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

@ -63,7 +63,6 @@
#include "console/dynamicTypes.h"
#endif
class GFXCubemap;
class TSShapeInstance;
class SceneRenderState;
@ -1583,6 +1582,13 @@ public:
/// @param mat Camera transform (out)
virtual void getCameraTransform(F32* pos,MatrixF* mat);
/// Gets the view transform for a particular eye, taking into account the current absolute
/// orient and position values of the display device.
virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
/// Calculates a delta camera angle and view position based on inPose
virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
/// Gets the index of a node inside a mounted image given the name
/// @param imageSlot Image slot
/// @param nodeName Node name