コード例 #1
0
        public StereoDrawContext(DrawSystem.D3DData d3d, DrawResourceRepository repository, HmdDevice hmd, DrawContext context)
        {
            m_d3d        = d3d;
            m_repository = repository;
            m_context    = context;
            m_hmd        = hmd;

            // Create render targets for each HMD eye
            m_textureSets = new HmdSwapTextureSet[2];
            var eyeResolution = hmd.EyeResolution;
            var resNames      = new string[] { "OVRLeftEye", "OVRRightEye" };

            for (int index = 0; index < 2; ++index)
            {
                var textureSet = m_hmd.CreateSwapTextureSet(d3d.Device, eyeResolution.Width, eyeResolution.Height);
                m_textureSets[index] = textureSet;

                var renderTargetList = RenderTarget.FromSwapTextureSet(m_d3d, resNames[index], textureSet);
                foreach (var renderTarget in renderTargetList)
                {
                    m_repository.AddResource(renderTarget);
                }
            }

            // Create temporaly render target
            var tmpRt = RenderTarget.CreateRenderTarget(d3d, "Temp", eyeResolution.Width, eyeResolution.Height);

            m_repository.AddResource(tmpRt);

            // Create texture for Mirroring
            Size defaultRenderTargetSize = m_repository.GetDefaultRenderTarget().Resolution;

            m_mirrorTexture = m_hmd.CreateMirrorTexture(m_d3d.Device, defaultRenderTargetSize.Width, defaultRenderTargetSize.Height);

            m_commandListTable = new List <CommandList>();
        }
コード例 #2
0
ファイル: HmdDevice.cs プロジェクト: oggy83/OculusWalkerDemo
        public void EndScene(HmdSwapTextureSet leftEyeSwapTextureSet, HmdSwapTextureSet rightEyeSwapTextureSet)
        {
            LibOVR.ovrLayerEyeFov layer = new LibOVR.ovrLayerEyeFov();
            layer.Header.Type        = LibOVR.ovrLayerType.EyeFov;
            layer.Header.Flags       = (uint)LibOVR.ovrLayerFlags.HighQuality;
            layer.ColorTexture_Left  = leftEyeSwapTextureSet.Ptr;
            layer.ColorTexture_Right = rightEyeSwapTextureSet.Ptr;
            layer.Viewport_Left      = ToOvrRecti(leftEyeSwapTextureSet.Resolution);
            layer.Viewport_Right     = ToOvrRecti(rightEyeSwapTextureSet.Resolution);
            layer.Fov_Left           = m_handle.Value.DefaultEyeFov[0];
            layer.Fov_Right          = m_handle.Value.DefaultEyeFov[1];
            layer.RnderPose_Left     = m_tmpEyePoses[0];
            layer.RnderPose_Right    = m_tmpEyePoses[1];

            unsafe
            {
                void *layerList = &layer;
                int   result    = LibOVR.ovrHmd_SubmitFrame(m_handle.Ptr, 0, IntPtr.Zero, (IntPtr)(&layerList), 1);
                if (result != 0)
                {
                    // is invisible next frame @todo
                }
            }
        }
コード例 #3
0
        public static RenderTarget[] FromSwapTextureSet(DrawSystem.D3DData d3d, String name, HmdSwapTextureSet swapTextureSet)
        {
            int width  = swapTextureSet.Resolution.Width;
            int height = swapTextureSet.Resolution.Height;

            var depthBuffer      = _CreateDepthBuffer(d3d, width, height);
            var depthStencilView = _CreateDepthStencilView(d3d, depthBuffer);

            var resultList = new List <RenderTarget>();

            int texCount = swapTextureSet.Textures.Count();

            for (int texIndex = 0; texIndex < texCount; ++texIndex)
            {
                var texture = swapTextureSet.Textures[texIndex];

                var res = new RenderTarget(name + texIndex);
                res.ShaderResourceView = new ShaderResourceView(d3d.Device, texture);
                res.TargetTexture      = texture;
                res.TargetView         = swapTextureSet.RenderTargetView[texIndex];
                res.DepthStencilView   = depthStencilView;

                res._AddDisposable(res.ShaderResourceView);
                if (texIndex == 0)
                {
                    // depth buffer and view are shared by each render targets
                    res._AddDisposable(depthBuffer);
                    res._AddDisposable(res.DepthStencilView);
                }

                resultList.Add(res);
            }

            return(resultList.ToArray());
        }