mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
85 lines
3 KiB
C++
85 lines
3 KiB
C++
//-----------------------------------------------------------------------------
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to
|
|
// deal in the Software without restriction, including without limitation the
|
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
|
// sell copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in
|
|
// all copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
// IN THE SOFTWARE.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifndef _IDISPLAYDEVICE_H_
|
|
#define _IDISPLAYDEVICE_H_
|
|
|
|
#include "console/consoleTypes.h"
|
|
|
|
class GameConnection;
|
|
class GuiCanvas;
|
|
|
|
// Defines a custom display device that requires particular rendering settings
|
|
// in order for a scene to display correctly.
|
|
|
|
/// Defines the basic display pose common to most display devices
|
|
typedef struct DisplayPose
|
|
{
|
|
QuatF orientation; /// Direction device is facing
|
|
Point3F position; /// Relative position of device in view space
|
|
|
|
Point3F velocity;
|
|
Point3F angularVelocity;
|
|
|
|
#ifdef DEBUG_DISPLAY_POSE
|
|
MatrixF actualMatrix;
|
|
MatrixF originalMatrix;
|
|
#endif
|
|
|
|
U32 state; /// Generic state
|
|
|
|
bool valid; /// Pose set
|
|
bool connected; /// Device connected
|
|
} IDevicePose;
|
|
|
|
class IDisplayDevice
|
|
{
|
|
public:
|
|
virtual bool providesFrameEyePose() const = 0;
|
|
|
|
/// Get a display pose for the specified eye, or the HMD if eyeId is -1.
|
|
virtual void getFrameEyePose(IDevicePose *pose, S32 eyeId) const = 0;
|
|
|
|
virtual bool providesEyeOffsets() const = 0;
|
|
/// Returns eye offset not taking into account any position tracking info
|
|
virtual void getEyeOffsets(Point3F *dest) const = 0;
|
|
|
|
virtual bool providesFovPorts() const = 0;
|
|
virtual void getFovPorts(FovPort *out) const = 0;
|
|
|
|
virtual void getStereoViewports(RectI *out) const = 0;
|
|
virtual void getStereoTargets(GFXTextureTarget **out) const = 0;
|
|
|
|
virtual void setDrawCanvas(GuiCanvas *canvas) = 0;
|
|
virtual void setDrawMode(GFXDevice::GFXDeviceRenderStyles style) = 0;
|
|
|
|
virtual void setCurrentConnection(GameConnection *connection) = 0;
|
|
virtual GameConnection* getCurrentConnection() = 0;
|
|
|
|
virtual void onStartFrame() = 0;
|
|
|
|
/// Returns a texture handle representing a preview of the composited VR view
|
|
virtual GFXTexHandle getPreviewTexture() = 0;
|
|
};
|
|
|
|
#endif // _IDISPLAYDEVICE_H_
|