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

@ -21,6 +21,7 @@
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "math/util/frustum.h"
#include "math/mathUtils.h"
#include "math/mMath.h"
@ -1409,6 +1410,29 @@ void makeProjection( MatrixF *outMatrix,
//-----------------------------------------------------------------------------
void makeFovPortFrustum(
Frustum *outFrustum,
bool isOrtho,
F32 nearDist,
F32 farDist,
const FovPort &inPort,
const MatrixF &transform)
{
F32 leftSize = nearDist * inPort.leftTan;
F32 rightSize = nearDist * inPort.rightTan;
F32 upSize = nearDist * inPort.upTan;
F32 downSize = nearDist * inPort.downTan;
F32 left = -leftSize;
F32 right = rightSize;
F32 top = upSize;
F32 bottom = -downSize;
outFrustum->set(isOrtho, left, right, top, bottom, nearDist, farDist, transform);
}
//-----------------------------------------------------------------------------
/// This is the special rotation matrix applied to
/// projection matricies for GFX.
///