/// <summary> /// InitializeRenderingSteps is called when the VirtualRealityProvider is initialized and should add customer rendering steps to the DXScene.RenderingSteps list. /// See remarks for more into. /// </summary> /// <remarks> /// <para> /// <b>InitializeRenderingSteps</b> is called when the VirtualRealityProvider is initialized and should add customer rendering steps to the DXScene.RenderingSteps list. /// </para> /// <para> /// Usually the virtual reality rendering provider adds 3 rendering steps to existing rendering step:<br/> /// 1) <see cref="BeginVirtualRealityRenderingStep"/> is added before DXScene.DefaultPrepareRenderTargetsRenderingStep (prepares the rendering context for the currently rendered eys)<br/> /// 2) <see cref="RenderingStepsLoop"/> is added after DXScene.DefaultResolveMultisampledBackBufferRenderingStep (this renders the scene again for the other eye - jumps to BeginVirtualRealityRenderingStep)<br/> /// 3) <see cref="SimpleResolveStereoscopicImagesRenderingStep"/> or similar step is added after RenderingStepsLoop (to render post-process effects after the VR resolve) or befor DXScene.DefaultCompleteRenderingStep (to render post-process effects before the VS resolve). /// </para> /// <para> /// This method usually also created the pixel shaders and constant buffers. /// Other resources (back buffers and views) are usually created in <see cref="VirtualRealityProviderBase.UpdateRenderingContext"/> where the size of the current back buffer is compared with the size of back buffers for virtual reality. /// </para> /// <para> /// It is recommended that the created rendering steps are protected or public with private setter. /// This way a derived class can override the InitializeRenderingSteps method and add the created rendering steps in some other was to the DXScene.RenderingSteps. /// </para> /// </remarks> /// <param name="dxScene">parent DXScene</param> protected override void InitializeRenderingSteps(DXScene dxScene) { // Call base class to: // Create and add beginVirtualRealityRenderingStep // Create and add renderingStepsLoop base.InitializeRenderingSteps(dxScene); if (_resetViewportRenderingStep != null) { dxScene.RenderingSteps.Remove(_resetViewportRenderingStep); _resetViewportRenderingStep.Dispose(); } // After both eyes were rendered, we need to reset the Viewport back to full screen // This can be done with adding the ChangeBackBufferRenderingStep after the renderingStepsLoop (after both eyes are rendered) // ChangeBackBufferRenderingStep is usually used to change current back buffer and its views, but it can be also used to change only Viewport. // Here we only create an instance of ChangeBackBufferRenderingStep and add it to RenderingSteps. // In the UpdateRenderingContext (below) we will set the NewViewport property to the size of the FinalBackBuffer _resetViewportRenderingStep = new ChangeBackBufferRenderingStep("ResetViewportRenderingStep", "Resets the Viewport from split screen viewport to the final full screen viewport"); dxScene.RenderingSteps.AddAfter(dxScene.DefaultResolveMultisampledBackBufferRenderingStep, _resetViewportRenderingStep); if (renderingStepsLoop != null) { dxScene.RenderingSteps.Remove(renderingStepsLoop); } // We need to call _textureSwapChain.Commit() after image for each eye is rendered // We create a loop in rendering steps with adding a RenderingStepsLoop (this is the last step in the loop) // The loop begins with beginVirtualRealityRenderingStep (when the loop is repeated, the execution goes back to beginVirtualRealityRenderingStep step) // The RenderingStepsLoop also requires a loopPredicate that determines if the loop should repeat (returns true) or exit (returns false). renderingStepsLoop = new RenderingStepsLoop("RepeatVirtualRealityLoop", beginLoopRenderingStep: beginVirtualRealityRenderingStep, loopPredicate: (RenderingContext r) => { // This predicate is executed when with the RenderingStepsLoop execution. // It returns true in case the rendering loop should repeat itself, or false when it should exit. // As seen from the return statement below, we repeat the rendering loop when the stereoscopic rendering is enabled and when we have rendered the left eye var currentEye = r.VirtualRealityContext.CurrentEye; if (_eyeTextureSwapChains != null) { // Update the _sessionStatus before rendering the frame if (currentEye == Eye.Left) { UpdateSessionStatus(); if (_sessionStatus.ShouldRecenter) { _ovr.RecenterTrackingOrigin(_sessionPtr); } } if (_sessionStatus.IsVisible) // We should submit OVR frames only when VR has focus { int eyeIndex = currentEye == Eye.Left ? 0 : 1; _eyeTextureSwapChains[eyeIndex].Commit(); if (currentEye == Eye.Right) { _layerShared.Header.Type = LayerType.EyeFov; _layerShared.Header.Flags = LayerFlags.None; _layerShared.ColorTextureLeft = _eyeTextureSwapChains[0].TextureSwapChainPtr; _layerShared.ViewportLeft = new Recti(new Vector2i(0, 0), new Sizei(_eyeTextureSwapChains[0].ViewportSize.Width, _eyeTextureSwapChains[0].ViewportSize.Height)); _layerShared.FovLeft = _hmdDesc.DefaultEyeFov[0]; _layerShared.RenderPoseLeft = _eyePoses[0]; _layerShared.ColorTextureRight = _eyeTextureSwapChains[1].TextureSwapChainPtr; _layerShared.ViewportRight = new Recti(new Vector2i(0, 0), new Sizei(_eyeTextureSwapChains[1].ViewportSize.Width, _eyeTextureSwapChains[1].ViewportSize.Height)); _layerShared.FovRight = _hmdDesc.DefaultEyeFov[1]; _layerShared.RenderPoseRight = _eyePoses[1]; _layerShared.SensorSampleTime = _sensorSampleTime; var result = _ovr.SubmitFrame(_sessionPtr, _frameIndex, IntPtr.Zero, ref _layerShared); if (result < Ab3d.OculusWrap.Result.Success) { var lastError = _ovr.GetLastErrorInfo(); throw new OvrException("Failed to sumbit frame: " + result); } _frameIndex++; } } if (_mirrorTextureDesc.Width == r.FinalBackBufferDescription.Width && _mirrorTextureDesc.Height == r.FinalBackBufferDescription.Height) { r.DeviceContext.CopyResource(_mirrorTextureDX, r.FinalBackBuffer); } } // Repeat the rendering loop when the stereoscopic rendering is enabled and when we have rendered the left eye return(this.IsEnabled && r.VirtualRealityContext != null && currentEye == Eye.Left); }); dxScene.RenderingSteps.AddAfter(dxScene.DefaultResolveMultisampledBackBufferRenderingStep, renderingStepsLoop); }
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; } }