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/************************************************************************************
Filename : Win32_OculusRoomTiny2.cpp
Content : First-person view test application for Oculus Rift
Created : October 4, 2012
Authors : Michael Antonov, Andrew Reisse, 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.
*************************************************************************************/
//-------------------------------------------------------------------------------------
// 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"
// Choose whether the SDK performs rendering/distortion, or the application.
#define SDK_RENDER 1 //Do NOT switch until you have viewed and understood the Health and Safety message.
//Disabling this makes it a non-compliant app, and not suitable for demonstration. In place for development only.
const bool FullScreen = true; //Should be true for correct timing. Use false for debug only.
// Include Non-SDK supporting Utilities from other files
#include "RenderTiny_D3D11_Device.h"
HWND Util_InitWindowAndGraphics (Recti vp, int fullscreen, int multiSampleCount, bool UseAppWindowFrame, RenderDevice ** pDevice);
void Util_ReleaseWindowAndGraphics (RenderDevice* pRender);
bool Util_RespondToControls (float & EyeYaw, Vector3f & EyePos, Quatf PoseOrientation);
void PopulateRoomScene (Scene* scene, RenderDevice* render);
//Structures for the application
ovrHmd HMD;
ovrEyeRenderDesc EyeRenderDesc[2];
ovrRecti EyeRenderViewport[2];
RenderDevice* pRender = 0;
Texture* pRendertargetTexture = 0;
Scene* pRoomScene = 0;
// 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
ShaderSet * Shaders;
ID3D11InputLayout * VertexIL;
Ptr<Buffer> MeshVBs[2];
Ptr<Buffer> MeshIBs[2];
ovrVector2f UVScaleOffset[2][2];
#endif
//-------------------------------------------------------------------------------------
int Init()
{
// Initializes LibOVR, and the Rift
ovr_Initialize();
HMD = ovrHmd_Create(0);
if (!HMD)
{
MessageBoxA(NULL,"Oculus Rift not detected.","", MB_OK);
return(1);
}
if (HMD->ProductName[0] == '\0')
MessageBoxA(NULL,"Rift detected, display not enabled.","", MB_OK);
//Setup Window and Graphics - use window frame if relying on Oculus driver
const int backBufferMultisample = 1;
bool UseAppWindowFrame = (HMD->HmdCaps & ovrHmdCap_ExtendDesktop) ? false : true;
HWND window = Util_InitWindowAndGraphics(Recti(HMD->WindowsPos, HMD->Resolution),
FullScreen, backBufferMultisample, UseAppWindowFrame,&pRender);
if (!window) return 1;
ovrHmd_AttachToWindow(HMD, window, NULL, NULL);
//Configure Stereo settings.
Sizei recommenedTex0Size = ovrHmd_GetFovTextureSize(HMD, ovrEye_Left, HMD->DefaultEyeFov[0], 1.0f);
Sizei recommenedTex1Size = ovrHmd_GetFovTextureSize(HMD, ovrEye_Right, HMD->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.
// The viewport sizes are re-computed in case RenderTargetSize changed due to HW limitations.
ovrFovPort eyeFov[2] = { HMD->DefaultEyeFov[0], HMD->DefaultEyeFov[1] } ;
EyeRenderViewport[0].Pos = Vector2i(0,0);
EyeRenderViewport[0].Size = Sizei(RenderTargetSize.w / 2, RenderTargetSize.h);
EyeRenderViewport[1].Pos = Vector2i((RenderTargetSize.w + 1) / 2, 0);
EyeRenderViewport[1].Size = EyeRenderViewport[0].Size;
#if SDK_RENDER
// Query D3D texture data.
EyeTexture[0].D3D11.Header.API = ovrRenderAPI_D3D11;
EyeTexture[0].D3D11.Header.TextureSize = RenderTargetSize;
EyeTexture[0].D3D11.Header.RenderViewport = EyeRenderViewport[0];
EyeTexture[0].D3D11.pTexture = pRendertargetTexture->Tex.GetPtr();
EyeTexture[0].D3D11.pSRView = pRendertargetTexture->TexSv.GetPtr();
// Right eye uses the same texture, but different rendering viewport.
EyeTexture[1] = EyeTexture[0];
EyeTexture[1].D3D11.Header.RenderViewport = EyeRenderViewport[1];
// Configure d3d11.
ovrD3D11Config d3d11cfg;
d3d11cfg.D3D11.Header.API = ovrRenderAPI_D3D11;
d3d11cfg.D3D11.Header.RTSize = Sizei(HMD->Resolution.w, HMD->Resolution.h);
d3d11cfg.D3D11.Header.Multisample = backBufferMultisample;
d3d11cfg.D3D11.pDevice = pRender->Device;
d3d11cfg.D3D11.pDeviceContext = pRender->Context;
d3d11cfg.D3D11.pBackBufferRT = pRender->BackBufferRT;
d3d11cfg.D3D11.pSwapChain = pRender->SwapChain;
if (!ovrHmd_ConfigureRendering(HMD, &d3d11cfg.Config,
ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette |
ovrDistortionCap_TimeWarp | ovrDistortionCap_Overdrive,
eyeFov, EyeRenderDesc)) return(1);
#else
//Shader vertex format
D3D11_INPUT_ELEMENT_DESC DistortionMeshVertexDesc[] = {
{"Position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"Position", 1, DXGI_FORMAT_R32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"Position", 2, DXGI_FORMAT_R32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TexCoord", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TexCoord", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0}};
//Distortion vertex shader
const char* vertexShader =
"float2 EyeToSourceUVScale, EyeToSourceUVOffset; \n"
"float4x4 EyeRotationStart, 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 float timewarpLerpFactor : POSITION1, \n"
" in float Vignette : POSITION2, in float2 TexCoord0 : TEXCOORD0, \n"
" in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n"
" out float4 oPosition : SV_Position, \n"
" out float2 oTexCoord0 : TEXCOORD0, out float2 oTexCoord1 : TEXCOORD1, \n"
" out float2 oTexCoord2 : TEXCOORD2, out float oVignette : TEXCOORD3) \n"
"{ \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); oVignette = Vignette; \n"
"}";
//Distortion pixel shader
const char* pixelShader =
"Texture2D Texture : register(t0); \n"
"SamplerState Linear : register(s0); \n"
"float4 main(in float4 oPosition : SV_Position, in float2 oTexCoord0 : TEXCOORD0, \n"
" in float2 oTexCoord1 : TEXCOORD1, in float2 oTexCoord2 : TEXCOORD2, \n"
" in float oVignette : TEXCOORD3) : SV_Target \n"
"{ \n"
// 3 samples for fixing chromatic aberrations
" float R = Texture.Sample(Linear, oTexCoord0.xy).r; \n"
" float G = Texture.Sample(Linear, oTexCoord1.xy).g; \n"
" float B = Texture.Sample(Linear, oTexCoord2.xy).b; \n"
" return (oVignette*float4(R,G,B,1)); \n"
"}";
pRender->InitShaders(vertexShader, pixelShader, &Shaders, &VertexIL,DistortionMeshVertexDesc,6);
for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
{
// Allocate mesh vertices, registering with renderer using the OVR vertex format.
ovrDistortionMesh meshData;
ovrHmd_CreateDistortionMesh(HMD, (ovrEyeType) eyeNum, eyeFov[eyeNum],
ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp, &meshData);
MeshVBs[eyeNum] = *pRender->CreateBuffer();
MeshVBs[eyeNum]->Data(Buffer_Vertex,meshData.pVertexData,sizeof(ovrDistortionVertex)*meshData.VertexCount);
MeshIBs[eyeNum] = *pRender->CreateBuffer();
MeshIBs[eyeNum]->Data(Buffer_Index,meshData.pIndexData,sizeof(unsigned short) * meshData.IndexCount);
ovrHmd_DestroyDistortionMesh( &meshData );
//Create eye render description for use later
EyeRenderDesc[eyeNum] = ovrHmd_GetRenderDesc(HMD, (ovrEyeType) eyeNum, eyeFov[eyeNum]);
//Do scale and offset
ovrHmd_GetRenderScaleAndOffset(eyeFov[eyeNum],RenderTargetSize, EyeRenderViewport[eyeNum], UVScaleOffset[eyeNum]);
}
#endif
ovrHmd_SetEnabledCaps(HMD, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction);
// Start the sensor which informs of the Rift's pose and motion
ovrHmd_ConfigureTracking(HMD, ovrTrackingCap_Orientation |
ovrTrackingCap_MagYawCorrection |
ovrTrackingCap_Position, 0);
// This creates lights and models.
pRoomScene = new Scene;
PopulateRoomScene(pRoomScene, pRender);
return (0);
}
//-------------------------------------------------------------------------------------
void ProcessAndRender()
{
static ovrPosef eyeRenderPose[2];
// Start timing
#if SDK_RENDER
ovrHmd_BeginFrame(HMD, 0);
#else
ovrHmd_BeginFrameTiming(HMD, 0);
// Retrieve data useful for handling the Health and Safety Warning - unused, but here for reference
ovrHSWDisplayState hswDisplayState;
ovrHmd_GetHSWDisplayState(HMD, &hswDisplayState);
#endif
// Adjust eye position and rotation from controls, maintaining y position from HMD.
static float BodyYaw(3.141592f);
static Vector3f HeadPos(0.0f, 1.6f, -5.0f);
HeadPos.y = ovrHmd_GetFloat(HMD, OVR_KEY_EYE_HEIGHT, HeadPos.y);
bool freezeEyeRender = Util_RespondToControls(BodyYaw, HeadPos, eyeRenderPose[1].Orientation);
pRender->BeginScene();
// Render the two undistorted eye views into their render buffers.
if (!freezeEyeRender) // freeze to debug for time warp
{
pRender->SetRenderTarget ( pRendertargetTexture );
pRender->SetViewport (Recti(0,0, pRendertargetTexture->GetWidth(),
pRendertargetTexture->GetHeight() ));
pRender->Clear();
for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++)
{
ovrEyeType eye = HMD->EyeRenderOrder[eyeIndex];
eyeRenderPose[eye] = ovrHmd_GetEyePose(HMD, eye);
// Get view and projection matrices
Matrix4f rollPitchYaw = Matrix4f::RotationY(BodyYaw);
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 = HeadPos + rollPitchYaw.Transform(eyeRenderPose[eye].Position);
Matrix4f view = Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + finalForward, finalUp);
Matrix4f proj = ovrMatrix4f_Projection(EyeRenderDesc[eye].Fov, 0.01f, 10000.0f, true);
pRender->SetViewport(Recti(EyeRenderViewport[eye]));
pRender->SetProjection(proj);
pRender->SetDepthMode(true, true);
pRoomScene->Render(pRender, Matrix4f::Translation(EyeRenderDesc[eye].ViewAdjust) * view);
}
}
pRender->FinishScene();
#if SDK_RENDER // Let OVR do distortion rendering, Present and flush/sync
ovrHmd_EndFrame(HMD, eyeRenderPose, &EyeTexture[0].Texture);
#else
// Clear screen
pRender->SetDefaultRenderTarget();
pRender->SetFullViewport();
pRender->Clear(0.0f, 0.0f, 0.0f, 0.0f);
// Setup shader
ShaderFill distortionShaderFill(Shaders);
distortionShaderFill.SetTexture(0, pRendertargetTexture);
distortionShaderFill.SetInputLayout(VertexIL);
for(int eyeNum = 0; eyeNum < 2; eyeNum++)
{
// Get and set shader constants
Shaders->SetUniform2f("EyeToSourceUVScale", UVScaleOffset[eyeNum][0].x, UVScaleOffset[eyeNum][0].y);
Shaders->SetUniform2f("EyeToSourceUVOffset", UVScaleOffset[eyeNum][1].x, UVScaleOffset[eyeNum][1].y);
ovrMatrix4f timeWarpMatrices[2];
ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum, eyeRenderPose[eyeNum], timeWarpMatrices);
Shaders->SetUniform4x4f("EyeRotationStart", timeWarpMatrices[0]); //Nb transposed when set
Shaders->SetUniform4x4f("EyeRotationEnd", timeWarpMatrices[1]); //Nb transposed when set
// Perform distortion
pRender->Render(&distortionShaderFill, MeshVBs[eyeNum], MeshIBs[eyeNum],sizeof(ovrDistortionVertex));
}
pRender->SetDefaultRenderTarget();
pRender->Present( true ); // Vsync enabled
// Only flush GPU for ExtendDesktop; not needed in Direct App Renering with Oculus driver.
if (HMD->HmdCaps & ovrHmdCap_ExtendDesktop)
pRender->WaitUntilGpuIdle();
ovrHmd_EndFrameTiming(HMD);
#endif
}
/*
void RenderFramePseudoCode()
{
ovrFrame hmdFrameState = ovrHmd_BeginFrame(hmd);
for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++)
{
ovrEyeType eye = HMDDesc.EyeRenderOrder[eyeIndex];
ovrPosef eyeRenderPose = ovrHmd_BeginEyeRender(hmd, eye);
RenderGameView(RenderViewports[eye], eyeRenderPose);
ovrHmd_EndEyeRender(hmd, eye, &EyeTexture[eye].Texture);
}
// Let OVR do distortion rendering, Present and Flush+Sync.
ovrHmd_EndFrame(hmd);
}
*/
//-------------------------------------------------------------------------------------
void Release(void)
{
if (pRendertargetTexture) pRendertargetTexture->Release();
#if !SDK_RENDER
for(int eyeNum = 0; eyeNum < 2; eyeNum++)
{
MeshVBs[eyeNum].Clear();
MeshIBs[eyeNum].Clear();
}
if (Shaders)
{
Shaders->UnsetShader(Shader_Vertex);
Shaders->UnsetShader(Shader_Pixel);
Shaders->Release();
}
#endif
ovrHmd_Destroy(HMD);
Util_ReleaseWindowAndGraphics(pRender);
if (pRoomScene) delete pRoomScene;
// No OVR functions involving memory are allowed after this.
ovr_Shutdown();
}
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