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185 lines
5.9 KiB
C++
185 lines
5.9 KiB
C++
/**
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* \file stereo_ovr.h
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* \brief CStereoOVR
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* \date 2013-06-25 22:22GMT
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* \author Jan Boon (Kaetemi)
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* CStereoOVR
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*/
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/*
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* Copyright (C) 2013 by authors
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*
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* This file is part of NL3D.
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* NL3D is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as
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* published by the Free Software Foundation, either version 3 of the
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* License, or (at your option) any later version.
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*
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* NL3D is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General
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* Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public
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* License along with NL3D. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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* Linking this library statically or dynamically with other modules
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* is making a combined work based on this library. Thus, the terms
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* and conditions of the GNU General Public License cover the whole
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* combination.
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*
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* As a special exception, the copyright holders of this library give
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* you permission to link this library with the Oculus SDK to produce
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* an executable, regardless of the license terms of the Oculus SDK,
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* and distribute linked combinations including the two, provided that
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* you also meet the terms and conditions of the license of the Oculus
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* SDK. You must obey the GNU General Public License in all respects
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* for all of the code used other than the Oculus SDK. If you modify
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* this file, you may extend this exception to your version of the
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* file, but you are not obligated to do so. If you do not wish to do
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* so, delete this exception statement from your version.
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*/
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#ifndef NL3D_STEREO_OVR_H
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#define NL3D_STEREO_OVR_H
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#ifdef HAVE_LIBOVR_02
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#include <nel/misc/types_nl.h>
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// STL includes
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// NeL includes
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#include <nel/misc/smart_ptr.h>
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#include <nel/misc/geom_ext.h>
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// Project includes
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#include <nel/3d/stereo_hmd.h>
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#include <nel/3d/frustum.h>
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#include <nel/3d/viewport.h>
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#include <nel/3d/u_material.h>
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namespace NL3D {
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class ITexture;
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class CTextureUser;
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class CStereoOVRDevicePtr;
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class CStereoOVRDeviceHandle;
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class CPixelProgramOVR;
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#define NL_STEREO_MAX_USER_CAMERAS 8
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/**
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* \brief CStereoOVR
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* \date 2013-06-25 22:22GMT
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* \author Jan Boon (Kaetemi)
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* CStereoOVR
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*/
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class CStereoOVR : public IStereoHMD
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{
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public:
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CStereoOVR(const CStereoOVRDeviceHandle *handle);
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virtual ~CStereoOVR();
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/// Sets driver and generates necessary render targets
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virtual void setDriver(NL3D::UDriver *driver);
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/// Gets the required screen resolution for this device
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virtual bool getScreenResolution(uint &width, uint &height);
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/// Set latest camera position etcetera
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virtual void updateCamera(uint cid, const NL3D::UCamera *camera);
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/// Get the frustum to use for clipping
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virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const;
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/// Get the original frustum of the camera
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virtual void getOriginalFrustum(uint cid, NL3D::UCamera *camera) const;
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/// Is there a next pass
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virtual bool nextPass();
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/// Gets the current viewport
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virtual const NL3D::CViewport &getCurrentViewport() const;
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/// Gets the current camera frustum
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virtual const NL3D::CFrustum &getCurrentFrustum(uint cid) const;
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/// Gets the current camera frustum
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virtual void getCurrentFrustum(uint cid, NL3D::UCamera *camera) const;
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/// Gets the current camera matrix
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const;
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/// At the start of a new render target
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virtual bool wantClear();
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/// The 3D scene
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virtual bool wantScene();
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/// Interface within the 3D scene
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virtual bool wantInterface3D();
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/// 2D Interface
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virtual bool wantInterface2D();
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/// Returns true if a new render target was set, always fase if not using render targets
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virtual bool beginRenderTarget();
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/// Returns true if a render target was fully drawn, always false if not using render targets
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virtual bool endRenderTarget();
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/// Get the HMD orientation
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virtual NLMISC::CQuat getOrientation() const;
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/// Set the GUI reference
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virtual void setInterfaceMatrix(const NL3D::CMatrix &matrix);
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/// Get GUI center (1 = width, 1 = height, 0 = center)
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virtual void getInterface2DShift(uint cid, float &x, float &y, float distance) const;
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/// Set the head model, eye position relative to orientation point
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virtual void setEyePosition(const NLMISC::CVector &v);
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/// Get the head model, eye position relative to orientation point
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virtual const NLMISC::CVector &getEyePosition() const;
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/// Set the scale of the game in units per meter
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virtual void setScale(float s);
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/// Calculates internal camera information based on the reference camera
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void initCamera(uint cid, const NL3D::UCamera *camera);
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/// Render GUI
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void renderGUI();
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/// Checks if the device used by this class was actually created
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bool isDeviceCreated();
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static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
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static bool isLibraryInUse();
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static void releaseLibrary();
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private:
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CStereoOVRDevicePtr *m_DevicePtr;
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int m_Stage;
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int m_SubStage;
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CViewport m_RegularViewport;
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CViewport m_LeftViewport;
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CViewport m_RightViewport;
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CFrustum m_ClippingFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_LeftFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_RightFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_OriginalFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CMatrix m_CameraMatrix[NL_STEREO_MAX_USER_CAMERAS];
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CMatrix m_InterfaceCameraMatrix;
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mutable bool m_OrientationCached;
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mutable NLMISC::CQuat m_OrientationCache;
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UDriver *m_Driver;
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NL3D::CTextureUser *m_SceneTexture;
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NL3D::UMaterial m_BarrelMat;
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NL3D::CTextureUser *m_GUITexture;
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NLMISC::CQuadUV m_BarrelQuadLeft;
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NLMISC::CQuadUV m_BarrelQuadRight;
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NLMISC::CRefPtr<CPixelProgramOVR> m_PixelProgram;
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NLMISC::CVector m_EyePosition;
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float m_Scale;
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}; /* class CStereoOVR */
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} /* namespace NL3D */
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#endif /* HAVE_LIBOVR */
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#endif /* #ifndef NL3D_STEREO_OVR_H */
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/* end of file */
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