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Oculus VR DK2 Support
- Updated to work with 0.5.x SDK - Uses Oculus Rendering rather than PostFX - Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice - Implements an Offscreen Canvas for in-game gui with oculus - Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
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56 changed files with 2654 additions and 1426 deletions
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@ -39,6 +39,9 @@
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#include "scene/sceneManager.h"
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#define __SCENEMANAGER_H__
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#endif
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#ifndef _IDISPLAYDEVICE_H_
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#include "platform/output/IDisplayDevice.h"
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#endif
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class NetConnection;
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class ProcessList;
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@ -418,6 +421,7 @@ public:
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// Not implemented here, but should return the Camera to world transformation matrix
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virtual void getCameraTransform (F32 *pos, MatrixF *mat ) { *mat = MatrixF::Identity; }
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virtual void getEyeCameraTransform ( IDisplayDevice *device, U32 eyeId, MatrixF *mat ) { *mat = MatrixF::Identity; }
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/// Returns the water object we are colliding with, it is up to derived
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/// classes to actually set this object.
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@ -235,6 +235,7 @@ GameConnection::GameConnection()
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GameConnection::~GameConnection()
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{
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setDisplayDevice(NULL);
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delete mAuthInfo;
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for(U32 i = 0; i < mConnectArgc; i++)
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dFree(mConnectArgv[i]);
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@ -673,6 +674,30 @@ bool GameConnection::getControlCameraTransform(F32 dt, MatrixF* mat)
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return true;
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}
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bool GameConnection::getControlCameraEyeTransforms(IDisplayDevice *display, MatrixF *transforms)
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{
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GameBase* obj = getCameraObject();
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if(!obj)
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return false;
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GameBase* cObj = obj;
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while((cObj = cObj->getControlObject()) != 0)
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{
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if(cObj->useObjsEyePoint())
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obj = cObj;
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}
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// Perform operation on left & right eyes. For each we need to calculate the world space
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// of the rotated eye offset and add that onto the camera world space.
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for (U32 i=0; i<2; i++)
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{
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obj->getEyeCameraTransform(display, i, &transforms[i]);
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}
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return true;
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}
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bool GameConnection::getControlCameraDefaultFov(F32 * fov)
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{
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//find the last control object in the chain (client->player->turret->whatever...)
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@ -269,6 +269,10 @@ public:
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bool getControlCameraTransform(F32 dt,MatrixF* mat);
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bool getControlCameraVelocity(Point3F *vel);
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/// Returns the eye transforms for the control object, using supplemental information
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/// from the provided IDisplayDevice.
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bool getControlCameraEyeTransforms(IDisplayDevice *display, MatrixF *transforms);
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bool getControlCameraDefaultFov(F32 *fov);
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bool getControlCameraFov(F32 *fov);
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bool setControlCameraFov(F32 fov);
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@ -280,8 +284,8 @@ public:
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void setFirstPerson(bool firstPerson);
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bool hasDisplayDevice() const { return mDisplayDevice != NULL; }
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const IDisplayDevice* getDisplayDevice() const { return mDisplayDevice; }
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void setDisplayDevice(IDisplayDevice* display) { mDisplayDevice = display; }
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IDisplayDevice* getDisplayDevice() const { return mDisplayDevice; }
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void setDisplayDevice(IDisplayDevice* display) { if (mDisplayDevice) mDisplayDevice->setDrawCanvas(NULL); mDisplayDevice = display; }
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void clearDisplayDevice() { mDisplayDevice = NULL; }
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void setControlSchemeParameters(bool absoluteRotation, bool addYawToAbsRot, bool addPitchToAbsRot);
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