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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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@ -695,9 +695,9 @@ GFXShader* GFXD3D9Device::createShader()
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return shader;
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}
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void GFXD3D9Device::disableShaders()
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void GFXD3D9Device::disableShaders(bool force)
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{
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setShader( NULL );
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setShader( NULL, force );
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setShaderConstBuffer( NULL );
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}
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@ -706,25 +706,24 @@ void GFXD3D9Device::disableShaders()
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// and to make sure redundant shader states are not being
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// sent to the card.
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//-----------------------------------------------------------------------------
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void GFXD3D9Device::setShader( GFXShader *shader )
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void GFXD3D9Device::setShader( GFXShader *shader, bool force )
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{
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GFXD3D9Shader *d3dShader = static_cast<GFXD3D9Shader*>( shader );
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IDirect3DPixelShader9 *pixShader = ( d3dShader != NULL ? d3dShader->mPixShader : NULL );
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IDirect3DVertexShader9 *vertShader = ( d3dShader ? d3dShader->mVertShader : NULL );
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if( pixShader != mLastPixShader )
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if( pixShader != mLastPixShader || force )
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{
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mD3DDevice->SetPixelShader( pixShader );
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mLastPixShader = pixShader;
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}
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if( vertShader != mLastVertShader )
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if( vertShader != mLastVertShader || force )
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{
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mD3DDevice->SetVertexShader( vertShader );
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mLastVertShader = vertShader;
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}
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}
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//-----------------------------------------------------------------------------
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@ -238,7 +238,7 @@ protected:
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// }
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virtual GFXShader* createShader();
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void disableShaders();
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void disableShaders(bool force = false);
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/// Device helper function
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virtual D3DPRESENT_PARAMETERS setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd ) const = 0;
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@ -272,7 +272,7 @@ public:
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virtual F32 getPixelShaderVersion() const { return mPixVersion; }
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virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version; }
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virtual void setShader( GFXShader *shader );
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virtual void setShader( GFXShader *shader, bool force = false );
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virtual U32 getNumSamplers() const { return mNumSamplers; }
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virtual U32 getNumRenderTargets() const { return mNumRenderTargets; }
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// }
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