コード例 #1
0
ファイル: program.cs プロジェクト: bholcomb/oculusSharp
			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);
			}
コード例 #2
0
ファイル: program.cs プロジェクト: bholcomb/oculusSharp
			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();
			}