Use two smaller textures for OculusVR, rather than a single large one
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@ -113,12 +113,12 @@ public class OculusVR implements VRAPI {
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/**
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* Chain texture set thing.
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*/
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private long chain;
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private long chains[];
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/**
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* Frame buffers we can draw into.
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*/
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private FrameBuffer framebuffers[];
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private FrameBuffer framebuffers[][];
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public OculusVR(VREnvironment environment) {
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this.environment = environment;
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@ -287,9 +287,11 @@ public class OculusVR implements VRAPI {
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// fovPorts: contents are managed by LibOVR, no need to do anything.
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// Check if we've set up rendering - if so, clean that up.
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if (chain != 0) {
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if (chains != null) {
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// Destroy our set of huge buffer images.
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ovr_DestroyTextureSwapChain(session, chain);
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for (long chain : chains) {
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ovr_DestroyTextureSwapChain(session, chain);
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}
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// Free up the layer
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layer0.free();
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@ -391,7 +393,10 @@ public class OculusVR implements VRAPI {
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findHMDTextureSize();
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setupLayers();
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setupFramebuffers();
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framebuffers = new FrameBuffer[2][];
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for (int eye = 0; eye < 2; eye++)
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setupFramebuffers(eye);
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// TODO move initialization code here from VRViewManagerOculus
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return true;
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@ -427,14 +432,21 @@ public class OculusVR implements VRAPI {
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ovr_GetFovTextureSize(session, ovrEye_Right, fovPorts[ovrEye_Right], pixelScaling, rightTextureSize);
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System.out.println("rightTextureSize W=" + rightTextureSize.w() + ", H=" + rightTextureSize.h());
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textureW = leftTextureSize.w() + rightTextureSize.w();
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textureH = Math.max(leftTextureSize.h(), rightTextureSize.h());
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if (leftTextureSize.w() != rightTextureSize.w()) {
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throw new IllegalStateException("Texture sizes do not match [horizontal]");
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}
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if (leftTextureSize.h() != rightTextureSize.h()) {
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throw new IllegalStateException("Texture sizes do not match [vertical]");
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}
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textureW = leftTextureSize.w();
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textureH = leftTextureSize.h();
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leftTextureSize.free();
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rightTextureSize.free();
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}
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private PointerBuffer setupTextureChain() {
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private long setupTextureChain() {
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// Set up the information for the texture buffer chain thing
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OVRTextureSwapChainDesc swapChainDesc = OVRTextureSwapChainDesc.calloc()
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.Type(ovrTexture_2D)
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@ -451,29 +463,30 @@ public class OculusVR implements VRAPI {
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if (OVRGL.ovr_CreateTextureSwapChainGL(session, swapChainDesc, textureSetPB) != ovrSuccess) {
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throw new RuntimeException("Failed to create Swap Texture Set");
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}
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chain = textureSetPB.get(0);
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swapChainDesc.free();
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System.out.println("done chain creation");
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return textureSetPB;
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return textureSetPB.get(); // TODO is this a memory leak?
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}
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public void setupLayers() {
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PointerBuffer chainPtr = setupTextureChain();
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//Layers
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layer0 = OVRLayerEyeFov.calloc();
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layer0.Header().Type(ovrLayerType_EyeFov);
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layer0.Header().Flags(ovrLayerFlag_TextureOriginAtBottomLeft);
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chains = new long[2];
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for (int eye = 0; eye < 2; eye++) {
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long eyeChain = setupTextureChain();
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chains[eye] = eyeChain;
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OVRRecti viewport = OVRRecti.calloc();
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viewport.Pos().x(0);
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viewport.Pos().y(0);
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viewport.Size().w(textureW);
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viewport.Size().h(textureH);
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layer0.ColorTexture(chainPtr);
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layer0.ColorTexture(eye, eyeChain);
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layer0.Viewport(eye, viewport);
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layer0.Fov(eye, fovPorts[eye]);
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@ -486,22 +499,22 @@ public class OculusVR implements VRAPI {
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}
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/**
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* Create framebuffers bound to each of the eye textures
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* Create a framebuffer for an eye.
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*/
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public void setupFramebuffers() {
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public void setupFramebuffers(int eye) {
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// Find the chain length
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IntBuffer length = BufferUtils.createIntBuffer(1);
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ovr_GetTextureSwapChainLength(session, chain, length);
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ovr_GetTextureSwapChainLength(session, chains[eye], length);
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int chainLength = length.get();
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System.out.println("chain length=" + chainLength);
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// Create the frame buffers
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framebuffers = new FrameBuffer[chainLength];
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framebuffers[eye] = new FrameBuffer[chainLength];
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for (int i = 0; i < chainLength; i++) {
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// find the GL texture ID for this texture
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IntBuffer textureIdB = BufferUtils.createIntBuffer(1);
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OVRGL.ovr_GetTextureSwapChainBufferGL(session, chain, i, textureIdB);
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OVRGL.ovr_GetTextureSwapChainBufferGL(session, chains[eye], i, textureIdB);
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int textureId = textureIdB.get();
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// TODO less hacky way of getting our texture into JMonkeyEngine
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@ -517,7 +530,7 @@ public class OculusVR implements VRAPI {
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buffer.setDepthBuffer(Image.Format.Depth);
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buffer.setColorTexture(tex);
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framebuffers[i] = buffer;
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framebuffers[eye][i] = buffer;
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}
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}
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@ -583,12 +596,12 @@ public class OculusVR implements VRAPI {
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return session;
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}
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public long getChain() {
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return chain;
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public long getChain(int eye) {
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return chains[eye];
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}
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public FrameBuffer[] getFramebuffers() {
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return framebuffers;
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public FrameBuffer[] getFramebuffers(int eye) {
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return framebuffers[eye];
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}
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public PointerBuffer getLayers() {
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@ -169,10 +169,11 @@ public class VRViewManagerOculus extends AbstractVRViewManager {
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hardware.getLayer0().RenderPose(eye, eyePose);
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IntBuffer currentIndexB = BufferUtils.createIntBuffer(1);
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ovr_GetTextureSwapChainCurrentIndex(session(), hardware.getChain(), currentIndexB);
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ovr_GetTextureSwapChainCurrentIndex(session(), hardware.getChain(eye), currentIndexB);
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int index = currentIndexB.get();
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(eye == ovrEye_Left ? leftViewPort : rightViewPort).setOutputFrameBuffer(hardware.getFramebuffers()[index]);
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// FIXME eyes inverted
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(eye != ovrEye_Left ? leftViewPort : rightViewPort).setOutputFrameBuffer(hardware.getFramebuffers(eye)[index]);
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}
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// Now the game will render into the buffers given to us by LibOVR
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@ -181,7 +182,9 @@ public class VRViewManagerOculus extends AbstractVRViewManager {
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@Override
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public void postRender() {
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// We're done with our textures now - the game is done drawing into them.
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ovr_CommitTextureSwapChain(session(), hardware.getChain());
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for (int eye = 0; eye < 2; eye++) {
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ovr_CommitTextureSwapChain(session(), hardware.getChain(eye));
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}
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// Send the result to the HMD
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int result = ovr_SubmitFrame(session(), 0, null, hardware.getLayers());
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