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)
This commit is contained in:
James Urquhart 2015-05-06 23:07:48 +01:00
parent b3170bcddf
commit 3a457749ec
56 changed files with 2654 additions and 1426 deletions

View file

@ -439,6 +439,7 @@ protected:
F32 mLastAbsoluteYaw; ///< Stores that last absolute yaw value as passed in by ExtendedMove
F32 mLastAbsolutePitch; ///< Stores that last absolute pitch value as passed in by ExtendedMove
F32 mLastAbsoluteRoll; ///< Stores that last absolute roll value as passed in by ExtendedMove
S32 mMountPending; ///< mMountPending suppresses tickDelay countdown so players will sit until
///< their mount, or another animation, comes through (or 13 seconds elapses).
@ -683,6 +684,7 @@ public:
void getEyeBaseTransform(MatrixF* mat, bool includeBank);
void getRenderEyeTransform(MatrixF* mat);
void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot);
void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat);