private DXDevice CreateDXDevice() { DXDevice dxDevice; // To use the same resources (Vertex, Index buffers and Textures) on multiple DXViewportViews, // we need to first creat a DXDevice and then initialize all DXViewportViews with that DXDevice instance. var dxDeviceConfiguration = new DXDeviceConfiguration(); dxDeviceConfiguration.DriverType = DriverType.Hardware; // We could also specify Software rendering here try { dxDevice = new DXDevice(dxDeviceConfiguration); dxDevice.InitializeDevice(); } catch (Exception ex) { MessageBox.Show("Cannot create required DirectX device.\r\n" + ex.Message); return(null); } if (dxDevice.Device == null) { MessageBox.Show("Cannot create required DirectX device."); return(null); } return(dxDevice); }
/// <summary> /// InitializeOvrAndDXDevice method initializes the Oculus OVR and creates a new DXDevice that uses the same adapter (graphic card) as Oculus Rift. /// User need to dispose the created DXDevice when it is not needed any more. /// This method can throw exceptions in case initialization of OVR or DirectX failes. /// </summary> /// <param name="requestedOculusSdkMinorVersion">minimal version of Oculus SKD that is required for this application (default value is 17)</param> /// <returns>Created DXDevice that needs to be disposed by the user</returns> public DXDevice InitializeOvrAndDXDevice(int requestedOculusSdkMinorVersion = 17) { if (_sessionPtr != IntPtr.Zero) { throw new Exception("InitializeOvrAndDXDevice cannot be called after the sessionPtr was already set."); } // Define initialization parameters with debug flag. var initializationParameters = new InitParams(); // In Oculus SDK 1.8 and newer versions, it is required to specify to which version the application is build initializationParameters.Flags = InitFlags.RequestVersion; initializationParameters.RequestedMinorVersion = (uint)requestedOculusSdkMinorVersion; // Initialize the Oculus runtime. var result = _ovr.Initialize(initializationParameters); if (result < Result.Success) { throw new OvrException("Failed to initialize the Oculus runtime library.", result); } // Use the head mounted display. var adapterLuid = new GraphicsLuid(); result = _ovr.Create(ref _sessionPtr, ref adapterLuid); if (result < Result.Success) { throw new OvrException("Oculus Rift not detected", result); } _hmdDesc = _ovr.GetHmdDesc(_sessionPtr); // Get adapter (graphics card) used by Oculus Adapter1 hmdAdapter; if (adapterLuid.Reserved != null && adapterLuid.Reserved.Length == 4) { var allSystemAdapters = DXDevice.GetAllSystemAdapters(); long adapterUid = Convert.ToInt64(adapterLuid.Reserved); // adapterLuid.Reserved is byte array hmdAdapter = allSystemAdapters.FirstOrDefault(a => a.Description1.Luid == adapterUid); } else { hmdAdapter = null; } // Create DXEngine's DirectX Device with the same adapter (graphics card) that is used for Oculus Rift var dxDeviceConfiguration = new DXDeviceConfiguration(); if (hmdAdapter != null) { dxDeviceConfiguration.Adapter = hmdAdapter; } dxDeviceConfiguration.DriverType = DriverType.Hardware; dxDeviceConfiguration.SupportedFeatureLevels = new FeatureLevel[] { FeatureLevel.Level_11_0 }; // Create DirectX device var dxDevice = new DXDevice(dxDeviceConfiguration); dxDevice.InitializeDevice(); return(dxDevice); }
/// <summary> /// CreateDXViewportView /// </summary> /// <param name="clientWindowWidth">clientWindowWidth</param> /// <param name="clientWindowHeight">clientWindowHeight</param> /// <param name="dpiScaleX">DPI scale: 1 means no scale (96 DPI)</param> /// <param name="dpiScaleY">DPI scale: 1 means no scale (96 DPI)</param> /// <param name="preferedMultisamplingCount">preferedMultisamplingCount</param> public void InitializeDXViewportView(int clientWindowWidth, int clientWindowHeight, double dpiScaleX, double dpiScaleY, int preferedMultisamplingCount) { // To render the 3D scene to the custom hWnd, we need to create the DXViewportView with a custom DXScene, // that was initialized with calling InitializeSwapChain mathod (with passed hWnd). // To create a custom DXScene we first need to create a DXDevice objects (wrapper around DirectX Device object) var dxDeviceConfiguration = new DXDeviceConfiguration(); dxDeviceConfiguration.DriverType = DriverType.Hardware; // We could also specify Software rendering here try { _dxDevice = new DXDevice(dxDeviceConfiguration); _dxDevice.InitializeDevice(); } catch (Exception ex) { MessageBox.Show("Cannot create required DirectX device.\r\n" + ex.Message); return; } if (_dxDevice.Device == null) { MessageBox.Show("Cannot create required DirectX device."); return; } // Now we can create the DXScene dxScene = new Ab3d.DirectX.DXScene(_dxDevice); // ensure we have a valid size; we will resize later to the correct size if (clientWindowWidth <= 0) { clientWindowWidth = 1; } if (clientWindowHeight <= 0) { clientWindowHeight = 1; } dxScene.InitializeSwapChain(_hWnd, (int)(clientWindowWidth * dpiScaleX), (int)(clientWindowHeight * dpiScaleY), preferedMultisamplingCount, (float)dpiScaleX, (float)dpiScaleY); wpfViewport3D = new Viewport3D(); dxViewportView = new DXViewportView(dxScene, wpfViewport3D); // Because _dxViewportView is not shown in the UI, the DXEngineShoop (DXEngine's diagnostics tool) cannot find it // To enable using DXEngineSnoop in such cases, we can set the Application's Property: Application.Current.Properties["DXView"] = new WeakReference(dxViewportView); OnDXViewportViewInitialized(); }
private void InitializeOvrAndDirectX() { if (UseOculusRift) { // Initializing Oculus VR is very simple when using OculusWrapVirtualRealityProvider // First we create an instance of OculusWrapVirtualRealityProvider _oculusRiftVirtualRealityProvider = new OculusWrapVirtualRealityProvider(_ovr, multisamplingCount: 4); try { // Then we initialize Oculus OVR and create a new DXDevice that uses the same adapter (graphic card) as Oculus Rift _dxDevice = _oculusRiftVirtualRealityProvider.InitializeOvrAndDXDevice(requestedOculusSdkMinorVersion: 17); } catch (Exception ex) { MessageBox.Show("Failed to initialize the Oculus runtime library.\r\nError: " + ex.Message, "Oculus error", MessageBoxButton.OK, MessageBoxImage.Error); return; } string ovrVersionString = _ovr.GetVersionString(); _originalWindowTitle = string.Format("DXEngine OculusWrap Sample (OVR v{0})", ovrVersionString); this.Title = _originalWindowTitle; // Reset tracking origin at startup _ovr.RecenterTrackingOrigin(_oculusRiftVirtualRealityProvider.SessionPtr); } else { // Create DXDevice that will be used to create DXViewportView var dxDeviceConfiguration = new DXDeviceConfiguration(); dxDeviceConfiguration.DriverType = DriverType.Hardware; dxDeviceConfiguration.SupportedFeatureLevels = new FeatureLevel[] { FeatureLevel.Level_11_0 }; // Oculus requires at least feature level 11.0 _dxDevice = new DXDevice(dxDeviceConfiguration); _dxDevice.InitializeDevice(); _originalWindowTitle = this.Title; } // Create WPF's Viewport3D _viewport3D = new Viewport3D(); // Create DXViewportView - a control that will enable DirectX 11 rendering of standard WPF 3D content defined in Viewport3D. // We use a specified DXDevice that was created by the _oculusRiftVirtualRealityProvider.InitializeOvrAndDXDevice (this way the same adapter is used by Oculus and DXEngine). _dxViewportView = new DXViewportView(_dxDevice, _viewport3D); _dxViewportView.BackgroundColor = Colors.Aqua; // Currently DXEngine support showing Oculus mirror texture only with DirectXOverlay presentation type (not with DirectXImage) _dxViewportView.PresentationType = DXView.PresentationTypes.DirectXOverlay; if (UseOculusRift) { // The _dxViewportView will show Oculus mirrow window. // The mirror window can be any size, for this sample we use 1/2 the HMD resolution. _dxViewportView.Width = _oculusRiftVirtualRealityProvider.HmdDescription.Resolution.Width / 2.0; _dxViewportView.Height = _oculusRiftVirtualRealityProvider.HmdDescription.Resolution.Height / 2.0; } // When the DXViewportView is initialized, we set the _oculusRiftVirtualRealityProvider to the DXScene object _dxViewportView.DXSceneInitialized += delegate(object sender, EventArgs args) { if (_dxViewportView.UsedGraphicsProfile.DriverType != GraphicsProfile.DriverTypes.Wpf3D && _dxViewportView.DXScene != null && _oculusRiftVirtualRealityProvider != null) { // Initialize Virtual reality rendering _dxViewportView.DXScene.InitializeVirtualRealityRendering(_oculusRiftVirtualRealityProvider); // Initialized shadow rendering (see Ab3d.DXEngine.Wpf.Samples project - DXEngine/ShadowRenderingSample for more info _varianceShadowRenderingProvider = new VarianceShadowRenderingProvider() { ShadowMapSize = 1024, ShadowDepthBluringSize = 2, ShadowTreshold = 0.2f }; _dxViewportView.DXScene.InitializeShadowRendering(_varianceShadowRenderingProvider); } }; // Enable collecting rendering statistics (see _dxViewportView.DXScene.Statistics class) DXDiagnostics.IsCollectingStatistics = true; // Subscribe to SceneRendered to collect FPS statistics _dxViewportView.SceneRendered += DXViewportViewOnSceneRendered; // Add _dxViewportView to the RootGrid // Before that we resize the window to be big enough to show the mirrored texture this.Width = _dxViewportView.Width + 30; this.Height = _dxViewportView.Height + 50; RootGrid.Children.Add(_dxViewportView); // Create FirstPersonCamera _camera = new FirstPersonCamera() { TargetViewport3D = _viewport3D, Position = new Point3D(0, 1, 4), Heading = 0, Attitude = 0, ShowCameraLight = ShowCameraLightType.Never }; RootGrid.Children.Add(_camera); // Initialize XBOX controller that will control the FirstPersonCamera _xInputCameraController = new XInputCameraController(); _xInputCameraController.TargetCamera = _camera; _xInputCameraController.MovementSpeed = 0.02; _xInputCameraController.MoveVerticallyWithDPadButtons = true; // We handle the rotation by ourself to prevent rotating the camera up and down - this is done only by HMD _xInputCameraController.RightThumbChanged += delegate(object sender, XInputControllerThumbChangedEventArgs e) { // Apply only horizontal rotation _camera.Heading += e.NormalizedX * _xInputCameraController.RotationSpeed; // Mark the event as handled e.IsHandled = true; }; _xInputCameraController.StartCheckingController(); // Now we can create our sample 3D scene CreateSceneObjects(); // Add lights var lightsVisual3D = new ModelVisual3D(); var lightsGroup = new Model3DGroup(); var directionalLight = new DirectionalLight(Colors.White, new Vector3D(0.5, -0.3, -0.3)); directionalLight.SetDXAttribute(DXAttributeType.IsCastingShadow, true); // Set this light to cast shadow lightsGroup.Children.Add(directionalLight); var ambientLight = new AmbientLight(System.Windows.Media.Color.FromRgb(30, 30, 30)); lightsGroup.Children.Add(ambientLight); lightsVisual3D.Content = lightsGroup; _viewport3D.Children.Add(lightsVisual3D); // Start rendering if (RenderAt90Fps) { // WPF do not support rendering at more the 60 FPS. // But with a trick where a rendering loop is created in a background thread, it is possible to achieve more than 60 FPS. // In case of sumbiting frames to Oculus Rift, the ovr.SubmitFrame method will limit rendering to 90 FPS. // // NOTE: // When using DXEngine, it is also possible to render the scene in a background thread. // This requires that the 3D scene is also created in the background thread and that the events and other messages are // passed between UI and background thread in a thread safe way. This is too complicated for this simple sample project. // To see one possible implementation of background rendering, see the BackgroundRenderingSample in the Ab3d.DXEngine.Wpf.Samples project. var backgroundWorker = new BackgroundWorker(); backgroundWorker.DoWork += (object sender, DoWorkEventArgs args) => { // Create an action that will be called by Dispatcher var refreshDXEngineAction = new Action(() => { UpdateScene(); // Render DXEngine's 3D scene again if (_dxViewportView != null) { _dxViewportView.Refresh(); } }); while (_dxViewportView != null && !_dxViewportView.IsDisposed) // Render until window is closed { if (_oculusRiftVirtualRealityProvider != null && _oculusRiftVirtualRealityProvider.LastSessionStatus.ShouldQuit) // Stop rendering - this will call RunWorkerCompleted where we can quit the application { break; } // Sleep for 1 ms to allow WPF tasks to complete (for example handling XBOX controller events) System.Threading.Thread.Sleep(1); // Call Refresh to render the DXEngine's scene // This is a synchronous call and will wait until the scene is rendered. // Because Oculus is limited to 90 fps, the call to ovr.SubmitFrame will limit rendering to 90 FPS. Dispatcher.Invoke(refreshDXEngineAction); } }; backgroundWorker.RunWorkerCompleted += delegate(object sender, RunWorkerCompletedEventArgs args) { if (_oculusRiftVirtualRealityProvider != null && _oculusRiftVirtualRealityProvider.LastSessionStatus.ShouldQuit) { this.Close(); // Exit the application } }; backgroundWorker.RunWorkerAsync(); } else { // Subscribe to WPF rendering event (called approximately 60 times per second) CompositionTarget.Rendering += CompositionTargetOnRendering; } }