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Oculus VR (Rift) support
Input device and shaders for supporting the Oculus Rift.
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Engine/source/platform/input/oculusVR/oculusVRHMDDevice.h
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Engine/source/platform/input/oculusVR/oculusVRHMDDevice.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _OCULUSVRHMDDEVICE_H_
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#define _OCULUSVRHMDDEVICE_H_
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#include "core/util/str.h"
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#include "math/mQuat.h"
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#include "math/mPoint2.h"
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#include "math/mPoint3.h"
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#include "math/mPoint4.h"
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#include "platform/input/oculusVR/oculusVRConstants.h"
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#include "platform/types.h"
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#include "OVR.h"
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class OculusVRHMDDevice
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{
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public:
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enum SimulationTypes {
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ST_RIFT_PREVIEW,
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};
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protected:
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bool mIsValid;
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bool mIsSimulation;
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OVR::HMDDevice* mDevice;
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// From OVR::DeviceInfo
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String mProductName;
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String mManufacturer;
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U32 mVersion;
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// Windows display device name used in EnumDisplaySettings/CreateDC
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String mDisplayDeviceName;
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// Whole screen resolution
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Point2I mResolution;
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// Physical screen size in meters
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Point2F mScreenSize;
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// Physical offset from the top of the screen to the center of the
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// eye, in meters. Usually half of the vertical physical screen size
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F32 mVerticalEyeCenter;
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// Physical distance from the eye to the screen
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F32 mEyeToScreen;
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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
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F32 mInterpupillaryDistance;
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// The eye IPD as a Point3F
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Point3F mEyeWorldOffset;
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// Radial distortion correction coefficients used by the barrel distortion shader
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Point4F mKDistortion;
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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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// is the right eye.
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Point2F mEyeUVOffset;
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// Used to adjust where an eye's view is rendered to account for the lenses not
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// being in the center of the physical screen half.
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F32 mXCenterOffset;
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// When calculating the distortion scale to use to increase the size of the input texture
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// this determines how we should attempt to fit the distorted view into the backbuffer.
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Point2F mDistortionFit;
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// Is the factor by which the input texture size is increased to make post-distortion
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// result distortion fit the viewport. If the input texture is the same size as the
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// backbuffer, then this should be 1.0.
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F32 mDistortionScale;
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// Aspect ratio for a single eye
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F32 mAspectRatio;
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// Vertical field of view
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F32 mYFOV;
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// The amount to offset the projection matrix to account for the eye not being in the
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// center of the screen.
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Point2F mProjectionCenterOffset;
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protected:
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F32 calcScale(F32 fitRadius);
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void calculateValues(bool calculateDistortionScale);
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void createSimulatedPreviewRift(bool calculateDistortionScale);
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public:
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OculusVRHMDDevice();
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~OculusVRHMDDevice();
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void cleanUp();
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// Set the HMD properties based on information from the OVR device
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void set(OVR::HMDDevice* hmd, OVR::HMDInfo& info, bool calculateDistortionScale);
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// Set the HMD properties based on a simulation of the given type
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void createSimulation(SimulationTypes simulationType, bool calculateDistortionScale);
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bool isValid() const {return mIsValid;}
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bool isSimulated() const {return mIsSimulation;}
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const char* getProductName() const { return mProductName.c_str(); }
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const char* getManufacturer() const { return mManufacturer.c_str(); }
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U32 getVersion() const { return mVersion; }
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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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// Whole screen resolution
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const Point2I& getResolution() const { return mResolution; }
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// Physical screen size in meters
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const Point2F& getScreenSize() const { return mScreenSize; }
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// Physical offset from the top of the screen to the center of the
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// eye, in meters. Usually half of the vertical physical screen size
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F32 getVerticalEyeCenter() const { return mVerticalEyeCenter; }
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// Physical distance from the eye to the screen
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F32 getEyeToScreen() const { return mEyeToScreen; }
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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
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F32 getIPD() const { return mInterpupillaryDistance; }
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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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// 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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// Used to adjust where an eye's view is rendered to account for the lenses not
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// being in the center of the physical screen half.
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F32 getCenterOffset() const { return mXCenterOffset; }
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// Is the factor by which the input texture size is increased to make post-distortion
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// result distortion fit the viewport.
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F32 getDistortionScale() const { return mDistortionScale; }
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// Aspect ration for a single eye
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F32 getAspectRation() const { return mAspectRatio; }
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// Vertical field of view
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F32 getYFOV() const { return mYFOV; }
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// The amount to offset the projection matrix to account for the eye not being in the
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// center of the screen.
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const Point2F& getProjectionCenterOffset() const { return mProjectionCenterOffset; }
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};
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#endif // _OCULUSVRHMDDEVICE_H_
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