse, Michael Antonov
+Filename : RenderTiny_D3D11_Device.h
+Content : RenderDevice implementation header for D3DX10.
+Created : September 10, 2012
+Authors : Andrew Reisse
Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
@@ -21,23 +21,20 @@ limitations under the License.
************************************************************************************/
-#ifndef OVR_RenderTiny_Device_h
-#define OVR_RenderTiny_Device_h
+#ifndef INC_RenderTiny_D3D11_Device_h
+#define INC_RenderTiny_D3D11_Device_h
#include "Kernel/OVR_Math.h"
#include "Kernel/OVR_Array.h"
-#include "Kernel/OVR_RefCount.h"
#include "Kernel/OVR_String.h"
-#include "Kernel/OVR_File.h"
#include "Kernel/OVR_Color.h"
-
-#include "Util/Util_Render_Stereo.h"
+#include <d3d11.h>
namespace OVR { namespace RenderTiny {
-using namespace OVR::Util::Render;
class RenderDevice;
+class Buffer;
//-----------------------------------------------------------------------------------
@@ -66,16 +63,13 @@ enum BuiltinShaders
{
VShader_MV = 0,
VShader_MVP = 1,
- VShader_PostProcess = 2,
- VShader_Count = 3,
+ VShader_Count = 2,
FShader_Solid = 0,
FShader_Gouraud = 1,
FShader_Texture = 2,
- FShader_PostProcess = 3,
- FShader_PostProcessWithChromAb = 4,
- FShader_LitGouraud = 5,
- FShader_LitTexture = 6,
+ FShader_LitGouraud = 3,
+ FShader_LitTexture = 4,
FShader_Count
};
@@ -124,20 +118,9 @@ enum SampleMode
Sample_Count =13,
};
-// A vector with a dummy w component for alignment in uniform buffers (and for float colors).
-// The w component is not used in any calculations.
-struct Vector4f : public Vector3f
-{
- float w;
-
- Vector4f() : w(1) {}
- Vector4f(const Vector3f& v) : Vector3f(v), w(1) {}
- Vector4f(float r, float g, float b, float a) : Vector3f(r,g,b), w(a) {}
-};
-
// Base class for vertex and pixel shaders. Stored in ShaderSet.
-class Shader : public RefCountBase<Shader>
+class ShaderBase : public RefCountBase<ShaderBase>
{
friend class ShaderSet;
@@ -145,31 +128,92 @@ protected:
ShaderStage Stage;
public:
- Shader(ShaderStage s) : Stage(s) {}
- virtual ~Shader() {}
+ RenderDevice* Ren;
+ unsigned char* UniformData;
+ int UniformsSize;
+
+ enum VarType
+ {
+ VARTYPE_FLOAT,
+ VARTYPE_INT,
+ VARTYPE_BOOL,
+ };
+
+ struct Uniform
+ {
+ String Name;
+ VarType Type;
+ int Offset, Size;
+ };
+ Array<Uniform> UniformInfo;
+
+ ShaderBase(RenderDevice* r, ShaderStage stage);
+ ShaderBase(ShaderStage s) : Stage(s) {}
+
+ ~ShaderBase();
ShaderStage GetStage() const { return Stage; }
virtual void Set(PrimitiveType) const { }
virtual void SetUniformBuffer(class Buffer* buffers, int i = 0) { OVR_UNUSED2(buffers, i); }
+
+ void InitUniforms(ID3D10Blob* s);
+ void InitUniforms(void* s, size_t sizeS);
+ virtual bool SetUniform(const char* name, int n, const float* v);
+ virtual bool SetUniformBool(const char* name, int n, const bool* v);
-protected:
- virtual bool SetUniform(const char* name, int n, const float* v) { OVR_UNUSED3(name, n, v); return false; }
+ void UpdateBuffer(Buffer* b);
};
+template<ShaderStage SStage, class D3DShaderType>
+class Shader : public ShaderBase
+{
+public:
+ D3DShaderType* D3DShader;
+
+ Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {}
+ Shader(RenderDevice* r, ID3D10Blob* s) : ShaderBase(r, SStage)
+ {
+ Load(s);
+ InitUniforms(s);
+ }
+ Shader(RenderDevice* r, void* s, size_t size) : ShaderBase(r, SStage)
+ {
+ Load(s, size);
+ InitUniforms(s, size);
+ }
+ ~Shader()
+ {
+ if (D3DShader)
+ D3DShader->Release();
+ }
+ bool Load(ID3D10Blob* shader)
+ {
+ return Load(shader->GetBufferPointer(), shader->GetBufferSize());
+ }
+
+ // These functions have specializations.
+ bool Load(void* shader, size_t size);
+ void Set(PrimitiveType prim) const;
+ void SetUniformBuffer(Buffer* buffers, int i = 0);
+};
+
+typedef Shader<Shader_Vertex, ID3D11VertexShader> VertexShader;
+typedef Shader<Shader_Fragment, ID3D11PixelShader> PixelShader;
+
// A group of shaders, one per stage.
// A ShaderSet is applied to a RenderDevice for rendering with a given fill.
class ShaderSet : public RefCountBase<ShaderSet>
{
- protected:
- Ptr<Shader> Shaders[Shader_Count];
+protected:
+ Ptr<ShaderBase> Shaders[Shader_Count];
public:
ShaderSet() { }
~ShaderSet() { }
- virtual void SetShader(Shader *s)
+ virtual void SetShader(ShaderBase *s)
{
Shaders[s->GetStage()] = s;
}
@@ -177,7 +221,7 @@ public:
{
Shaders[stage] = NULL;
}
- Shader* GetShader(int stage) { return Shaders[stage]; }
+ ShaderBase* GetShader(int stage) { return Shaders[stage]; }
virtual void Set(PrimitiveType prim) const
{
@@ -208,6 +252,11 @@ public:
const float v[] = {x,y};
return SetUniform(name, 2, v);
}
+ bool SetUniform3f(const char* name, float x, float y, float z)
+ {
+ const float v[] = {x,y,z};
+ return SetUniform(name, 3, v);
+ }
bool SetUniform4f(const char* name, float x, float y, float z, float w = 1)
{
const float v[] = {x,y,z,w};
@@ -236,18 +285,22 @@ class ShaderFill : public RefCountBase<ShaderFill>
{
Ptr<ShaderSet> Shaders;
Ptr<class Texture> Textures[8];
+ void* InputLayout; // HACK this should be abstracted
public:
- ShaderFill(ShaderSet* sh) : Shaders(sh) { }
- ShaderFill(ShaderSet& sh) : Shaders(sh) { }
+ ShaderFill(ShaderSet* sh) : Shaders(sh) { InputLayout = NULL; }
+ ShaderFill(ShaderSet& sh) : Shaders(sh) { InputLayout = NULL; }
ShaderSet* GetShaders() { return Shaders; }
+
+ void* GetInputLayout() { return InputLayout; }
+
virtual void Set(PrimitiveType prim = Prim_Unknown) const;
virtual void SetTexture(int i, class Texture* tex) { if (i < 8) Textures[i] = tex; }
+ void SetInputLayout(void* newIL) { InputLayout = (void*)newIL; }
};
-
// Buffer for vertex or index data. Some renderers require separate buffers, so that
// is recommended. Some renderers cannot have high-performance buffers which are readable,
// so reading in Map should not be relied on.
@@ -263,31 +316,72 @@ public:
class Buffer : public RefCountBase<Buffer>
{
public:
+ RenderDevice* Ren;
+ Ptr<ID3D11Buffer> D3DBuffer;
+ size_t Size;
+ int Use;
+ bool Dynamic;
+
+public:
+ Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {}
virtual ~Buffer() {}
- virtual size_t GetSize() = 0;
- virtual void* Map(size_t start, size_t size, int flags = 0) = 0;
- virtual bool Unmap(void *m) = 0;
+ ID3D11Buffer* GetBuffer()
+ {
+ return D3DBuffer;
+ }
+ virtual size_t GetSize()
+ {
+ return Size;
+ }
+ virtual void* Map(size_t start, size_t size, int flags = 0);
+ virtual bool Unmap(void *m);
// Allocates a buffer, optionally filling it with data.
- virtual bool Data(int use, const void* buffer, size_t size) = 0;
+ virtual bool Data(int use, const void* buffer, size_t size);
};
class Texture : public RefCountBase<Texture>
{
public:
- virtual ~Texture() {}
+ RenderDevice* Ren;
+ Ptr<ID3D11Texture2D> Tex;
+ Ptr<ID3D11ShaderResourceView> TexSv;
+ Ptr<ID3D11RenderTargetView> TexRtv;
+ Ptr<ID3D11DepthStencilView> TexDsv;
+ mutable Ptr<ID3D11SamplerState> Sampler;
+ int Width, Height;
+ int Samples;
+
+ Texture(RenderDevice* r, int fmt, int w, int h);
+ virtual ~Texture();
+
+ virtual int GetWidth() const { return Width; }
+ virtual int GetHeight() const { return Height; }
+ virtual int GetSamples() const { return Samples; }
+
+ virtual void SetSampleMode(int sm);
+
+ // Updates texture to point to specified resources
+ // - used for slave rendering.
+ void UpdatePlaceholderTexture(ID3D11Texture2D* texture, ID3D11ShaderResourceView* psrv)
+ {
+ Tex = texture;
+ TexSv = psrv;
+ TexRtv.Clear();
+ TexDsv.Clear();
+
+ D3D11_TEXTURE2D_DESC desc;
+ texture->GetDesc(&desc);
+ Width = desc.Width;
+ Height= desc.Height;
+ }
- virtual int GetWidth() const = 0;
- virtual int GetHeight() const = 0;
- virtual int GetSamples() const { return 1; }
- virtual void SetSampleMode(int sm) = 0;
- virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const = 0;
+ virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
};
-
//-----------------------------------------------------------------------------------
// Node is a base class for geometry in a Scene, it contains base position
@@ -300,7 +394,7 @@ class Node : public RefCountBase<Node>
Quatf Rot;
mutable Matrix4f Mat;
- mutable bool MatCurrent;
+ mutable bool MatCurrent;
public:
Node() : Pos(Vector3f(0)), MatCurrent(1) { }
@@ -334,14 +428,14 @@ public:
{
if (!MatCurrent)
{
- Mat = Rot;
+ Mat = Matrix4f(Rot);
Mat = Matrix4f::Translation(Pos) * Mat;
MatCurrent = 1;
}
return Mat;
}
- virtual void Render(const Matrix4f& ltw, RenderDevice* ren) { OVR_UNUSED2(ltw, ren); }
+ virtual void Render(const Matrix4f& ltw, RenderDevice* ren) { OVR_UNUSED2(ltw, ren); }
};
@@ -355,19 +449,20 @@ struct Vertex
Vector3f Norm;
Vertex (const Vector3f& p, const Color& c = Color(64,0,0,255),
- float u = 0, float v = 0, Vector3f n = Vector3f(1,0,0))
- : Pos(p), C(c), U(u), V(v), Norm(n)
+ float u = 0, float v = 0, Vector3f n = Vector3f(1,0,0))
+ : Pos(p), C(c), U(u), V(v), Norm(n)
{}
Vertex(float x, float y, float z, const Color& c = Color(64,0,0,255),
- float u = 0, float v = 0) : Pos(x,y,z), C(c), U(u), V(v)
+ float u = 0, float v = 0) : Pos(x,y,z), C(c), U(u), V(v)
{ }
-
+
bool operator==(const Vertex& b) const
{
return Pos == b.Pos && C == b.C && U == b.U && V == b.V;
}
};
+
// LightingParams are stored in a uniform buffer, don't change it without fixing all renderers
// Scene contains a set of LightingParams that is uses for rendering.
struct LightingParams
@@ -397,9 +492,9 @@ struct LightingParams
s->SetUniform4fv("LightPos", (int)LightCount, LightPos);
s->SetUniform4fv("LightColor", (int)LightCount, LightColor);
}
-
};
+
//-----------------------------------------------------------------------------------
// Model is a triangular mesh with a fill that can be added to scene.
@@ -430,7 +525,7 @@ public:
// Node implementation.
virtual NodeType GetType() const { return Node_Model; }
virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
-
+
// Returns the index next added vertex will have.
UInt16 GetNextVertexIndex() const
@@ -440,7 +535,7 @@ public:
UInt16 AddVertex(const Vertex& v)
{
- assert(!VertexBuffer && !IndexBuffer);
+ OVR_ASSERT(!VertexBuffer && !IndexBuffer);
UInt16 index = (UInt16)Vertices.GetSize();
Vertices.PushBack(v);
return index;
@@ -455,8 +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);
};
@@ -468,18 +563,18 @@ public:
Container() { }
~Container() { }
-
+
virtual NodeType GetType() const { return Node_Container; }
virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
void Add(Node *n) { Nodes.PushBack(n); }
- void Clear() { Nodes.Clear(); }
+ void Clear() { Nodes.Clear(); }
};
// Scene combines a collection of model
-class Scene
+class Scene : public NewOverrideBase
{
public:
Container World;
@@ -493,7 +588,7 @@ public:
{
Lighting.Ambient = color;
}
-
+
void AddLight(Vector3f pos, Vector4f color)
{
int n = (int)Lighting.LightCount;
@@ -503,31 +598,23 @@ public:
Lighting.LightCount++;
}
- void Clear()
- {
- World.Clear();
- Lighting.Ambient = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
- Lighting.LightCount = 0;
- }
- };
+ void Clear()
+ {
+ World.Clear();
+ Lighting.Ambient = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
+ Lighting.LightCount = 0;
+ }
+};
//-----------------------------------------------------------------------------------
-// Post-processing type to apply to scene after rendering. PostProcess_Distortion
-// applied distortion as described by DistortionConfig.
-enum PostProcessType
-{
- PostProcess_None,
- PostProcess_Distortion
-};
-
enum DisplayMode
{
Display_Window = 0,
Display_Fullscreen = 1
};
-
+
// Rendering parameters used by RenderDevice::CreateDevice.
struct RendererParams
@@ -541,47 +628,28 @@ struct RendererParams
long DisplayId;
RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0) {}
-
+
bool IsDisplaySet() const
{
return MonitorName.GetLength() || DisplayId;
}
};
+class RenderDevice : public RefCountBase<RenderDevice>
+{
-//-----------------------------------------------------------------------------------
-// ***** RenderDevice
-
-// Rendering device abstraction.
-// Provides platform-independent part of implementation, with platform-specific
-// part being in a separate derived class/file, such as D3D10::RenderDevice.
-//
-class RenderDevice : public RefCountBase<RenderDevice>
-{
protected:
int WindowWidth, WindowHeight;
RendererParams Params;
- Viewport VP;
+ Recti VP;
Matrix4f Proj;
Ptr<Buffer> pTextVertexBuffer;
- // For rendering with lens warping
- PostProcessType CurPostProcess;
- Ptr<Texture> pSceneColorTex; // Distortion render target, both eyes.
- int SceneColorTexW;
- int SceneColorTexH;
- Ptr<ShaderSet> pPostProcessShader;
- Ptr<Buffer> pFullScreenVertexBuffer;
- float SceneRenderScale;
- DistortionConfig Distortion;
-
// For lighting on platforms with uniform buffers
Ptr<Buffer> LightingBuffer;
- void FinishScene1();
-
public:
enum CompareFunc
{
@@ -590,127 +658,153 @@ public:
Compare_Greater = 2,
Compare_Count
};
- RenderDevice();
- virtual ~RenderDevice() { Shutdown(); }
- // This static function is implemented in each derived class
- // to support a specific renderer type.
- //static RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+ Ptr<IDXGIFactory> DXGIFactory;
+ HWND Window;
+ Ptr<ID3D11Device> Device;
+ Ptr<ID3D11DeviceContext> Context;
+ Ptr<IDXGISwapChain> SwapChain;
+ Ptr<IDXGIAdapter> Adapter;
+ Ptr<IDXGIOutput> FullscreenOutput;
+ int FSDesktopX, FSDesktopY;
- virtual void Init() {}
- virtual void Shutdown() {}
- virtual bool SetParams(const RendererParams&) { return 0; }
+ Ptr<ID3D11Texture2D> BackBuffer;
+ Ptr<ID3D11RenderTargetView> BackBufferRT;
+ Ptr<Texture> CurRenderTarget;
+ Ptr<Texture> CurDepthBuffer;
+ Ptr<ID3D11RasterizerState> Rasterizer;
+ Ptr<ID3D11BlendState> BlendState;
+ D3D11_VIEWPORT D3DViewport;
- const RendererParams& GetParams() const { return Params; }
+ Ptr<ID3D11DepthStencilState> DepthStates[1 + 2 * Compare_Count];
+ Ptr<ID3D11DepthStencilState> CurDepthState;
+ Ptr<ID3D11InputLayout> ModelVertexIL;
-
- // StereoParams apply Viewport, Projection and Distortion simultaneously,
- // doing full configuration for one eye.
- void ApplyStereoParams(const StereoEyeParams& params)
- {
- SetViewport(params.VP);
- SetProjection(params.Projection);
- if (params.pDistortion)
- SetDistortionConfig(*params.pDistortion, params.Eye);
- }
+ Ptr<ID3D11SamplerState> SamplerStates[Sample_Count];
+
+ struct StandardUniformData
+ {
+ Matrix4f Proj;
+ Matrix4f View;
+ } StdUniforms;
+ Ptr<Buffer> UniformBuffers[Shader_Count];
+ int MaxTextureSet[Shader_Count];
- virtual void SetViewport(const Viewport& vp);
- void SetViewport(int x, int y, int w, int h) { SetViewport(Viewport(x,y,w,h)); }
+ Ptr<VertexShader> VertexShaders[VShader_Count];
+ Ptr<PixelShader> PixelShaders[FShader_Count];
+ Ptr<Buffer> CommonUniforms[8];
+ Ptr<ShaderFill> DefaultFill;
- // PostProcess distortion
- void SetSceneRenderScale(float ss);
+ Ptr<Buffer> QuadVertexBuffer;
- void SetDistortionConfig(const DistortionConfig& config, StereoEye eye = StereoEye_Left)
+ Array<Ptr<Texture> > DepthBuffers;
+
+public:
+
+ // Slave parameters are used to create a renderer that uses an externally
+ // specified device.
+ struct SlaveRendererParams
{
- Distortion = config;
- if (eye == StereoEye_Right)
- Distortion.XCenterOffset = -Distortion.XCenterOffset;
- }
-
+ ID3D11Device* pDevice;
+ ID3D11DeviceContext* pDeviceContext;
+ ID3D11RenderTargetView* pBackBufferRT;
+ Sizei RTSize;
+ int Multisample;
+ };
+
+ RenderDevice();
+ RenderDevice(const RendererParams& p, HWND window);
+ RenderDevice(const SlaveRendererParams& p);
+ virtual ~RenderDevice();
+
+ // Implement static initializer function to create this class.
+ // Creates a new rendering device
+ static RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+
+ // Creates a "slave" renderer existing device.
+ static RenderDevice* CreateSlaveDevice(const SlaveRendererParams& srp);
+
+
+
+ // Constructor helper
+ void initShadersAndStates();
+ void InitShaders( const char * vertex_shader, const char * pixel_shader, ShaderSet ** pShaders, ID3D11InputLayout ** pVertexIL,
+ D3D11_INPUT_ELEMENT_DESC * DistortionMeshVertexDesc, int num_elements);
+
+
+
+ void UpdateMonitorOutputs();
+
+ void SetViewport(int x, int y, int w, int h) { SetViewport(Recti(x,y,w,h)); }
// Set viewport ignoring any adjustments used for the stereo mode.
- virtual void SetRealViewport(const Viewport& vp) = 0;
+ virtual void SetViewport(const Recti& vp);
+ virtual void SetFullViewport();
+
+ virtual bool SetParams(const RendererParams& newParams);
+ const RendererParams& GetParams() const { return Params; }
+
+ virtual void Present(bool vsyncEnabled);
- virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1) = 0;
-
- virtual bool IsFullscreen() const { return Params.Fullscreen != Display_Window; }
- virtual void Present() = 0;
// Waits for rendering to complete; important for reducing latency.
- virtual void ForceFlushGPU() { }
+ virtual void WaitUntilGpuIdle();
+
+ // Don't call these directly, use App/Platform instead
+ virtual bool SetFullscreen(DisplayMode fullscreen);
+
+ virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
// Resources
- virtual Buffer* CreateBuffer() { return NULL; }
- virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1)
- { OVR_UNUSED5(format,width,height,data, mipcount); return NULL; }
-
+ virtual Buffer* CreateBuffer();
+ virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
+
+ // Placeholder texture to come in externally
+ virtual Texture* CreatePlaceholderTexture(int format);
virtual ShaderSet* CreateShaderSet() { return new ShaderSet; }
- virtual Shader* LoadBuiltinShader(ShaderStage stage, int shader) = 0;
- // Rendering
+ Texture* GetDepthBuffer(int w, int h, int ms);
// Begin drawing directly to the currently selected render target, no post-processing.
- virtual void BeginRendering() {}
- // Begin drawing the primary scene. This will have post-processing applied (if enabled)
- // during FinishScene.
- virtual void BeginScene(PostProcessType pp = PostProcess_None);
- // Postprocess the scene and return to the screen render target.
+ virtual void BeginRendering();
+
+ // Begin drawing the primary scene, starting up whatever post-processing may be needed.
+ virtual void BeginScene();
virtual void FinishScene();
// Texture must have been created with Texture_RenderTarget. Use NULL for the default render target.
// NULL depth buffer means use an internal, temporary one.
- virtual void SetRenderTarget(Texture* color, Texture* depth = NULL, Texture* stencil = NULL)
- { OVR_UNUSED3(color, depth, stencil); }
- virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less) = 0;
- virtual void SetProjection(const Matrix4f& proj);
- virtual void SetWorldUniforms(const Matrix4f& proj) = 0;
+ virtual void SetRenderTarget(Texture* color,
+ Texture* depth = NULL,
+ Texture* stencil = NULL);
+ virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
+ virtual void SetProjection(const Matrix4f& proj);
+ virtual void SetWorldUniforms(const Matrix4f& proj);
+ // The index 0 is reserved for non-buffer uniforms, and so cannot be used with this function.
+ virtual void SetCommonUniformBuffer(int i, Buffer* buffer);
// The data is not copied, it must remain valid until the end of the frame
virtual void SetLighting(const LightingParams* light);
- // The index 0 is reserved for non-buffer uniforms, and so cannot be used with this function.
- virtual void SetCommonUniformBuffer(int i, Buffer* buffer) { OVR_UNUSED2(i, buffer); }
-
virtual Matrix4f GetProjection() const { return Proj; }
// This is a View matrix only, it will be combined with the projection matrix from SetProjection
- virtual void Render(const Matrix4f& matrix, Model* model) = 0;
- // offset is in bytes; indices can be null.
+ 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,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles) = 0;
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, bool updateUniformData = true);
- virtual ShaderFill *CreateSimpleFill() = 0;
+ virtual ShaderFill *CreateSimpleFill() { return DefaultFill; }
ShaderFill * CreateTextureFill(Texture* tex);
-
- // Don't call these directly, use App/Platform instead
- virtual bool SetFullscreen(DisplayMode fullscreen) { OVR_UNUSED(fullscreen); return false; }
-
-
- enum PostProcessShader
- {
- PostProcessShader_Distortion = 0,
- PostProcessShader_DistortionAndChromAb = 1,
- PostProcessShader_Count
- };
-
- PostProcessShader GetPostProcessShader()
- {
- return PostProcessShaderActive;
- }
+ virtual ShaderBase *LoadBuiltinShader(ShaderStage stage, int shader);
- void SetPostProcessShader(PostProcessShader newShader)
- {
- PostProcessShaderRequested = newShader;
- }
+ bool RecreateSwapChain();
+ virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main");
+
+ ID3D11SamplerState* GetSamplerState(int sm);
-protected:
- // Stereo & post-processing
- virtual bool initPostProcessSupport(PostProcessType pptype);
-
-private:
- PostProcessShader PostProcessShaderRequested;
- PostProcessShader PostProcessShaderActive;
+ void SetTexture(ShaderStage stage, int slot, const Texture* t);
};
int GetNumMipLevels(int w, int h);
@@ -719,6 +813,12 @@ int GetNumMipLevels(int w, int h);
// Image size must be a power of 2.
void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest);
-}} // OVR::RenderTiny
+}}
+
+
+//Anything including this file, uses these
+using namespace OVR;
+using namespace OVR::RenderTiny;
+
#endif
diff --git a/Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.h b/Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.h
deleted file mode 100644
index 1438611..0000000
--- a/Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.h
+++ /dev/null
@@ -1,273 +0,0 @@
-/************************************************************************************
-
-Filename : RenderTiny_D3D1X_Device.h
-Content : RenderDevice implementation header for D3DX10.
-Created : September 10, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, 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.
-
-************************************************************************************/
-
-#ifndef INC_RenderTiny_D3D1X_Device_h
-#define INC_RenderTiny_D3D1X_Device_h
-
-#include "Kernel/OVR_String.h"
-#include "Kernel/OVR_Array.h"
-
-#include "RenderTiny_Device.h"
-#include <Windows.h>
-
-#define _OVR_RENDERER_D3D10
-#include <d3d10.h>
-
-namespace OVR { namespace RenderTiny { namespace D3D10 {
-
-class RenderDevice;
-class Buffer;
-
-typedef ID3D10Device ID3D1xDevice;
-typedef ID3D10Device ID3D1xDeviceContext;
-typedef ID3D10RenderTargetView ID3D1xRenderTargetView;
-typedef ID3D10Texture2D ID3D1xTexture2D;
-typedef ID3D10ShaderResourceView ID3D1xShaderResourceView;
-typedef ID3D10DepthStencilView ID3D1xDepthStencilView;
-typedef ID3D10DepthStencilState ID3D1xDepthStencilState;
-typedef ID3D10InputLayout ID3D1xInputLayout;
-typedef ID3D10Buffer ID3D1xBuffer;
-typedef ID3D10VertexShader ID3D1xVertexShader;
-typedef ID3D10PixelShader ID3D1xPixelShader;
-typedef ID3D10GeometryShader ID3D1xGeometryShader;
-typedef ID3D10BlendState ID3D1xBlendState;
-typedef ID3D10RasterizerState ID3D1xRasterizerState;
-typedef ID3D10SamplerState ID3D1xSamplerState;
-typedef ID3D10Query ID3D1xQuery;
-typedef ID3D10Blob ID3D1xBlob;
-typedef D3D10_VIEWPORT D3D1x_VIEWPORT;
-typedef D3D10_QUERY_DESC D3D1x_QUERY_DESC;
-#define D3D1x_(x) D3D10_##x
-#define ID3D1x(x) ID3D10##x
-
-
-
-class ShaderBase : public RenderTiny::Shader
-{
-public:
- RenderDevice* Ren;
- unsigned char* UniformData;
- int UniformsSize;
-
- struct Uniform
- {
- String Name;
- int Offset, Size;
- };
- Array<Uniform> UniformInfo;
-
- ShaderBase(RenderDevice* r, ShaderStage stage);
- ~ShaderBase();
-
- void InitUniforms(ID3D10Blob* s);
- bool SetUniform(const char* name, int n, const float* v);
-
- void UpdateBuffer(Buffer* b);
-};
-
-template<RenderTiny::ShaderStage SStage, class D3DShaderType>
-class Shader : public ShaderBase
-{
-public:
- D3DShaderType* D3DShader;
-
- Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {}
- Shader(RenderDevice* r, ID3D1xBlob* s) : ShaderBase(r, SStage)
- {
- Load(s);
- InitUniforms(s);
- }
- ~Shader()
- {
- if (D3DShader)
- D3DShader->Release();
- }
- bool Load(ID3D1xBlob* shader)
- {
- return Load(shader->GetBufferPointer(), shader->GetBufferSize());
- }
-
- // These functions have specializations.
- bool Load(void* shader, size_t size);
- void Set(PrimitiveType prim) const;
- void SetUniformBuffer(RenderTiny::Buffer* buffers, int i = 0);
-};
-
-typedef Shader<RenderTiny::Shader_Vertex, ID3D1xVertexShader> VertexShader;
-typedef Shader<RenderTiny::Shader_Fragment, ID3D1xPixelShader> PixelShader;
-
-
-class Buffer : public RenderTiny::Buffer
-{
-public:
- RenderDevice* Ren;
- Ptr<ID3D1xBuffer> D3DBuffer;
- size_t Size;
- int Use;
- bool Dynamic;
-
-public:
- Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {}
- ~Buffer();
-
- ID3D1xBuffer* GetBuffer()
- {
- return D3DBuffer;
- }
-
- virtual size_t GetSize()
- {
- return Size;
- }
- virtual void* Map(size_t start, size_t size, int flags = 0);
- virtual bool Unmap(void *m);
- virtual bool Data(int use, const void* buffer, size_t size);
-};
-
-class Texture : public RenderTiny::Texture
-{
-public:
- RenderDevice* Ren;
- Ptr<ID3D1xTexture2D> Tex;
- Ptr<ID3D1xShaderResourceView> TexSv;
- Ptr<ID3D1xRenderTargetView> TexRtv;
- Ptr<ID3D1xDepthStencilView> TexDsv;
- mutable Ptr<ID3D1xSamplerState> Sampler;
- int Width, Height;
- int Samples;
-
- Texture(RenderDevice* r, int fmt, int w, int h);
- ~Texture();
-
- virtual int GetWidth() const
- {
- return Width;
- }
- virtual int GetHeight() const
- {
- return Height;
- }
- virtual int GetSamples() const
- {
- return Samples;
- }
-
- virtual void SetSampleMode(int sm);
-
- virtual void Set(int slot, RenderTiny::ShaderStage stage = RenderTiny::Shader_Fragment) const;
-};
-
-class RenderDevice : public RenderTiny::RenderDevice
-{
-public:
- Ptr<IDXGIFactory> DXGIFactory;
- HWND Window;
-
- Ptr<ID3D1xDevice> Device;
- Ptr<ID3D1xDeviceContext> Context;
- Ptr<IDXGISwapChain> SwapChain;
- Ptr<IDXGIAdapter> Adapter;
- Ptr<IDXGIOutput> FullscreenOutput;
- int FSDesktopX, FSDesktopY;
-
- Ptr<ID3D1xTexture2D> BackBuffer;
- Ptr<ID3D1xRenderTargetView> BackBufferRT;
- Ptr<Texture> CurRenderTarget;
- Ptr<Texture> CurDepthBuffer;
- Ptr<ID3D1xRasterizerState> Rasterizer;
- Ptr<ID3D1xBlendState> BlendState;
- D3D1x_VIEWPORT D3DViewport;
-
- Ptr<ID3D1xDepthStencilState> DepthStates[1 + 2 * Compare_Count];
- Ptr<ID3D1xDepthStencilState> CurDepthState;
- Ptr<ID3D1xInputLayout> ModelVertexIL;
-
- Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count];
-
- struct StandardUniformData
- {
- Matrix4f Proj;
- Matrix4f View;
- } StdUniforms;
- Ptr<Buffer> UniformBuffers[Shader_Count];
- int MaxTextureSet[Shader_Count];
-
- Ptr<VertexShader> VertexShaders[VShader_Count];
- Ptr<PixelShader> PixelShaders[FShader_Count];
- Ptr<Buffer> CommonUniforms[8];
- Ptr<ShaderFill> DefaultFill;
-
- Ptr<Buffer> QuadVertexBuffer;
-
- Array<Ptr<Texture> > DepthBuffers;
-
-public:
- RenderDevice(const RendererParams& p, HWND window);
- ~RenderDevice();
-
- // Implement static initializer function to create this class.
- static RenderTiny::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
-
- void UpdateMonitorOutputs();
-
- virtual void SetRealViewport(const Viewport& vp);
- virtual bool SetParams(const RendererParams& newParams);
-
- virtual void Present();
- virtual void ForceFlushGPU();
-
- virtual bool SetFullscreen(DisplayMode fullscreen);
-
- virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
-
- virtual Buffer* CreateBuffer();
- virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
-
- Texture* GetDepthBuffer(int w, int h, int ms);
-
- virtual void BeginRendering();
- virtual void SetRenderTarget(RenderTiny::Texture* color,
- RenderTiny::Texture* depth = NULL, RenderTiny::Texture* stencil = NULL);
- virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
- virtual void SetWorldUniforms(const Matrix4f& proj);
- virtual void SetCommonUniformBuffer(int i, RenderTiny::Buffer* buffer);
-
- virtual void Render(const Matrix4f& matrix, Model* model);
- virtual void Render(const ShaderFill* fill, RenderTiny::Buffer* vertices, RenderTiny::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
-
- virtual ShaderFill *CreateSimpleFill() { return DefaultFill; }
-
- virtual RenderTiny::Shader *LoadBuiltinShader(ShaderStage stage, int shader);
-
- bool RecreateSwapChain();
- virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main");
-
- ID3D1xSamplerState* GetSamplerState(int sm);
-
- void SetTexture(RenderTiny::ShaderStage stage, int slot, const Texture* t);
-};
-
-}}} // Render::D3D10
-
-#endif
diff --git a/Samples/OculusRoomTiny/RenderTiny_Device.cpp b/Samples/OculusRoomTiny/RenderTiny_Device.cpp
deleted file mode 100644
index 2c363c2..0000000
--- a/Samples/OculusRoomTiny/RenderTiny_Device.cpp
+++ /dev/null
@@ -1,442 +0,0 @@
-/************************************************************************************
-
-Filename : RenderTiny_Device.cpp
-Content : Platform renderer for simple scene graph - implementation
-Created : September 6, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, 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 "RenderTiny_Device.h"
-
-#include "Kernel/OVR_Log.h"
-
-namespace OVR { namespace RenderTiny {
-
-void Model::Render(const Matrix4f& ltw, RenderDevice* ren)
-{
- if (Visible)
- {
- Matrix4f m = ltw * GetMatrix();
- ren->Render(m, this);
- }
-}
-
-void Container::Render(const Matrix4f& ltw, RenderDevice* ren)
-{
- Matrix4f m = ltw * GetMatrix();
- for(unsigned i = 0; i < Nodes.GetSize(); i++)
- {
- Nodes[i]->Render(m, ren);
- }
-}
-
-void Scene::Render(RenderDevice* ren, const Matrix4f& view)
-{
- Lighting.Update(view, LightPos);
-
- ren->SetLighting(&Lighting);
-
- World.Render(view, ren);
-}
-
-
-
-UInt16 CubeIndices[] =
-{
- 0, 1, 3,
- 3, 1, 2,
-
- 5, 4, 6,
- 6, 4, 7,
-
- 8, 9, 11,
- 11, 9, 10,
-
- 13, 12, 14,
- 14, 12, 15,
-
- 16, 17, 19,
- 19, 17, 18,
-
- 21, 20, 22,
- 22, 20, 23
-};
-
-
-void Model::AddSolidColorBox(float x1, float y1, float z1,
- float x2, float y2, float z2,
- Color c)
-{
- float t;
-
- if(x1 > x2)
- {
- t = x1;
- x1 = x2;
- x2 = t;
- }
- if(y1 > y2)
- {
- t = y1;
- y1 = y2;
- y2 = t;
- }
- if(z1 > z2)
- {
- t = z1;
- z1 = z2;
- z2 = t;
- }
-
- // Cube vertices and their normals.
- Vector3f CubeVertices[][3] =
- {
- Vector3f(x1, y2, z1), Vector3f(z1, x1), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x2, y2, z1), Vector3f(z1, x2), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x2, y2, z2), Vector3f(z2, x2), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x1, y2, z2), Vector3f(z2, x1), Vector3f(0.0f, 1.0f, 0.0f),
-
- Vector3f(x1, y1, z1), Vector3f(z1, x1), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x2, y1, z1), Vector3f(z1, x2), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x2, y1, z2), Vector3f(z2, x2), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x1, y1, z2), Vector3f(z2, x1), Vector3f(0.0f, -1.0f, 0.0f),
-
- Vector3f(x1, y1, z2), Vector3f(z2, y1), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y1, z1), Vector3f(z1, y1), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y2, z1), Vector3f(z1, y2), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y2, z2), Vector3f(z2, y2), Vector3f(-1.0f, 0.0f, 0.0f),
-
- Vector3f(x2, y1, z2), Vector3f(z2, y1), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y1, z1), Vector3f(z1, y1), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y2, z1), Vector3f(z1, y2), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y2, z2), Vector3f(z2, y2), Vector3f(1.0f, 0.0f, 0.0f),
-
- Vector3f(x1, y1, z1), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x2, y1, z1), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x2, y2, z1), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x1, y2, z1), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, -1.0f),
-
- Vector3f(x1, y1, z2), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x2, y1, z2), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x2, y2, z2), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x1, y2, z2), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, 1.0f)
- };
-
-
- UInt16 startIndex = GetNextVertexIndex();
-
- enum
- {
- CubeVertexCount = sizeof(CubeVertices) / sizeof(CubeVertices[0]),
- CubeIndexCount = sizeof(CubeIndices) / sizeof(CubeIndices[0])
- };
-
- for(int v = 0; v < CubeVertexCount; v++)
- {
- AddVertex(Vertex(CubeVertices[v][0], c, CubeVertices[v][1].x, CubeVertices[v][1].y, CubeVertices[v][2]));
- }
-
- // Renumber indices
- for(int i = 0; i < CubeIndexCount / 3; i++)
- {
- AddTriangle(CubeIndices[i * 3] + startIndex,
- CubeIndices[i * 3 + 1] + startIndex,
- CubeIndices[i * 3 + 2] + startIndex);
- }
-}
-
-
-//-------------------------------------------------------------------------------------
-
-
-void ShaderFill::Set(PrimitiveType prim) const
-{
- Shaders->Set(prim);
- for(int i = 0; i < 8; i++)
- {
- if(Textures[i])
- {
- Textures[i]->Set(i);
- }
- }
-}
-
-
-
-//-------------------------------------------------------------------------------------
-// ***** Rendering
-
-
-RenderDevice::RenderDevice()
- : CurPostProcess(PostProcess_None),
- SceneColorTexW(0), SceneColorTexH(0),
- SceneRenderScale(1),
- Distortion(1.0f, 0.18f, 0.115f),
- PostProcessShaderActive(PostProcessShader_DistortionAndChromAb)
-{
- PostProcessShaderRequested = PostProcessShaderActive;
-}
-
-ShaderFill* RenderDevice::CreateTextureFill(RenderTiny::Texture* t)
-{
- ShaderSet* shaders = CreateShaderSet();
- shaders->SetShader(LoadBuiltinShader(Shader_Vertex, VShader_MVP));
- shaders->SetShader(LoadBuiltinShader(Shader_Fragment, FShader_Texture));
- ShaderFill* f = new ShaderFill(*shaders);
- f->SetTexture(0, t);
- return f;
-}
-
-void RenderDevice::SetLighting(const LightingParams* lt)
-{
- if (!LightingBuffer)
- LightingBuffer = *CreateBuffer();
-
- LightingBuffer->Data(Buffer_Uniform, lt, sizeof(LightingParams));
- SetCommonUniformBuffer(1, LightingBuffer);
-}
-
-
-
-void RenderDevice::SetSceneRenderScale(float ss)
-{
- SceneRenderScale = ss;
- pSceneColorTex = NULL;
-}
-
-void RenderDevice::SetViewport(const Viewport& vp)
-{
- VP = vp;
-
- if (CurPostProcess == PostProcess_Distortion)
- {
- Viewport svp = vp;
- svp.w = (int)ceil(SceneRenderScale * vp.w);
- svp.h = (int)ceil(SceneRenderScale * vp.h);
- svp.x = (int)ceil(SceneRenderScale * vp.x);
- svp.y = (int)ceil(SceneRenderScale * vp.y);
- SetRealViewport(svp);
- }
- else
- {
- SetRealViewport(vp);
- }
-}
-
-
-bool RenderDevice::initPostProcessSupport(PostProcessType pptype)
-{
- if (pptype != PostProcess_Distortion)
- return true;
-
-
- if (PostProcessShaderRequested != PostProcessShaderActive)
- {
- pPostProcessShader.Clear();
- PostProcessShaderActive = PostProcessShaderRequested;
- }
-
- if (!pPostProcessShader)
- {
- Shader *vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcess);
-
- Shader *ppfs = NULL;
- if (PostProcessShaderActive == PostProcessShader_Distortion)
- {
- ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcess);
- }
- else if (PostProcessShaderActive == PostProcessShader_DistortionAndChromAb)
- {
- ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessWithChromAb);
- }
- else
- OVR_ASSERT(false);
-
- pPostProcessShader = *CreateShaderSet();
- pPostProcessShader->SetShader(vs);
- pPostProcessShader->SetShader(ppfs);
- }
-
-
- int texw = (int)ceil(SceneRenderScale * WindowWidth),
- texh = (int)ceil(SceneRenderScale * WindowHeight);
-
- // If pSceneColorTex is already created and is of correct size, we are done.
- // It's important to check width/height in case window size changed.
- if (pSceneColorTex && (texw == SceneColorTexW) && (texh == SceneColorTexH))
- {
- return true;
- }
-
- pSceneColorTex = *CreateTexture(Texture_RGBA | Texture_RenderTarget | Params.Multisample,
- texw, texh, NULL);
- if (!pSceneColorTex)
- {
- return false;
- }
- SceneColorTexW = texw;
- SceneColorTexH = texh;
- pSceneColorTex->SetSampleMode(Sample_ClampBorder | Sample_Linear);
-
-
- if (!pFullScreenVertexBuffer)
- {
- pFullScreenVertexBuffer = *CreateBuffer();
- const RenderTiny::Vertex QuadVertices[] =
- {
- Vertex(Vector3f(0, 1, 0), Color(1, 1, 1, 1), 0, 0),
- Vertex(Vector3f(1, 1, 0), Color(1, 1, 1, 1), 1, 0),
- Vertex(Vector3f(0, 0, 0), Color(1, 1, 1, 1), 0, 1),
- Vertex(Vector3f(1, 0, 0), Color(1, 1, 1, 1), 1, 1)
- };
- pFullScreenVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
- }
- return true;
-}
-
-void RenderDevice::SetProjection(const Matrix4f& proj)
-{
- Proj = proj;
- SetWorldUniforms(proj);
-}
-
-void RenderDevice::BeginScene(PostProcessType pptype)
-{
- BeginRendering();
-
- if ((pptype != PostProcess_None) && initPostProcessSupport(pptype))
- {
- CurPostProcess = pptype;
- }
- else
- {
- CurPostProcess = PostProcess_None;
- }
-
- if (CurPostProcess == PostProcess_Distortion)
- {
- SetRenderTarget(pSceneColorTex);
- SetViewport(VP);
- }
- else
- {
- SetRenderTarget(0);
- }
-
- SetWorldUniforms(Proj);
-}
-
-void RenderDevice::FinishScene()
-{
- if (CurPostProcess == PostProcess_None)
- return;
-
- SetRenderTarget(0);
- SetRealViewport(VP);
- FinishScene1();
-
- CurPostProcess = PostProcess_None;
-}
-
-
-
-void RenderDevice::FinishScene1()
-{
- // Clear with black
- Clear(0.0f, 0.0f, 0.0f, 1.0f);
-
- float w = float(VP.w) / float(WindowWidth),
- h = float(VP.h) / float(WindowHeight),
- x = float(VP.x) / float(WindowWidth),
- y = float(VP.y) / float(WindowHeight);
-
- float as = float(VP.w) / float(VP.h);
-
- // We are using 1/4 of DistortionCenter offset value here, since it is
- // relative to [-1,1] range that gets mapped to [0, 0.5].
- pPostProcessShader->SetUniform2f("LensCenter",
- x + (w + Distortion.XCenterOffset * 0.5f)*0.5f, y + h*0.5f);
- pPostProcessShader->SetUniform2f("ScreenCenter", x + w*0.5f, y + h*0.5f);
-
- // MA: This is more correct but we would need higher-res texture vertically; we should adopt this
- // once we have asymmetric input texture scale.
- float scaleFactor = 1.0f / Distortion.Scale;
-
- pPostProcessShader->SetUniform2f("Scale", (w/2) * scaleFactor, (h/2) * scaleFactor * as);
- pPostProcessShader->SetUniform2f("ScaleIn", (2/w), (2/h) / as);
-
- pPostProcessShader->SetUniform4f("HmdWarpParam",
- Distortion.K[0], Distortion.K[1], Distortion.K[2], Distortion.K[3]);
-
- if (PostProcessShaderRequested == PostProcessShader_DistortionAndChromAb)
- {
- pPostProcessShader->SetUniform4f("ChromAbParam",
- Distortion.ChromaticAberration[0],
- Distortion.ChromaticAberration[1],
- Distortion.ChromaticAberration[2],
- Distortion.ChromaticAberration[3]);
- }
-
- Matrix4f texm(w, 0, 0, x,
- 0, h, 0, y,
- 0, 0, 0, 0,
- 0, 0, 0, 1);
- pPostProcessShader->SetUniform4x4f("Texm", texm);
-
- Matrix4f view(2, 0, 0, -1,
- 0, 2, 0, -1,
- 0, 0, 0, 0,
- 0, 0, 0, 1);
-
- ShaderFill fill(pPostProcessShader);
- fill.SetTexture(0, pSceneColorTex);
- Render(&fill, pFullScreenVertexBuffer, NULL, view, 0, 4, Prim_TriangleStrip);
-}
-
-
-int GetNumMipLevels(int w, int h)
-{
- int n = 1;
- while(w > 1 || h > 1)
- {
- w >>= 1;
- h >>= 1;
- n++;
- }
- return n;
-}
-
-void FilterRgba2x2(const UByte* src, int w, int h, UByte* 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);
-
- for(int i = 0; i < w >> 1; i++, psrc += 8, pdest += 4)
- {
- pdest[0] = (((int)psrc[0]) + psrc[4] + psrc[w * 4 + 0] + psrc[w * 4 + 4]) >> 2;
- pdest[1] = (((int)psrc[1]) + psrc[5] + psrc[w * 4 + 1] + psrc[w * 4 + 5]) >> 2;
- pdest[2] = (((int)psrc[2]) + psrc[6] + psrc[w * 4 + 2] + psrc[w * 4 + 6]) >> 2;
- pdest[3] = (((int)psrc[3]) + psrc[7] + psrc[w * 4 + 3] + psrc[w * 4 + 7]) >> 2;
- }
- }
-}
-
-
-}}
diff --git a/Samples/OculusRoomTiny/RenderTiny_GL_Device.cpp b/Samples/OculusRoomTiny/RenderTiny_GL_Device.cpp
deleted file mode 100644
index 07460c3..0000000
--- a/Samples/OculusRoomTiny/RenderTiny_GL_Device.cpp
+++ /dev/null
@@ -1,784 +0,0 @@
-/************************************************************************************
-
-Filename : RenderTiny_GL_Device.cpp
-Content : RenderDevice implementation for OpenGL (tiny version)
-Created : September 10, 2012
-Authors : Andrew Reisse, Artem Bolgar
-
-Copyright : Copyright 2012 Oculus VR, 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 "RenderTiny_GL_Device.h"
-#include "Kernel/OVR_Log.h"
-
-namespace OVR { namespace RenderTiny { namespace GL {
-
-
-
-static const char* StdVertexShaderSrc =
- "uniform mat4 Proj;\n"
- "uniform mat4 View;\n"
- "attribute vec4 Position;\n"
- "attribute vec4 Color;\n"
- "attribute vec2 TexCoord;\n"
- "attribute vec3 Normal;\n"
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord;\n"
- "varying vec3 oNormal;\n"
- "varying vec3 oVPos;\n"
- "void main()\n"
- "{\n"
- " gl_Position = Proj * (View * Position);\n"
- " oNormal = vec3(View * vec4(Normal,0));\n"
- " oVPos = vec3(View * Position);\n"
- " oTexCoord = TexCoord;\n"
- " oColor = Color;\n"
- "}\n";
-
-static const char* DirectVertexShaderSrc =
- "uniform mat4 View;\n"
- "attribute vec4 Position;\n"
- "attribute vec4 Color;\n"
- "attribute vec2 TexCoord;\n"
- "attribute vec3 Normal;\n"
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord;\n"
- "varying vec3 oNormal;\n"
- "void main()\n"
- "{\n"
- " gl_Position = View * Position;\n"
- " oTexCoord = TexCoord;\n"
- " oColor = Color;\n"
- " oNormal = vec3(View * vec4(Normal,0));\n"
- "}\n";
-
-static const char* SolidFragShaderSrc =
- "uniform vec4 Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Color;\n"
- "}\n";
-
-static const char* GouraudFragShaderSrc =
- "varying vec4 oColor;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = oColor;\n"
- "}\n";
-
-static const char* TextureFragShaderSrc =
- "uniform sampler2D Texture0;\n"
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = oColor * texture2D(Texture0, oTexCoord);\n"
- " if (gl_FragColor.a < 0.4)\n"
- " discard;\n"
- "}\n";
-
-#define LIGHTING_COMMON \
- "uniform vec3 Ambient;\n" \
- "uniform vec4 LightPos[8];\n" \
- "uniform vec4 LightColor[8];\n" \
- "uniform float LightCount;\n" \
- "varying vec4 oColor;\n" \
- "varying vec2 oTexCoord;\n" \
- "varying vec3 oNormal;\n" \
- "varying vec3 oVPos;\n" \
- "vec4 DoLight()\n" \
- "{\n" \
- " vec3 norm = normalize(oNormal);\n" \
- " vec3 light = Ambient;\n" \
- " for (int i = 0; i < int(LightCount); i++)\n" \
- " {\n" \
- " vec3 ltp = (LightPos[i].xyz - oVPos);\n" \
- " float ldist = length(ltp);\n" \
- " ltp = normalize(ltp);\n" \
- " light += clamp(LightColor[i].rgb * oColor.rgb * (dot(norm, ltp) / ldist), 0.0,1.0);\n" \
- " }\n" \
- " return vec4(light, oColor.a);\n" \
- "}\n"
-
-static const char* LitSolidFragShaderSrc =
- LIGHTING_COMMON
- "void main()\n"
- "{\n"
- " gl_FragColor = DoLight() * oColor;\n"
- "}\n";
-
-static const char* LitTextureFragShaderSrc =
- "uniform sampler2D Texture0;\n"
- LIGHTING_COMMON
- "void main()\n"
- "{\n"
- " gl_FragColor = DoLight() * texture2D(Texture0, oTexCoord);\n"
- "}\n";
-
-static const char* PostProcessVertexShaderSrc =
- "uniform mat4 View;\n"
- "uniform mat4 Texm;\n"
- "attribute vec4 Position;\n"
- "attribute vec2 TexCoord;\n"
- "varying vec2 oTexCoord;\n"
- "void main()\n"
- "{\n"
- " gl_Position = View * Position;\n"
- " oTexCoord = vec2(Texm * vec4(TexCoord,0,1));\n"
- " oTexCoord.y = 1.0-oTexCoord.y;\n"
- "}\n";
-
-static const char* PostProcessFragShaderSrc =
- "uniform vec2 LensCenter;\n"
- "uniform vec2 ScreenCenter;\n"
- "uniform vec2 Scale;\n"
- "uniform vec2 ScaleIn;\n"
- "uniform vec4 HmdWarpParam;\n"
- "uniform sampler2D Texture0;\n"
- "varying vec2 oTexCoord;\n"
- "\n"
- "vec2 HmdWarp(vec2 in01)\n"
- "{\n"
- " vec2 theta = (in01 - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
- " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
- " vec2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
- " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
- " return LensCenter + Scale * theta1;\n"
- "}\n"
- "void main()\n"
- "{\n"
- " vec2 tc = HmdWarp(oTexCoord);\n"
- " if (!all(equal(clamp(tc, ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)), tc)))\n"
- " gl_FragColor = vec4(0);\n"
- " else\n"
- " gl_FragColor = texture2D(Texture0, tc);\n"
- "}\n";
-
-// Shader with lens distortion and chromatic aberration correction.
-static const char* PostProcessFullFragShaderSrc =
- "uniform vec2 LensCenter;\n"
- "uniform vec2 ScreenCenter;\n"
- "uniform vec2 Scale;\n"
- "uniform vec2 ScaleIn;\n"
- "uniform vec4 HmdWarpParam;\n"
- "uniform vec4 ChromAbParam;\n"
- "uniform sampler2D Texture0;\n"
- "varying vec2 oTexCoord;\n"
- "\n"
- // Scales input texture coordinates for distortion.
- // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
- // larger due to aspect ratio.
- "void main()\n"
- "{\n"
- " vec2 theta = (oTexCoord - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
- " float rSq= theta.x * theta.x + theta.y * theta.y;\n"
- " vec2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
- " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
- " \n"
- " // Detect whether blue texture coordinates are out of range since these will scaled out the furthest.\n"
- " vec2 thetaBlue = theta1 * (ChromAbParam.z + ChromAbParam.w * rSq);\n"
- " vec2 tcBlue = LensCenter + Scale * thetaBlue;\n"
- " if (!all(equal(clamp(tcBlue, ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)), tcBlue)))\n"
- " {\n"
- " gl_FragColor = vec4(0);\n"
- " return;\n"
- " }\n"
- " \n"
- " // Now do blue texture lookup.\n"
- " float blue = texture2D(Texture0, tcBlue).b;\n"
- " \n"
- " // Do green lookup (no scaling).\n"
- " vec2 tcGreen = LensCenter + Scale * theta1;\n"
- " vec4 center = texture2D(Texture0, tcGreen);\n"
- " \n"
- " // Do red scale and lookup.\n"
- " vec2 thetaRed = theta1 * (ChromAbParam.x + ChromAbParam.y * rSq);\n"
- " vec2 tcRed = LensCenter + Scale * thetaRed;\n"
- " float red = texture2D(Texture0, tcRed).r;\n"
- " \n"
- " gl_FragColor = vec4(red, center.g, blue, 1);\n"
- "}\n";
-
-static const char* VShaderSrcs[VShader_Count] =
-{
- DirectVertexShaderSrc,
- StdVertexShaderSrc,
- PostProcessVertexShaderSrc
-};
-static const char* FShaderSrcs[FShader_Count] =
-{
- SolidFragShaderSrc,
- GouraudFragShaderSrc,
- TextureFragShaderSrc,
- PostProcessFragShaderSrc,
- PostProcessFullFragShaderSrc,
- LitSolidFragShaderSrc,
- LitTextureFragShaderSrc
-};
-
-
-
-RenderDevice::RenderDevice(const RendererParams& p)
-{
- for (int i = 0; i < VShader_Count; i++)
- VertexShaders[i] = *new Shader(this, Shader_Vertex, VShaderSrcs[i]);
-
- for (int i = 0; i < FShader_Count; i++)
- FragShaders[i] = *new Shader(this, Shader_Fragment, FShaderSrcs[i]);
-
- Ptr<ShaderSet> gouraudShaders = *new ShaderSet();
- gouraudShaders->SetShader(VertexShaders[VShader_MVP]);
- gouraudShaders->SetShader(FragShaders[FShader_Gouraud]);
- DefaultFill = *new ShaderFill(gouraudShaders);
-
- glGenFramebuffersEXT(1, &CurrentFbo);
-}
-
-Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
-{
- switch (stage)
- {
- case Shader_Vertex: return VertexShaders[shader];
- case Shader_Fragment: return FragShaders[shader];
- default:
- return NULL;
- }
-}
-
-
-void RenderDevice::BeginRendering()
-{
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glFrontFace(GL_CW);
-
- glLineWidth(3.0f);
- glEnable(GL_LINE_SMOOTH);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
-{
- if (enable)
- {
- glEnable(GL_DEPTH_TEST);
- glDepthMask(write);
- switch (func)
- {
- case Compare_Always: glDepthFunc(GL_ALWAYS); break;
- case Compare_Less: glDepthFunc(GL_LESS); break;
- case Compare_Greater: glDepthFunc(GL_GREATER); break;
- default: assert(0);
- }
- }
- else
- glDisable(GL_DEPTH_TEST);
-}
-
-void RenderDevice::SetRealViewport(const Viewport& vp)
-{
- int wh;
- if (CurRenderTarget)
- wh = CurRenderTarget->Height;
- else
- wh = WindowHeight;
- glViewport(vp.x, wh-vp.y-vp.h, vp.w, vp.h);
-
- glEnable(GL_SCISSOR_TEST);
- glScissor(vp.x, wh-vp.y-vp.h, vp.w, vp.h);
-}
-
-void RenderDevice::Clear(float r, float g, float b, float a, float depth)
-{
- glClearColor(r,g,b,a);
- glClearDepth(depth);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
-}
-
-RBuffer* RenderDevice::GetDepthBuffer(int w, int h, int ms)
-{
- for (unsigned i = 0; i < DepthBuffers.GetSize(); i++)
- if (w == DepthBuffers[i]->Width && h == DepthBuffers[i]->Height)// && ms == DepthBuffers[i]->Samples)
- return DepthBuffers[i];
-
- //Ptr<Texture> newDepth = *CreateTexture(Texture_Depth|Texture_RenderTarget|ms, w, h, NULL);
- Ptr<RBuffer> newDepth = *new RBuffer(GL_DEPTH24_STENCIL8, w, h); // combined depth stencil
- DepthBuffers.PushBack(newDepth);
- return newDepth.GetPtr();
-}
-
-void RenderDevice::SetRenderTarget(RenderTiny::Texture* color, RenderTiny::Texture*, RenderTiny::Texture* stencil)
-{
- OVR_UNUSED(stencil);
-
- CurRenderTarget = (Texture*)color;
- if (color == NULL)
- {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- return;
- }
- //if (depth == NULL)
- RBuffer* depth = GetDepthBuffer(color->GetWidth(), color->GetHeight(), 0); //CurRenderTarget->Samples);
-
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, CurrentFbo);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, ((Texture*)color)->TexId, 0);
- if (depth)
- //glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, ((Texture*)depth)->TexId, 0);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, ((RBuffer*)depth)->BufId);
- else
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
-
- GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- OVR_DEBUG_LOG(("framebuffer not complete: %x", status));
-}
-
-
-void RenderDevice::SetWorldUniforms(const Matrix4f& proj)
-{
- Proj = proj.Transposed();
-}
-
-void RenderDevice::SetTexture(RenderTiny::ShaderStage, int slot, const Texture* t)
-{
- glActiveTexture(GL_TEXTURE0 + slot);
- glBindTexture(GL_TEXTURE_2D, ((Texture*)t)->TexId);
- glActiveTexture(GL_TEXTURE0);
-}
-
-Buffer* RenderDevice::CreateBuffer()
-{
- return new Buffer(this);
-}
-
-void RenderDevice::Render(const Matrix4f& matrix, Model* model)
-{
- // Store data in buffers if not already
- if (!model->VertexBuffer)
- {
- Ptr<RenderTiny::Buffer> vb = *CreateBuffer();
- vb->Data(Buffer_Vertex, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
- model->VertexBuffer = vb;
- }
- if (!model->IndexBuffer)
- {
- Ptr<RenderTiny::Buffer> ib = *CreateBuffer();
- ib->Data(Buffer_Index, &model->Indices[0], model->Indices.GetSize() * 2);
- model->IndexBuffer = ib;
- }
-
- Render(model->Fill ? (const ShaderFill*)model->Fill : (const ShaderFill*)DefaultFill,
- model->VertexBuffer, model->IndexBuffer,
- matrix, 0, (int)model->Indices.GetSize(), model->GetPrimType());
-}
-
-void RenderDevice::Render(const ShaderFill* fill, RenderTiny::Buffer* vertices, RenderTiny::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
-{
- ShaderSet* shaders = (ShaderSet*) ((ShaderFill*)fill)->GetShaders();
-
- GLenum prim;
- switch (rprim)
- {
- case Prim_Triangles:
- prim = GL_TRIANGLES;
- break;
- case Prim_Lines:
- prim = GL_LINES;
- break;
- case Prim_TriangleStrip:
- prim = GL_TRIANGLE_STRIP;
- break;
- default:
- assert(0);
- return;
- }
-
- fill->Set();
- if (shaders->ProjLoc >= 0)
- glUniformMatrix4fv(shaders->ProjLoc, 1, 0, &Proj.M[0][0]);
- if (shaders->ViewLoc >= 0)
- glUniformMatrix4fv(shaders->ViewLoc, 1, 0, &matrix.Transposed().M[0][0]);
-
- if (shaders->UsesLighting && Lighting->Version != shaders->LightingVer)
- {
- shaders->LightingVer = Lighting->Version;
- Lighting->Set(shaders);
- }
-
- glBindBuffer(GL_ARRAY_BUFFER, ((Buffer*)vertices)->GLBuffer);
- for (int i = 0; i < 4; i++)
- glEnableVertexAttribArray(i);
-
- glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, Pos));
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(Vertex), (char*)offset + offsetof(Vertex, C));
- glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, U));
- glVertexAttribPointer(3, 3, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, Norm));
-
- if (indices)
- {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ((Buffer*)indices)->GLBuffer);
- glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- else
- {
- glDrawArrays(prim, 0, count);
- }
-
- for (int i = 0; i < 4; i++)
- glDisableVertexAttribArray(i);
-}
-
-void RenderDevice::SetLighting(const LightingParams* lt)
-{
- Lighting = lt;
-}
-
-Buffer::~Buffer()
-{
- if (GLBuffer)
- glDeleteBuffers(1, &GLBuffer);
-}
-
-bool Buffer::Data(int use, const void* buffer, size_t size)
-{
- switch (use & Buffer_TypeMask)
- {
- case Buffer_Index: Use = GL_ELEMENT_ARRAY_BUFFER; break;
- default: Use = GL_ARRAY_BUFFER; break;
- }
-
- if (!GLBuffer)
- glGenBuffers(1, &GLBuffer);
-
- int mode = GL_DYNAMIC_DRAW;
- if (use & Buffer_ReadOnly)
- mode = GL_STATIC_DRAW;
-
- glBindBuffer(Use, GLBuffer);
- glBufferData(Use, size, buffer, mode);
- glBindBuffer(Use, 0);
- return 1;
-}
-
-void* Buffer::Map(size_t start, size_t size, int flags)
-{
- int mode = GL_WRITE_ONLY;
- //if (flags & Map_Unsynchronized)
- // mode |= GL_MAP_UNSYNCHRONIZED;
-
- glBindBuffer(Use, GLBuffer);
- void* v = glMapBuffer(Use, mode);
- glBindBuffer(Use, 0);
- return v;
-}
-
-bool Buffer::Unmap(void*)
-{
- glBindBuffer(Use, GLBuffer);
- int r = glUnmapBuffer(Use);
- glBindBuffer(Use, 0);
- return r;
-}
-
-bool Shader::Compile(const char* src)
-{
- if (!GLShader)
- GLShader = glCreateShader(GLStage());
-
- glShaderSource(GLShader, 1, &src, 0);
- glCompileShader(GLShader);
- GLint r;
- glGetShaderiv(GLShader, GL_COMPILE_STATUS, &r);
- if (!r)
- {
- GLchar msg[1024];
- glGetShaderInfoLog(GLShader, sizeof(msg), 0, msg);
- if (msg[0])
- OVR_DEBUG_LOG(("Compiling shader\n%s\nfailed: %s\n", src, msg));
- if (!r)
- return 0;
- }
- return 1;
-}
-
-ShaderSet::ShaderSet()
-{
- Prog = glCreateProgram();
-}
-ShaderSet::~ShaderSet()
-{
- glDeleteProgram(Prog);
-}
-
-bool ShaderSet::Link()
-{
- glBindAttribLocation(Prog, 0, "Position");
- glBindAttribLocation(Prog, 1, "Color");
- glBindAttribLocation(Prog, 2, "TexCoord");
- glBindAttribLocation(Prog, 3, "Normal");
-
- glLinkProgram(Prog);
- GLint r;
- glGetProgramiv(Prog, GL_LINK_STATUS, &r);
- if (!r)
- {
- GLchar msg[1024];
- glGetProgramInfoLog(Prog, sizeof(msg), 0, msg);
- OVR_DEBUG_LOG(("Linking shaders failed: %s\n", msg));
- if (!r)
- return 0;
- }
- glUseProgram(Prog);
-
- UniformInfo.Clear();
- LightingVer = 0;
- UsesLighting = 0;
- GLuint i = 0;
- for(;; i++)
- {
- GLsizei namelen;
- GLint size = 0;
- GLenum type;
- GLchar name[32];
- glGetActiveUniform(Prog, i, sizeof(name), &namelen, &size, &type, name);
- if (size)
- {
- int l = glGetUniformLocation(Prog, name);
- char *np = name;
- while (*np)
- {
- if (*np == '[')
- *np = 0;
- np++;
- }
- Uniform u;
- u.Name = name;
- u.Location = l;
- u.Size = size;
- switch (type)
- {
- case GL_FLOAT: u.Type = 1; break;
- case GL_FLOAT_VEC2: u.Type = 2; break;
- case GL_FLOAT_VEC3: u.Type = 3; break;
- case GL_FLOAT_VEC4: u.Type = 4; break;
- case GL_FLOAT_MAT4: u.Type = 16; break;
- default:
- continue;
- }
- UniformInfo.PushBack(u);
- if (!strcmp(name, "LightCount"))
- UsesLighting = 1;
- }
- else
- break;
- }
-
- ProjLoc = glGetUniformLocation(Prog, "Proj");
- ViewLoc = glGetUniformLocation(Prog, "View");
- for (int i = 0; i < 8; i++)
- {
- char texv[32];
- sprintf(texv, "Texture%d", i);
- TexLoc[i] = glGetUniformLocation(Prog, texv);
- if (TexLoc[i] < 0)
- break;
-
- glUniform1i(TexLoc[i], i);
- }
- if (UsesLighting)
- OVR_ASSERT(ProjLoc >= 0 && ViewLoc >= 0);
- return 1;
-}
-
-void ShaderSet::Set(PrimitiveType) const
-{
- glUseProgram(Prog);
-}
-
-bool ShaderSet::SetUniform(const char* name, int n, const float* v)
-{
- for (int i = 0; i < UniformInfo.GetSize(); i++)
- if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
- {
- OVR_ASSERT(UniformInfo[i].Location >= 0);
- glUseProgram(Prog);
- switch (UniformInfo[i].Type)
- {
- case 1: glUniform1fv(UniformInfo[i].Location, n, v); break;
- case 2: glUniform2fv(UniformInfo[i].Location, n/2, v); break;
- case 3: glUniform3fv(UniformInfo[i].Location, n/3, v); break;
- case 4: glUniform4fv(UniformInfo[i].Location, n/4, v); break;
- default: OVR_ASSERT(0);
- }
- return 1;
- }
-
- OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
- return 0;
-}
-
-bool ShaderSet::SetUniform4x4f(const char* name, const Matrix4f& m)
-{
- for (int i = 0; i < UniformInfo.GetSize(); i++)
- if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
- {
- glUseProgram(Prog);
- glUniformMatrix4fv(UniformInfo[i].Location, 1, 1, &m.M[0][0]);
- return 1;
- }
-
- OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
- return 0;
-}
-
-Texture::Texture(RenderDevice* r, int w, int h) : Ren(r), Width(w), Height(h)
-{
- glGenTextures(1, &TexId);
-}
-
-Texture::~Texture()
-{
- if (TexId)
- glDeleteTextures(1, &TexId);
-}
-
-void Texture::Set(int slot, RenderTiny::ShaderStage stage) const
-{
- Ren->SetTexture(stage, slot, this);
-}
-
-void Texture::SetSampleMode(int sm)
-{
- glBindTexture(GL_TEXTURE_2D, TexId);
- switch (sm & Sample_FilterMask)
- {
- case Sample_Linear:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 0);
- break;
-
- case Sample_Anisotropic:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 8);
- break;
-
- case Sample_Nearest:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 0);
- break;
- }
-
- switch (sm & Sample_AddressMask)
- {
- case Sample_Repeat:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- break;
-
- case Sample_Clamp:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- break;
-
- case Sample_ClampBorder:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
- break;
- }
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-Texture* RenderDevice::CreateTexture(int format, int width, int height, const void* data, int mipcount)
-{
- GLenum glformat, gltype = GL_UNSIGNED_BYTE;
- switch(format & Texture_TypeMask)
- {
- case Texture_RGBA: glformat = GL_RGBA; break;
- case Texture_Depth: glformat = GL_DEPTH; gltype = GL_DEPTH_COMPONENT; break;
- default:
- return NULL;
- }
- Texture* NewTex = new Texture(this, width, height);
- glBindTexture(GL_TEXTURE_2D, NewTex->TexId);
- glGetError();
-
- glTexImage2D(GL_TEXTURE_2D, 0, glformat, width, height, 0, glformat, gltype, data);
- OVR_ASSERT(!glGetError());
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- if (format == (Texture_RGBA|Texture_GenMipmaps)) // not render target
- {
- int srcw = width, srch = height;
- int level = 0;
- UByte* mipmaps = NULL;
- do
- {
- level++;
- int mipw = srcw >> 1; if (mipw < 1) mipw = 1;
- int miph = srch >> 1; if (miph < 1) miph = 1;
- if (mipmaps == NULL)
- mipmaps = (UByte*)OVR_ALLOC(mipw * miph * 4);
- FilterRgba2x2(level == 1 ? (const UByte*)data : mipmaps, srcw, srch, mipmaps);
- glTexImage2D(GL_TEXTURE_2D, level, glformat, mipw, miph, 0, glformat, gltype, mipmaps);
- OVR_ASSERT(!glGetError());
- srcw = mipw;
- srch = miph;
- } while (srcw > 1 || srch > 1);
- if (mipmaps)
- OVR_FREE(mipmaps);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
- OVR_ASSERT(!glGetError());
- }
- else
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipcount-1);
- OVR_ASSERT(!glGetError());
- }
-
- OVR_ASSERT(!glGetError());
- glBindTexture(GL_TEXTURE_2D, 0);
- return NewTex;
-}
-
-RBuffer::RBuffer(GLenum format, GLint w, GLint h)
-{
- Width = w;
- Height = h;
- glGenRenderbuffersEXT(1, &BufId);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, BufId);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, w, h);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
-}
-
-RBuffer::~RBuffer()
-{
- glDeleteRenderbuffersEXT(1, &BufId);
-}
-
-}}}
diff --git a/Samples/OculusRoomTiny/RenderTiny_GL_Device.h b/Samples/OculusRoomTiny/RenderTiny_GL_Device.h
deleted file mode 100644
index 5d88180..0000000
--- a/Samples/OculusRoomTiny/RenderTiny_GL_Device.h
+++ /dev/null
@@ -1,228 +0,0 @@
-/************************************************************************************
-
-Filename : RenderTiny_GL_Device.h
-Content : RenderDevice implementation header for OpenGL (tiny version)
-Created : September 10, 2012
-Authors : Andrew Reisse, Artem Bolgar
-
-Copyright : Copyright 2012 Oculus VR, 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.
-
-************************************************************************************/
-
-#ifndef OVR_Render_GL_Device_h
-#define OVR_Render_GL_Device_h
-
-#include "RenderTiny_Device.h"
-
-#if defined(OVR_OS_WIN32)
-#include <Windows.h>
-#endif
-
-#if defined(OVR_OS_MAC)
-#include <OpenGL/gl.h>
-#include <OpenGL/glext.h>
-#else
-#define GL_GLEXT_PROTOTYPES
-#include <GL/gl.h>
-#include <GL/glext.h>
-#endif
-
-namespace OVR { namespace RenderTiny { namespace GL {
-
-class RenderDevice;
-
-class Buffer : public RenderTiny::Buffer
-{
-public:
- RenderDevice* Ren;
- size_t Size;
- GLenum Use;
- GLuint GLBuffer;
-
-public:
- Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0), GLBuffer(0) {}
- ~Buffer();
-
- GLuint GetBuffer() { return GLBuffer; }
-
- virtual size_t GetSize() { return Size; }
- virtual void* Map(size_t start, size_t size, int flags = 0);
- virtual bool Unmap(void *m);
- virtual bool Data(int use, const void* buffer, size_t size);
-};
-
-class Texture : public RenderTiny::Texture
-{
-public:
- RenderDevice* Ren;
- GLuint TexId;
- int Width, Height;
-
- Texture(RenderDevice* r, int w, int h);
- ~Texture();
-
- virtual int GetWidth() const { return Width; }
- virtual int GetHeight() const { return Height; }
-
- virtual void SetSampleMode(int);
-
- virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
-};
-
-class Shader : public RenderTiny::Shader
-{
-public:
- GLuint GLShader;
-
- Shader(RenderDevice*, ShaderStage st, GLuint s) : RenderTiny::Shader(st), GLShader(s) {}
- Shader(RenderDevice*, ShaderStage st, const char* src) : RenderTiny::Shader(st), GLShader(0)
- {
- Compile(src);
- }
- ~Shader()
- {
- if (GLShader)
- glDeleteShader(GLShader);
- }
- bool Compile(const char* src);
-
- GLenum GLStage() const
- {
- switch (Stage)
- {
- default: OVR_ASSERT(0); return GL_NONE;
- case Shader_Vertex: return GL_VERTEX_SHADER;
- case Shader_Fragment: return GL_FRAGMENT_SHADER;
- }
- }
-
- //void Set(PrimitiveType prim) const;
- //void SetUniformBuffer(Render::Buffer* buffers, int i = 0);
-};
-
-class ShaderSet : public RenderTiny::ShaderSet
-{
-public:
- GLuint Prog;
-
- struct Uniform
- {
- String Name;
- int Location, Size;
- int Type; // currently number of floats in vector
- };
- Array<Uniform> UniformInfo;
-
- int ProjLoc, ViewLoc;
- int TexLoc[8];
- bool UsesLighting;
- int LightingVer;
-
- ShaderSet();
- ~ShaderSet();
-
- virtual void SetShader(RenderTiny::Shader *s)
- {
- Shaders[s->GetStage()] = s;
- Shader* gls = (Shader*)s;
- glAttachShader(Prog, gls->GLShader);
- if (Shaders[Shader_Vertex] && Shaders[Shader_Fragment])
- Link();
- }
- virtual void UnsetShader(int stage)
- {
- Shader* gls = (Shader*)(RenderTiny::Shader*)Shaders[stage];
- if (gls)
- glDetachShader(Prog, gls->GLShader);
- Shaders[stage] = NULL;
- Link();
- }
-
- virtual void Set(PrimitiveType prim) const;
-
- // Set a uniform (other than the standard matrices). It is undefined whether the
- // uniforms from one shader occupy the same space as those in other shaders
- // (unless a buffer is used, then each buffer is independent).
- virtual bool SetUniform(const char* name, int n, const float* v);
- virtual bool SetUniform4x4f(const char* name, const Matrix4f& m);
-
- bool Link();
-};
-
- class RBuffer : public RefCountBase<RBuffer>
-{
- public:
- int Width, Height;
- GLuint BufId;
-
- RBuffer(GLenum format, GLint w, GLint h);
- ~RBuffer();
-};
-
-class RenderDevice : public RenderTiny::RenderDevice
-{
- Ptr<Shader> VertexShaders[VShader_Count];
- Ptr<Shader> FragShaders[FShader_Count];
-
- Ptr<ShaderFill> DefaultFill;
-
- Matrix4f Proj;
-
- Ptr<Texture> CurRenderTarget;
- Array<Ptr<RBuffer> > DepthBuffers;
- GLuint CurrentFbo;
-
- const LightingParams* Lighting;
-
-
-public:
- RenderDevice(const RendererParams& p);
-
- virtual void SetRealViewport(const Viewport& vp);
-
- //virtual void SetScissor(int x, int y, int w, int h);
-
- virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
- virtual void Rect(float left, float top, float right, float bottom) { OVR_UNUSED4(left,top,right,bottom); }
-
- virtual void BeginRendering();
- virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
- virtual void SetWorldUniforms(const Matrix4f& proj);
-
- RBuffer* GetDepthBuffer(int w, int h, int ms);
-
- virtual void SetRenderTarget(RenderTiny::Texture* color,
- RenderTiny::Texture* depth = NULL, RenderTiny::Texture* stencil = NULL);
-
- virtual void SetLighting(const LightingParams* lt);
-
- virtual void Render(const Matrix4f& matrix, Model* model);
- virtual void Render(const ShaderFill* fill, RenderTiny::Buffer* vertices, RenderTiny::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
-
- virtual Buffer* CreateBuffer();
- virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
- virtual ShaderSet* CreateShaderSet() { return new ShaderSet; }
-
- virtual ShaderFill *CreateSimpleFill() { return DefaultFill; }
-
- virtual Shader *LoadBuiltinShader(ShaderStage stage, int shader);
-
- void SetTexture(RenderTiny::ShaderStage, int slot, const Texture* t);
-};
-
-}}}
-
-#endif
diff --git a/Samples/OculusRoomTiny/Win32_DistortionMesh.cpp b/Samples/OculusRoomTiny/Win32_DistortionMesh.cpp
new file mode 100644
index 0000000..3356467
--- /dev/null
+++ b/Samples/OculusRoomTiny/Win32_DistortionMesh.cpp
@@ -0,0 +1,244 @@
+/************************************************************************************
+
+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], 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].Desc, distortionCaps,
+ (ovrVector2f* ) DistortionData.UVScaleOffset[eyeNum],
+ &meshData);
+
+ // 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 & ovrDistortion_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 & ovrDistortion_TimeWarp)
+ { // TIMEWARP
+ // Wait till time-warp to reduce latency.
+ ovr_WaitTillTime(timwarpTimePoint);
+ }
+
+ // Clear screen
+ pRender->SetRenderTarget(NULL);
+ 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 & ovrDistortion_TimeWarp)
+ { // TIMEWARP - Additional shader constants required
+ ovrMatrix4f timeWarpMatrices[2];
+ ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum, eyeRenderPoses[eyeNum], timeWarpMatrices);
+ 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->SetRenderTarget(NULL);
+}
+
+
+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 c27723f..5300537 100644
--- a/Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp
+++ b/Samples/OculusRoomTiny/Win32_OculusRoomTiny.cpp
@@ -1,6 +1,6 @@
/************************************************************************************
-Filename : Win32_OculusRoomTiny.cpp
+Filename : Win32_OculusRoomTiny2.cpp
Content : First-person view test application for Oculus Rift
Created : October 4, 2012
Authors : Michael Antonov, Andrew Reisse
@@ -18,695 +18,273 @@ 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;
+// This app renders a simple flat-shaded room allowing the user to move along the
+// floor and look around with an HMD and mouse/keyboard.
+// The following keys work:
+// '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 "OVR_CAPI.h"
+
+// ***** Choices and settings
+
+// Whether the SDK performs rendering/distortion, or the app.
+//#define SDK_RENDER 1
+
+const unsigned DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_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);
+
+//Structures for the application
+ovrHmd HMD;
+ovrHmdDesc HMDDesc;
+ovrEyeRenderDesc EyeRenderDesc[2];
+RenderDevice* pRender;
+Texture* pRendertargetTexture;
+Scene* pRoomScene;
+
+// 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];
+#else
+ void DistortionMeshInit (unsigned distortionCaps, ovrHmd HMD,
+ ovrEyeRenderDesc eyeRenderDesc[2], RenderDevice * pRender);
+ void DistortionMeshRender(unsigned distortionCaps, ovrHmd HMD,
+ double timwarpTimePoint, ovrPosef eyeRenderPoses[2],
+ RenderDevice * pRender, Texture* pRendertargetTexture);
+#endif
- 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)
+int Init()
{
- 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;
+ // Initializes LibOVR.
+ ovr_Initialize();
- do
+ HMD = ovrHmd_Create(0);
+ if (!HMD)
{
- // 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;
+ MessageBoxA(NULL,"Oculus Rift not detected.","", MB_OK);
+ return(1);
}
-
-
- 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);
- }
-
+ //Get more details about the HMD
+ ovrHmd_GetDesc(HMD, &HMDDesc);
+ if (HMDDesc.DisplayDeviceName[0] == '\0')
+ MessageBoxA(NULL,"Rift detected, display not enabled.","", MB_OK);
+
+ //Setup Window and Graphics
+ const int backBufferMultisample = 1;
+ pRender = Util_InitWindowAndGraphics(Recti(HMDDesc.WindowsPos, HMDDesc.Resolution),
+ FullScreen, backBufferMultisample);
+ if (!pRender) return 1;
+
+ //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 RenderTargetSize;
+ RenderTargetSize.w = recommenedTex0Size.w + recommenedTex1Size.w;
+ RenderTargetSize.h = max ( recommenedTex0Size.h, recommenedTex1Size.h );
+
+ const int eyeRenderMultisample = 1;
+ pRendertargetTexture = pRender->CreateTexture(Texture_RGBA | Texture_RenderTarget |
+ eyeRenderMultisample,
+ RenderTargetSize.w, RenderTargetSize.h, NULL);
+ // The actual RT size may be different due to HW limits.
+ RenderTargetSize.w = pRendertargetTexture->GetWidth();
+ RenderTargetSize.h = pRendertargetTexture->GetHeight();
+
+ // 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];
+ eyes[0].TextureSize = RenderTargetSize;
+ eyes[1].TextureSize = RenderTargetSize;
+ eyes[0].RenderViewport.Pos = Vector2i(0,0);
+ eyes[0].RenderViewport.Size = Sizei(RenderTargetSize.w / 2, RenderTargetSize.h);
+ eyes[1].RenderViewport.Pos = Vector2i((RenderTargetSize.w + 1) / 2, 0);
+ eyes[1].RenderViewport.Size = eyes[0].RenderViewport.Size;
+
+#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 = eyes[0].RenderViewport;
+ EyeTexture[0].D3D11.pTexture = rtt->Tex.GetPtr();
+ EyeTexture[0].D3D11.pSRView = rtt->TexSv.GetPtr();
+
+ // Right eye uses the same texture, but different rendering viewport.
+ EyeTexture[1] = EyeTexture[0];
+ EyeTexture[1].D3D11.Header.RenderViewport = eyes[1].RenderViewport;
+
+ // 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.Multisample = backBufferMultisample;
+ d3d11cfg.D3D11.pDevice = render->Device;
+ d3d11cfg.D3D11.pDeviceContext = render->Context;
+ d3d11cfg.D3D11.pBackBufferRT = render->BackBufferRT;
+ d3d11cfg.D3D11.pSwapChain = render->SwapChain;
+
+ if (!ovrHmd_ConfigureRendering(HMD, &d3d11cfg.Config,
+ (VSyncEnabled ? 0 : ovrHmdCap_NoVSync), DistortionCaps,
+ eyes, EyeRenderDesc)) return(1);
+#else // !SDK_RENDER
+ EyeRenderDesc[0] = ovrHmd_GetRenderDesc(HMD, eyes[0]);
+ EyeRenderDesc[1] = ovrHmd_GetRenderDesc(HMD, eyes[1]);
- // *** 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);
- }
+ // Create our own distortion mesh and shaders
+ DistortionMeshInit(DistortionCaps, HMD, EyeRenderDesc, pRender);
+#endif
- pRender->SetSceneRenderScale(SConfig.GetDistortionScale());
-
- SConfig.Set2DAreaFov(DegreeToRad(85.0f));
-
-
- // *** Populate Room Scene
+ // Start the sensor which informs of the Rift's pose and motion
+ ovrHmd_StartSensor(HMD, ovrHmdCap_Orientation |
+ ovrHmdCap_YawCorrection |
+ ovrHmdCap_Position |
+ ovrHmdCap_LowPersistence |
+ ovrHmdCap_LatencyTest, 0);
// This creates lights and models.
- PopulateRoomScene(&Scene, pRender);
+ pRoomScene = new Scene;
+ PopulateRoomScene(pRoomScene, 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()
+void ProcessAndRender()
{
- 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);
+#if SDK_RENDER
+ ovrFrameTiming frameTiming = ovrHmd_BeginFrame(HMD, 0);
+#else
+ ovrFrameTiming frameTiming = ovrHmd_BeginFrameTiming(HMD, 0);
+#endif
- EyePos += orientationVector;
- }
-
- else if (GamepadMove.LengthSq() > 0)
- {
- Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw);
- Vector3f orientationVector = yawRotate.Transform(GamepadMove);
- orientationVector *= MoveSpeed * dt;
- EyePos += orientationVector;
- }
+ //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);
+ Posef movePose = ovrHmd_GetSensorState(HMD, frameTiming.ScanoutMidpointSeconds).Predicted.Pose;
+ ovrPosef eyeRenderPose[2];
- // 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);
+ EyePos.y = ovrHmd_GetFloat(HMD, OVR_KEY_EYE_HEIGHT, EyePos.y);
+ bool freezeEyeRender = Util_RespondToControls(EyeYaw, EyePos,
+ frameTiming.DeltaSeconds, movePose.Orientation);
+ pRender->BeginScene();
- // 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())
+ //Render the two undistorted eye views into their render buffers.
+ if (!freezeEyeRender) // freeze to debug, especially for time warp
{
- 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->SetRenderTarget ( pRendertargetTexture );
+ pRender->SetViewport (Recti(0,0, pRendertargetTexture->GetWidth(),
+ pRendertargetTexture->GetHeight() ));
+ 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
+ eyeRenderPose[eye] = ovrHmd_GetEyePose(HMD, eye);
+#endif
+
+ // Get view matrix
+ Matrix4f rollPitchYaw = Matrix4f::RotationY(EyeYaw);
+ 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);
+
+ Matrix4f proj = ovrMatrix4f_Projection(EyeRenderDesc[eye].Desc.Fov, 0.01f, 10000.0f, true);
+
+ pRender->SetViewport(EyeRenderDesc[eye].Desc.RenderViewport.Pos.x,
+ EyeRenderDesc[eye].Desc.RenderViewport.Pos.y,
+ EyeRenderDesc[eye].Desc.RenderViewport.Size.w,
+ EyeRenderDesc[eye].Desc.RenderViewport.Size.h);
+ 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->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);
+ // Now render the distorted view and finish.
+#if SDK_RENDER
+ // Let OVR do distortion rendering, Present and flush/sync
+ ovrHmd_EndFrame(HMD);
+
+#else
+ DistortionMeshRender(DistortionCaps, HMD, frameTiming.TimewarpPointSeconds,
+ eyeRenderPose, pRender, pRendertargetTexture);
+ pRender->Present( VSyncEnabled );
+ pRender->WaitUntilGpuIdle(); //for lowest latency
+ ovrHmd_EndFrameTiming(HMD);
+#endif
}
-void OculusRoomTinyApp::destroyWindow()
+/*
+void RenderFramePseudoCode()
{
- 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);
+ovrFrame hmdFrameState = ovrHmd_BeginFrame(hmd);
- }
- else
- {
- MouseCaptured = false;
- ::ReleaseCapture();
- ::ShowCursor(TRUE);
- }
-}
-
-LRESULT OculusRoomTinyApp::windowProc(UINT msg, WPARAM wp, LPARAM lp)
+for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++)
{
- 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);
-}
+ ovrEyeType eye = HMDDesc.EyeRenderOrder[eyeIndex];
+ ovrPosef eyeRenderPose = ovrHmd_BeginEyeRender(hmd, eye);
-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);
-}
+ RenderGameView(RenderViewports[eye], eyeRenderPose);
-static inline float GamepadTrigger(BYTE in)
-{
- return (in < 30) ? 0.0f : (float(in-30) / 225);
+ ovrHmd_EndEyeRender(hmd, eye, &EyeTexture[eye].Texture);
}
-
-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;
+// Let OVR do distortion rendering, Present and Flush+Sync.
+ovrHmd_EndFrame(hmd);
}
-
+*/
//-------------------------------------------------------------------------------------
-// ***** Program Startup
-
-int WINAPI WinMain(HINSTANCE hinst, HINSTANCE, LPSTR inArgs, int)
+void Release(void)
{
- 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.
+ pRendertargetTexture->Release();
+ pRendertargetTexture = 0;
+ ovrHmd_Destroy(HMD);
+ Util_ReleaseWindowAndGraphics(pRender);
+ pRender = 0;
+ if (pRoomScene)
{
- OculusRoomTinyApp app(hinst);
- //app.hInstance = hinst;
-
- exitCode = app.OnStartup(inArgs);
- if (!exitCode)
- {
- // Processes messages and calls OnIdle() to do rendering.
- exitCode = app.Run();
- }
- }
-
+ delete pRoomScene;
+ pRoomScene = 0;
+ }
// No OVR functions involving memory are allowed after this.
- OVR::System::Destroy();
-
- OVR_DEBUG_STATEMENT(_CrtDumpMemoryLeaks());
- return exitCode;
+ ovr_Shutdown();
}
+
diff --git a/Samples/OculusRoomTiny/Win32_OculusRoomTiny.h b/Samples/OculusRoomTiny/Win32_OculusRoomTiny.h
deleted file mode 100644
index a86dd47..0000000
--- a/Samples/OculusRoomTiny/Win32_OculusRoomTiny.h
+++ /dev/null
@@ -1,189 +0,0 @@
-/************************************************************************************
-
-Filename : OculusRoomTiny.h
-Content : Simplest possible first-person view test application for Oculus Rift
-Created : March 10, 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.
-
-*************************************************************************************/
-#ifndef INC_OculusRoomTiny_h
-#define INC_OculusRoomTiny_h
-
-#include <Windows.h>
-#include <xinput.h>
-
-#include "OVR.h"
-#include "Util/Util_Render_Stereo.h"
-#include "../../LibOVR/Src/Kernel/OVR_Timer.h"
-#include "RenderTiny_D3D1X_Device.h"
-
-using namespace OVR;
-using namespace OVR::RenderTiny;
-
-
-//-------------------------------------------------------------------------------------
-// ***** OculusRoomTiny Description
-
-// This app renders a simple flat-shaded room allowing the user to move along the
-// floor and look around with an HMD, mouse, keyboard and gamepad.
-// By default, the application will start full-screen on Oculus Rift.
-//
-// The following keys work:
-//
-// 'W', 'S', 'A', 'D' - Move forward, back; strafe left/right.
-// F1 - No stereo, no distortion.
-// F2 - Stereo, no distortion.
-// F3 - Stereo and distortion.
-//
-
-// The world RHS coordinate system is defines as follows (as seen in perspective view):
-// Y - Up
-// Z - Back
-// X - Right
-const Vector3f UpVector(0.0f, 1.0f, 0.0f);
-const Vector3f ForwardVector(0.0f, 0.0f, -1.0f);
-const Vector3f RightVector(1.0f, 0.0f, 0.0f);
-
-// We start out looking in the positive Z (180 degree rotation).
-const float YawInitial = 3.141592f;
-const float Sensitivity = 1.0f;
-const float MoveSpeed = 3.0f; // m/s
-
-
-//-------------------------------------------------------------------------------------
-// ***** OculusRoomTiny Application class
-
-// An instance of this class is created on application startup (main/WinMain).
-//
-// It then works as follows:
-//
-// OnStartup - Window, graphics and HMD setup is done here.
-// This function will initialize OVR::DeviceManager and HMD,
-// creating SensorDevice and attaching it to SensorFusion.
-// This needs to be done before obtaining sensor data.
-//
-// OnIdle - Does per-frame processing, processing SensorFusion and
-// movement input and rendering the frame.
-
-class OculusRoomTinyApp : public MessageHandler
-{
-public:
- OculusRoomTinyApp(HINSTANCE hinst);
- ~OculusRoomTinyApp();
-
- // Initializes graphics, Rift input and creates world model.
- virtual int OnStartup(const char* args);
- // Called per frame to sample SensorFucion and render the world.
- virtual void OnIdle();
-
- // Installed for Oculus device messages. Optional.
- virtual void OnMessage(const Message& msg);
-
- // Handle input events for movement.
- virtual void OnGamepad(float padLx, float padLY, float padRx, float padRy);
- virtual void OnMouseMove(int x, int y, int modifiers);
- virtual void OnKey(unsigned vk, bool down);
-
- // Render the view for one eye.
- void Render(const StereoEyeParams& stereo);
-
- // Main application loop.
- int Run();
-
- // Return amount of time passed since application started in seconds.
- double GetAppTime() const
- {
- return (OVR::Timer::GetTicks() - StartupTicks) * (1.0 / (double)OVR::Timer::MksPerSecond);
- }
-
-
-protected:
-
- // Win32 window setup interface.
- LRESULT windowProc(UINT msg, WPARAM wp, LPARAM lp);
- bool setupWindow();
- void destroyWindow();
- // Win32 static function that delegates to WindowProc member function.
- static LRESULT CALLBACK systemWindowProc(HWND window, UINT msg, WPARAM wp, LPARAM lp);
-
- void giveUsFocus(bool setFocus);
-
- static OculusRoomTinyApp* pApp;
-
- // *** Rendering Variables
- Ptr<RenderDevice> pRender;
- RendererParams RenderParams;
- int Width, Height;
-
-
- // *** Win32 System Variables
- HWND hWnd;
- HINSTANCE hInstance;
- POINT WindowCenter; // In desktop coordinates
- bool Quit;
- bool MouseCaptured;
-
- // Dynamically ink to XInput to simplify projects.
- typedef DWORD (WINAPI *PFn_XInputGetState)(DWORD dwUserIndex, XINPUT_STATE* pState);
- PFn_XInputGetState pXInputGetState;
- HMODULE hXInputModule;
- UInt32 LastPadPacketNo;
-
-
- // *** Oculus HMD Variables
-
- Ptr<DeviceManager> pManager;
- Ptr<SensorDevice> pSensor;
- Ptr<HMDDevice> pHMD;
- SensorFusion SFusion;
- OVR::HMDInfo HMDInfo;
-
- // Last update seconds, used for move speed timing.
- double LastUpdate;
- UInt64 StartupTicks;
-
- // Position and look. The following apply:
- Vector3f EyePos;
- float EyeYaw; // Rotation around Y, CCW positive when looking at RHS (X,Z) plane.
- float EyePitch; // Pitch. If sensor is plugged in, only read from sensor.
- float EyeRoll; // Roll, only accessible from Sensor.
- float LastSensorYaw; // Stores previous Yaw value from to support computing delta.
-
- // Movement state; different bits may be set based on the state of keys.
- UByte MoveForward;
- UByte MoveBack;
- UByte MoveLeft;
- UByte MoveRight;
- Vector3f GamepadMove, GamepadRotate;
-
- Matrix4f View;
- RenderTiny::Scene Scene;
-
- // Stereo view parameters.
- StereoConfig SConfig;
- PostProcessType PostProcess;
-
- // Shift accelerates movement/adjustment velocity.
- bool ShiftDown;
- bool ControlDown;
-};
-
-// Adds sample models and lights to the argument scene.
-void PopulateRoomScene(Scene* scene, RenderDevice* render);
-
-
-#endif
diff --git a/Samples/OculusRoomTiny/Win32_OculusRoomTiny_Util.cpp b/Samples/OculusRoomTiny/Win32_OculusRoomTiny_Util.cpp
new file mode 100644
index 0000000..ab0f252
--- /dev/null
+++ b/Samples/OculusRoomTiny/Win32_OculusRoomTiny_Util.cpp
@@ -0,0 +1,254 @@
+/************************************************************************************
+
+Filename : Win32_OculusRoomTiny_Util.cpp
+Content : Win32 system interface & app/graphics initialization ligic
+Created : October 4, 2012
+
+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 "RenderTiny_D3D11_Device.h"
+
+// Win32 System Variables
+HWND hWnd = NULL;
+HINSTANCE hInstance;
+POINT WindowCenter;
+
+// User inputs
+bool Quit = 0;
+UByte MoveForward = 0,
+ MoveBack = 0,
+ MoveLeft = 0,
+ MoveRight = 0;
+
+bool ShiftDown = false,
+ ControlDown = false;
+
+// Freezes the scene during timewarp rendering.
+bool FreezeEyeRender = false;
+
+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
+int Init();
+void ProcessAndRender();
+void Release();
+void DistortionMeshRelease(void);
+
+
+//-------------------------------------------------------------------------------------
+
+void OnKey(unsigned vk, bool down)
+{
+ switch (vk)
+ {
+ case 'Q': if (down && ControlDown) Quit = true; break;
+ case VK_ESCAPE: if (!down) Quit = true; 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;
+ 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 'F': FreezeEyeRender = !down ? !FreezeEyeRender : FreezeEyeRender; break;
+
+ case VK_SHIFT: ShiftDown = down; break;
+ case VK_CONTROL:ControlDown = down; break;
+ }
+}
+
+void OnMouseMove(int x)
+{
+ const float Sensitivity = 1.0f;
+ AdditionalYawFromMouse -= (Sensitivity * x)/ 360.0f;
+}
+
+bool Util_RespondToControls(float & EyeYaw, Vector3f & EyePos,
+ float deltaTime, Quatf PoseOrientation)
+{
+ #if 0//Optional debug output
+ char debugString[1000];
+ sprintf_s(debugString,"Pos = (%0.2f, %0.2f, %0.2f)\n",EyePos.x,EyePos.y,EyePos.z);
+ OutputDebugStringA(debugString);
+ #endif
+
+ //Mouse rotation
+ EyeYaw += AdditionalYawFromMouse;
+ AdditionalYawFromMouse = 0;
+
+ //Get HeadYaw
+ float HeadPitch, HeadRoll, HeadYaw;
+ PoseOrientation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&HeadYaw,&HeadPitch, &HeadRoll);
+
+ //Move on Eye pos from controls
+ Vector3f localMoveVector(0,0,0);
+ Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw + HeadYaw);
+
+ if (MoveForward) localMoveVector += Vector3f(0,0,-1);
+ if (MoveBack) localMoveVector += Vector3f(0,0,+1);
+ if (MoveRight) localMoveVector += Vector3f(1,0,0);
+ if (MoveLeft) localMoveVector += Vector3f(-1,0,0);
+
+ Vector3f orientationVector = yawRotate.Transform(localMoveVector);
+
+ orientationVector *= MoveSpeed * deltaTime * (ShiftDown ? 3.0f : 1.0f);
+ EyePos += orientationVector;
+
+ //Some rudimentary limitation of movement, so not to go through walls
+ const float minDistanceToWall = 0.30f;
+ EyePos.x = max(EyePos.x,-10.0f + minDistanceToWall);
+ EyePos.x = min(EyePos.x, 10.0f - minDistanceToWall);
+ EyePos.z = max(EyePos.z,-20.0f + minDistanceToWall);
+
+ //Return if need to freeze or not
+ return(FreezeEyeRender);
+}
+
+
+LRESULT CALLBACK systemWindowProc(HWND arg_hwnd, UINT msg, WPARAM wp, LPARAM lp)
+{
+ switch (msg)
+ {
+ case(WM_NCCREATE): hWnd = arg_hwnd; break;
+
+ case WM_MOUSEMOVE: {
+ // 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);
+ OnMouseMove(newPos.x - WindowCenter.x);
+ 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_CREATE: SetTimer(hWnd, 0, 100, NULL); break;
+ case WM_TIMER: KillTimer(hWnd, 0);
+
+ case WM_SETFOCUS:
+ SetCursorPos(WindowCenter.x, WindowCenter.y);
+ SetCapture(hWnd);
+ ShowCursor(FALSE);
+ break;
+ case WM_KILLFOCUS:
+ ReleaseCapture();
+ ShowCursor(TRUE);
+ break;
+
+ case WM_QUIT:
+ case WM_CLOSE: Quit = true;
+ return 0;
+ }
+
+ return DefWindowProc(hWnd, msg, wp, lp);
+}
+
+
+RenderDevice* Util_InitWindowAndGraphics(Recti vp, int fullscreen, int multiSampleCount)
+{
+ // Window
+ WNDCLASS wc;
+ memset(&wc, 0, sizeof(wc));
+ wc.lpszClassName = L"OVRAppWindow";
+ wc.style = CS_OWNDC;
+ wc.lpfnWndProc = systemWindowProc;
+ wc.cbWndExtra = NULL;
+ RegisterClass(&wc);
+
+ RECT winSize = { 0, 0, vp.w, vp.h };
+ AdjustWindowRect(&winSize, WS_POPUP, false);
+ hWnd = CreateWindowA("OVRAppWindow", "OculusRoomTiny", WS_POPUP |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 };
+ ::ClientToScreen(hWnd, &center);
+ WindowCenter = center;
+
+ if (!hWnd) return(NULL);
+
+ // Graphics
+ RendererParams renderParams;
+ renderParams.Multisample = multiSampleCount;
+ renderParams.Fullscreen = fullscreen;
+ return (RenderDevice::CreateDevice(renderParams, (void*)hWnd));
+}
+
+
+void Util_ReleaseWindowAndGraphics(RenderDevice * prender)
+{
+ if (prender)
+ prender->Release();
+
+ DistortionMeshRelease();
+
+ if (hWnd)
+ {
+ // Release window resources.
+ ::DestroyWindow(hWnd);
+ UnregisterClass(L"OVRAppWindow", hInstance);
+ }
+}
+
+
+//-------------------------------------------------------------------------------------
+// ***** Program Startup
+//
+int WINAPI WinMain(HINSTANCE hinst, HINSTANCE, LPSTR , int)
+{
+ hInstance = hinst;
+
+ if (!Init())
+ {
+ // Processes messages and calls OnIdle() to do rendering.
+ while (!Quit)
+ {
+ MSG msg;
+ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+ else
+ {
+ ProcessAndRender();
+
+ // Keep sleeping when we're minimized.
+ if (IsIconic(hWnd)) Sleep(10);
+ }
+ }
+ }
+ Release();
+ OVR_DEBUG_STATEMENT(_CrtDumpMemoryLeaks());
+ return (0);
+}
+