Пример #1
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            InitShader();
            InitBuffer();

            // Define initialization parameters with debug flag.
            OVRTypes.InitParams initializationParameters = new OVRTypes.InitParams();
            initializationParameters.Flags = OVRTypes.InitFlags.Debug;

            // Initialize the Oculus runtime.
            bool success = wrap.Initialize(initializationParameters);
            if (!success)
            {
                MessageBox.Show("Failed to initialize the Oculus runtime library.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
                Exit();
                return;
            }

            // Use the head mounted display.
            OVRTypes.GraphicsLuid graphicsLuid;
            hmd = wrap.Hmd_Create(out graphicsLuid);
            if (hmd == null)
            {
                MessageBox.Show("Oculus Rift not detected.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
                Exit();
                return;
            }

            if (hmd.ProductName == string.Empty)
            {
                MessageBox.Show("The HMD is not enabled.", "There's a tear in the Rift", MessageBoxButtons.OK, MessageBoxIcon.Error);
                Exit();
                return;
            }

            Console.WriteLine("SDK Version: " + wrap.GetVersionString());

            try
            {
                for (int i = 0; i < 2; i++)
                {
                    OVRTypes.Sizei idealTextureSize = hmd.GetFovTextureSize((OVRTypes.EyeType)i, hmd.DefaultEyeFov[i], 1);
                    eyeRenderTexture[i] = new TextureBuffer(wrap, hmd, true, true, idealTextureSize, 1, IntPtr.Zero, 1);
                    eyeDepthBuffer[i] = new DepthBuffer(eyeRenderTexture[i].GetSize(), 0);
                }

                // Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution
                windowSize = new OVRTypes.Sizei(hmd.Resolution.Width / 2, hmd.Resolution.Height / 2);

                //For image displayed at ordinary monitor - copy of Oculus rendered one.
                OVRTypes.MirrorTextureDesc mirrorTextureDescription = new OVRTypes.MirrorTextureDesc();
                mirrorTextureDescription.Format = OVRTypes.TextureFormat.R8G8B8A8_UNORM_SRGB;
                mirrorTextureDescription.Width = windowSize.Width;
                mirrorTextureDescription.Height = windowSize.Height;
                mirrorTextureDescription.MiscFlags = OVRTypes.TextureMiscFlags.None;

                // Create the texture used to display the rendered result on the computer monitor.
                OVRTypes.Result result;
                result = hmd.CreateMirrorTextureGL(mirrorTextureDescription, out mirrorTexture);
                WriteErrorDetails(wrap, result, "Failed to create mirror texture.");

                layerFov = layers.AddLayerEyeFov();
                layerFov.Header.Flags = OVRTypes.LayerFlags.TextureOriginAtBottomLeft; // OpenGL Texture coordinates start from bottom left
                layerFov.Header.Type = OVRTypes.LayerType.EyeFov;

                // Configure the mirror read buffer
                uint texId;
                result = mirrorTexture.GetBufferGL(out texId);
                WriteErrorDetails(wrap, result, "Failed to retrieve the texture from the created mirror texture buffer.");

                //Rendertarget for mirror desktop window
                GL.GenFramebuffers(1, out mirrorFbo);
                GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, mirrorFbo);
                GL.FramebufferTexture2D(FramebufferTarget.ReadFramebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, texId, 0);
                GL.FramebufferRenderbuffer(FramebufferTarget.ReadFramebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, 0);
                GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, 0);

                // Turn off vsync to let the compositor do its magic
                this.VSync = VSyncMode.Off; //wglSwapIntervalEXT(0);

                // FloorLevel will give tracking poses where the floor height is 0
                result = hmd.SetTrackingOriginType(OVRTypes.TrackingOrigin.FloorLevel);
                WriteErrorDetails(wrap, result, "Failed to set tracking origin type.");

                GL.Enable(EnableCap.DepthTest); //DO NOT DELETE IT IN FUTURE UPDATES!
            }
            catch
            {
                // Release all resources
                Dispose(layers);
                if (mirrorFbo != 0) GL.DeleteFramebuffers(1, ref mirrorFbo);
                Dispose(mirrorTexture);
                for (int eyeIndex = 0; eyeIndex < 2; ++eyeIndex)
                {
                    Dispose(eyeRenderTexture[eyeIndex]);
                    Dispose(eyeDepthBuffer[eyeIndex]);
                }

                // Disposing the device, before the hmd, will cause the hmd to fail when disposing.
                // Disposing the device, after the hmd, will cause the dispose of the device to fail.
                // It looks as if the hmd steals ownership of the device and destroys it, when it's shutting down.
                // device.Dispose();
                Dispose(hmd);
                Dispose(wrap);
            }
        }
Пример #2
0
        public TextureBuffer(Wrap oculus, Hmd hmd, bool rendertarget, bool displayableOnHmd, OVRTypes.Sizei size, int mipLevels, IntPtr data, int sampleCount)
        {
            wrap = oculus;
            texSize = size;

            OVRTypes.Result result;

            Debug.Assert(sampleCount <= 1); // The code doesn't currently handle MSAA textures.

            if (displayableOnHmd)
            {
                // This texture isn't necessarily going to be a rendertarget, but it usually is.
                Debug.Assert(hmd != null); // No HMD? A little odd.

                // It looks like that in order to disable sRGB we have to
                // set the texture format to sRGB but omit the call the
                // enabling sRGB in the framebuffer. Info here:
                // https://forums.oculus.com/community/discussion/24347/srgb-and-sdk-0-6-0-0

                OVRTypes.TextureSwapChainDesc desc = new OVRTypes.TextureSwapChainDesc();
                desc.Type = OVRTypes.TextureType.Texture2D;
                desc.ArraySize = 1;
                desc.Width = size.Width;
                desc.Height = size.Height;
                desc.MipLevels = mipLevels;
                desc.Format = OVRTypes.TextureFormat.R8G8B8A8_UNORM_SRGB; //Remember to call GL.Disable(EnableCap.FramebufferSrgb) later
                desc.SampleCount = sampleCount;
                desc.StaticImage = 0;
                if (mipLevels > 1)
                    desc.MiscFlags = OVRTypes.TextureMiscFlags.AllowGenerateMips;

                result = hmd.CreateTextureSwapChainGL(desc, out textureChain);
                WriteErrorDetails(wrap, result, "Failed to create swap chain.");

                int length = 0;
                result = TextureChain.GetLength(out length);
                WriteErrorDetails(wrap, result, "Failed to retrieve the number of buffers of the created swap chain.");

                if (result >= OVRTypes.Result.Success)
                {
                    for (int i = 0; i < length; ++i)
                    {
                        uint chainTexId;

                        // Retrieve the OpenGL texture contained in the Oculus TextureSwapChainBuffer.
                        result = TextureChain.GetBufferGL(i, out chainTexId);
                        WriteErrorDetails(wrap, result, "Failed to retrieve a texture from the created swap chain.");
                        GL.BindTexture(TextureTarget.Texture2D, chainTexId);

                        if (rendertarget)
                        {
                            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear);
                            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear);
                            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.ClampToEdge);
                            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.ClampToEdge);
                        }
                        else
                        {
                            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.LinearMipmapLinear);
                            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear);
                            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.Repeat);
                            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.Repeat);
                        }
                    }
                }
            }
            else
            {
                GL.GenTextures(1, out texId);
                GL.BindTexture(TextureTarget.Texture2D, texId);

                if (rendertarget)
                {
                    GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear);
                    GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear);
                    GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.ClampToEdge);
                    GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.ClampToEdge);
                }
                else
                {
                    GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.LinearMipmapLinear);
                    GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear);
                    GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.Repeat);
                    GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.Repeat);
                }

                GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Srgb8Alpha8, texSize.Width, texSize.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
            }

            if (mipLevels > 1)
            {
                GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
            }

            GL.GenFramebuffers(1, out fboId);
        }