/************************************************************************************ Filename : OVR_CAPI_HMDRenderState.cpp Content : Combines all of the rendering state associated with the HMD Created : February 2, 2014 Authors : Michael Antonov Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved. Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); you may not use the Oculus VR Rift SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at http://www.oculusvr.com/licenses/LICENSE-3.2 Unless required by applicable law or agreed to in writing, the Oculus VR SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ #include "CAPI_HMDRenderState.h" namespace OVR { namespace CAPI { //------------------------------------------------------------------------------------- // ***** HMDRenderState ovrHmdDesc HMDRenderState::GetDesc() const { ovrHmdDesc d; memset(&d, 0, sizeof(d)); d.Type = ovrHmd_Other; d.ProductName = OurHMDInfo.ProductName; d.Manufacturer = OurHMDInfo.Manufacturer; d.Resolution.w = OurHMDInfo.ResolutionInPixels.w; d.Resolution.h = OurHMDInfo.ResolutionInPixels.h; d.WindowsPos.x = OurHMDInfo.DesktopX; d.WindowsPos.y = OurHMDInfo.DesktopY; d.DisplayDeviceName = OurHMDInfo.DisplayDeviceName; d.DisplayId = OurHMDInfo.DisplayId; d.VendorId = (short)OurHMDInfo.VendorId; d.ProductId = (short)OurHMDInfo.ProductId; d.FirmwareMajor = (short)OurHMDInfo.FirmwareMajor; d.FirmwareMinor = (short)OurHMDInfo.FirmwareMinor; d.CameraFrustumFarZInMeters = OurHMDInfo.CameraFrustumFarZInMeters; d.CameraFrustumHFovInRadians = OurHMDInfo.CameraFrustumHFovInRadians; d.CameraFrustumNearZInMeters = OurHMDInfo.CameraFrustumNearZInMeters; d.CameraFrustumVFovInRadians = OurHMDInfo.CameraFrustumVFovInRadians; OVR_strcpy(d.SerialNumber, sizeof(d.SerialNumber), OurHMDInfo.PrintedSerial.ToCStr()); d.HmdCaps = ovrHmdCap_Present | ovrHmdCap_NoVSync; d.TrackingCaps = ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Orientation; d.DistortionCaps = ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp | ovrDistortionCap_Vignette | ovrDistortionCap_SRGB | ovrDistortionCap_FlipInput | ovrDistortionCap_ProfileNoTimewarpSpinWaits | ovrDistortionCap_HqDistortion | ovrDistortionCap_LinuxDevFullscreen; #if defined(OVR_OS_WIN32) || defined(OVR_OS_WIN64) // TODO: this gets enabled for everything, but is only applicable for DX11+ d.DistortionCaps |= ovrDistortionCap_ComputeShader; #endif if( OurHMDInfo.InCompatibilityMode ) d.HmdCaps |= ovrHmdCap_ExtendDesktop; if (strstr(OurHMDInfo.ProductName, "DK1")) { d.Type = ovrHmd_DK1; } else if (strstr(OurHMDInfo.ProductName, "DK2")) { d.Type = ovrHmd_DK2; d.HmdCaps |= ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction; d.TrackingCaps |= ovrTrackingCap_Position; d.DistortionCaps |= ovrDistortionCap_Overdrive; } const DistortionRenderDesc& leftDistortion = Distortion[0]; const DistortionRenderDesc& rightDistortion = Distortion[1]; // The suggested FOV (assuming eye rotation) d.DefaultEyeFov[0] = CalculateFovFromHmdInfo(StereoEye_Left, leftDistortion, RenderInfo, OVR_DEFAULT_EXTRA_EYE_ROTATION); d.DefaultEyeFov[1] = CalculateFovFromHmdInfo(StereoEye_Right, rightDistortion, RenderInfo, OVR_DEFAULT_EXTRA_EYE_ROTATION); // FOV extended across the entire screen d.MaxEyeFov[0] = GetPhysicalScreenFov(StereoEye_Left, leftDistortion); d.MaxEyeFov[1] = GetPhysicalScreenFov(StereoEye_Right, rightDistortion); if (OurHMDInfo.Shutter.Type == HmdShutter_RollingRightToLeft) { d.EyeRenderOrder[0] = ovrEye_Right; d.EyeRenderOrder[1] = ovrEye_Left; } else { d.EyeRenderOrder[0] = ovrEye_Left; d.EyeRenderOrder[1] = ovrEye_Right; } // MA: Taking this out on purpose. // Important information for those that are required to do their own timing, // because of shortfalls in timing code. //d.VsyncToNextVsync = OurHMDInfo.Shutter.VsyncToNextVsync; //d.PixelPersistence = OurHMDInfo.Shutter.PixelPersistence; return d; } ovrSizei HMDRenderState::GetFOVTextureSize(int eye, ovrFovPort fov, float pixelsPerDisplayPixel) const { OVR_ASSERT((unsigned)eye < 2); StereoEye seye = (eye == ovrEye_Left) ? StereoEye_Left : StereoEye_Right; return CalculateIdealPixelSize(seye, Distortion[eye], fov, pixelsPerDisplayPixel); } ovrEyeRenderDesc HMDRenderState::CalcRenderDesc(ovrEyeType eyeType, const ovrFovPort& fov) const { const HmdRenderInfo& hmdri = RenderInfo; StereoEye eye = (eyeType == ovrEye_Left) ? StereoEye_Left : StereoEye_Right; ovrEyeRenderDesc e0; e0.Eye = eyeType; e0.Fov = fov; e0.HmdToEyeViewOffset = CalculateEyeVirtualCameraOffset(hmdri, eye, false); e0.DistortedViewport = GetFramebufferViewport(eye, hmdri); e0.PixelsPerTanAngleAtCenter = Distortion[0].PixelsPerTanAngleAtCenter; return e0; } }} // namespace OVR::CAPI