void initEyeTarget(EyeType eye) { EyeTarget e = new EyeTarget(); e.eye = eye; e.fbo = GL.GenFramebuffer(); e.depthTexture = GL.GenRenderbuffer(); e.desc = OvrDLL.ovr_GetRenderDesc(session, eye, eye == EyeType.Left ? hmdDesc.LeftDefaultEyeFov : hmdDesc.RightDefaultEyeFov); e.renderTargetSize = OvrDLL.ovr_GetFovTextureSize(session, EyeType.Left, hmdDesc.LeftDefaultEyeFov, 1.0f); e.proj = OvrDLL.ovrMatrix4f_Projection(e.desc.Fov, 0.1f, 1000.0f, ProjectionModifier.ClipRangeOpenGL); //create the texture swap chain TextureSwapChainDesc swapDesc = new TextureSwapChainDesc() { Type = TextureType.Texture2D, ArraySize = 1, Format = TextureFormat.R8G8B8A8_UNORM_SRGB, Width = e.renderTargetSize.Width, Height = e.renderTargetSize.Height, MipLevels = 1, SampleCount = 1, StaticImage = 0 }; result = OvrDLL.ovr_CreateTextureSwapChainGL(session, ref swapDesc, ref e.swapChain); if (result < 0) { Console.WriteLine("Error creating swap chain"); OvrDLL.ovr_GetLastErrorInfo(ref error); Console.WriteLine("Last Error Info: {0}-{1}", error.result, error.ErrorString); } int swapChainLength = 0; OvrDLL.ovr_GetTextureSwapChainLength(session, e.swapChain, ref swapChainLength); Console.WriteLine("Swapchain length: {0}", swapChainLength); for(int i = 0; i< swapChainLength; i++) { UInt32 texId = 0; OvrDLL.ovr_GetTextureSwapChainBufferGL(session, e.swapChain, i, ref texId); GL.BindTexture(TextureTarget.Texture2D, texId); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge); } int currentIndex = 0; OvrDLL.ovr_GetTextureSwapChainCurrentIndex(session, e.swapChain, ref currentIndex); Console.WriteLine("Swapchain current index: {0}", currentIndex); UInt32 chainTexId = 0; OvrDLL.ovr_GetTextureSwapChainBufferGL(session, e.swapChain, currentIndex, ref chainTexId); GL.BindFramebuffer(FramebufferTarget.Framebuffer, e.fbo); GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, e.depthTexture); GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent32f, e.renderTargetSize.Width, e.renderTargetSize.Height); GL.FramebufferRenderbuffer(FramebufferTarget.DrawFramebuffer, FramebufferAttachment.Depth, RenderbufferTarget.Renderbuffer, e.depthTexture); GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, chainTexId, 0); DrawBuffersEnum[] drawBuffers = new DrawBuffersEnum[1] { DrawBuffersEnum.ColorAttachment0 }; GL.DrawBuffers(1, drawBuffers); //check frame buffer completeness FramebufferErrorCode err = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer); if(err != FramebufferErrorCode.FramebufferComplete) { Console.WriteLine("Error in frame buffer: {0}", err); } eyes[(int)eye] = e; GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); }
protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Vector3 camPos = new Vector3(0, 2, 5); Quaternion camOri = Quaternion.Identity; #if RENDER_OCULUS for (int i = 0; i < 2; i++) { //zoom field of view var fov = new FovPort { DownTan = eyes[i].desc.Fov.DownTan / zoomFactor, UpTan = eyes[i].desc.Fov.UpTan / zoomFactor, LeftTan = eyes[i].desc.Fov.LeftTan / zoomFactor, RightTan = eyes[i].desc.Fov.RightTan / zoomFactor }; eyes[i].proj = OvrDLL.ovrMatrix4f_Projection(fov, 0.1f, 1000.0f, ProjectionModifier.ClipRangeOpenGL); //bind eye fbo bindFbo(eyes[i]); //combine the "camera" position/rotation with the position/rotation of the eye Vector3 finalPos = camPos + (camOri * eyes[i].pose.Position); Matrix4 finalRot = Matrix4.CreateFromQuaternion(camOri * eyes[i].pose.Orientation); //create the view matrix with a lookat basis vectors Vector3 up = eyes[i].pose.Orientation * Vector3.UnitY; Vector3 fwd = eyes[i].pose.Orientation * -Vector3.UnitZ; Matrix4 view = Matrix4.LookAt(finalPos, finalPos + fwd, up); //draw the scene drawScene(view, eyes[i].proj); //commit the swapchain OvrDLL.ovr_CommitTextureSwapChain(session, eyes[i].swapChain); } //send to Oculus LayerEyeFov eyeFov = layers[0] as LayerEyeFov; eyeFov.Header.Flags = LayerFlags.TextureOriginAtBottomLeft; eyeFov.ColorTexture[0] = eyes[0].swapChain; eyeFov.ColorTexture[1] = eyes[1].swapChain; eyeFov.Fov[0] = eyes[0].desc.Fov; eyeFov.Fov[1] = eyes[1].desc.Fov; eyeFov.Viewport[0] = new Recti(new Vector2i(0,0), eyes[0].renderTargetSize); eyeFov.Viewport[1] = new Recti(new Vector2i(0, 0), eyes[1].renderTargetSize); eyeFov.RenderPose[0] = eyes[0].pose; eyeFov.RenderPose[1] = eyes[1].pose; ViewScaleDesc viewScale = new ViewScaleDesc(); result = OvrDLL.ovr_SubmitFrame(session, 0, ref viewScale, layers.GetUnmanagedLayers(), 1); if (result < 0) { Console.WriteLine("Error submitting frame"); OvrDLL.ovr_GetLastErrorInfo(ref error); Console.WriteLine("Last Error Info: {0}-{1}", error.result, error.ErrorString); } //blit mirror to fbo OvrDLL.ovr_GetMirrorTextureBufferGL(session, mirror, ref myMirrorTexture); blitMirror((int)myMirrorTexture); #else Matrix4 view = Matrix4.CreateTranslation(-camPos); Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(60.0f), 1.0f, 0.1f, 1000.0f); drawScene(view, proj); #endif SwapBuffers(); }