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Oculus Rift Improvements
- Now requires OVR SDK 0.2.5 - New chromatic aberration correction shader. Can be disabled by setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior to enabling Rift display (such as for screen shots). - FXAA on by default when using full screen on the Rift. - Can now manually override IPD from script. Otherwise value set in profile is used. - Raw sensor data now available through input events (set $OculusVR::GenerateSensorRawEvents to true) and console methods. The raw data is acceleration, angular velocity, and magnetometer reading. - Can determine if magnetometer calibration data is available using a console method in order to notify the user.
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18 changed files with 985 additions and 20 deletions
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@ -54,6 +54,12 @@ protected:
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// Windows display device name used in EnumDisplaySettings/CreateDC
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String mDisplayDeviceName;
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// MacOS display ID
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S32 mDisplayId;
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// Desktop coordinate position of the screen (can be negative; may not be present on all platforms)
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Point2I mDesktopPosition;
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// Whole screen resolution
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Point2I mResolution;
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@ -70,6 +76,9 @@ protected:
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// Physical distance between lens centers, in meters
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F32 mLensSeparation;
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// Physical distance between the user's eye centers as defined in the current profile
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F32 mProfileInterpupillaryDistance;
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// Physical distance between the user's eye centers
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F32 mInterpupillaryDistance;
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@ -79,6 +88,9 @@ protected:
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// Radial distortion correction coefficients used by the barrel distortion shader
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Point4F mKDistortion;
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// Chromatic aberration correction coefficients
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Point4F mChromaticAbCorrection;
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// Calculated values of eye x offset from center in normalized (uv) coordinates
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// where each eye is 0..1. Used for the mono to stereo postFX to simulate an
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// eye offset of the camera. The x component is the left eye, the y component
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@ -137,6 +149,12 @@ public:
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// Windows display device name used in EnumDisplaySettings/CreateDC
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const char* getDisplayDeviceName() const { return mDisplayDeviceName.c_str(); }
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// MacOS display ID
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S32 getDisplayDeviceId() const { return mDisplayId; }
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// Desktop coordinate position of the screen (can be negative; may not be present on all platforms)
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const Point2I& getDesktopPosition() const { return mDesktopPosition; }
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// Whole screen resolution
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const Point2I& getResolution() const { return mResolution; }
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@ -153,15 +171,24 @@ public:
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// Physical distance between lens centers, in meters
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F32 getLensSeparation() const { return mLensSeparation; }
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// Physical distance between the user's eye centers as defined by the current profile
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F32 getProfileIPD() const { return mProfileInterpupillaryDistance; }
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// Physical distance between the user's eye centers
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F32 getIPD() const { return mInterpupillaryDistance; }
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// Set a new physical distance between the user's eye centers
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void setIPD(F32 ipd, bool calculateDistortionScale);
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// Provides the IPD of one eye as a Point3F
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const Point3F& getEyeWorldOffset() const { return mEyeWorldOffset; }
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// Radial distortion correction coefficients used by the barrel distortion shader
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const Point4F& getKDistortion() const { return mKDistortion; }
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// Chromatic aberration correction coefficients used by the barrel distortion shader
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const Point4F& getChromaticAbCorrection() const { return mChromaticAbCorrection; }
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// Calculated values of eye x offset from center in normalized (uv) coordinates.
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const Point2F& getEyeUVOffset() const { return mEyeUVOffset; }
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