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

@ -39,6 +39,10 @@
#include "core/util/tVector.h"
#endif
#ifndef _MATHUTIL_FRUSTUM_H_
#include "math/util/frustum.h"
#endif
class Box3F;
class RectI;
@ -326,6 +330,13 @@ namespace MathUtils
F32 aspectRatio,
F32 nearPlane );
void makeFovPortFrustum( Frustum *outFrustum,
bool isOrtho,
F32 nearDist,
F32 farDist,
const FovPort &inPort,
const MatrixF &transform = MatrixF(1) );
/// Build a GFX projection matrix from the frustum parameters
/// including the optional rotation required by GFX.
void makeProjection( MatrixF *outMatrix,