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166 lines
6.3 KiB
166 lines
6.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The implementation of ISourceVirtualReality, which provides utility
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// functions for VR including head tracking, window/viewport information,
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// rendering information, and distortion
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//
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//=============================================================================
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#ifndef CLIENTVIRTUALREALITY_H
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#define CLIENTVIRTUALREALITY_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "tier3/tier3.h"
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#include "iclientvirtualreality.h"
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#include "view_shared.h"
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enum HeadtrackMovementMode_t
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{
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HMM_SHOOTFACE_MOVEFACE = 0, // Shoot from your face, move along your face.
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HMM_SHOOTFACE_MOVETORSO, // Shoot from your face, move the direction your torso is facing.
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HMM_SHOOTMOUSE_MOVEFACE, // Shoot from the mouse cursor which moves within the HUD, move along your face.
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HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEFACE, // Shoot from the mouse cursor which moves, bounded within the HUD, move along your face.
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HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEMOUSE, // Shoot from the mouse cursor which moves, bounded within the HUD, move along your weapon (the "mouse")
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// The following are not intended to be user-selectable modes, they are used by e.g. followcam stuff.
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HMM_SHOOTMOVELOOKMOUSEFACE, // Shoot & move & look along the mouse cursor (i.e. original unchanged gameplay), face just looks on top of that.
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HMM_SHOOTMOVEMOUSE_LOOKFACE, // Shoot & move along the mouse cursor (i.e. original unchanged gameplay), face just looks.
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HMM_SHOOTMOVELOOKMOUSE, // Shoot, move and look along the mouse cursor - HMD orientation is completely ignored!
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HMM_LAST,
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HMM_NOOVERRIDE = HMM_LAST // Used as a retrun from ShouldOverrideHeadtrackControl(), not an actual mode.
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};
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//-----------------------------------------------------------------------------
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// The implementation
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//-----------------------------------------------------------------------------
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class CClientVirtualReality: public CTier3AppSystem< IClientVirtualReality >
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{
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typedef CTier3AppSystem< IClientVirtualReality > BaseClass;
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public:
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CClientVirtualReality();
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~CClientVirtualReality();
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//---------------------------------------------------------
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// Initialization and shutdown
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//---------------------------------------------------------
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//
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// IAppSystem
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//
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virtual bool Connect( CreateInterfaceFn factory );
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virtual void Disconnect();
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virtual void * QueryInterface( const char *pInterfaceName );
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// these will come from the engine
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virtual InitReturnVal_t Init();
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virtual void Shutdown();
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// Called when startup is complete
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void StartupComplete();
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//---------------------------------------------------------
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// IClientVirtualReality implementation
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//---------------------------------------------------------
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virtual void DrawMainMenu() OVERRIDE;
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//---------------------------------------------------------
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// VR utilities for use in the client
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//---------------------------------------------------------
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bool OverrideView ( CViewSetup *pViewMiddle, Vector *pViewModelOrigin, QAngle *pViewModelAngles, HeadtrackMovementMode_t hmmMovementOverride );
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bool OverrideStereoView( CViewSetup *pViewMiddle, CViewSetup *pViewLeft, CViewSetup *pViewRight );
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bool OverridePlayerMotion( float flInputSampleFrametime, const QAngle &oldAngles, const QAngle &curAngles, const Vector &curMotion, QAngle *pNewAngles, Vector *pNewMotion );
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bool OverrideWeaponHudAimVectors ( Vector *pAimOrigin, Vector *pAimDirection );
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bool CurrentlyZoomed();
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void OverrideTorsoTransform( const Vector & position, const QAngle & angles ) ;
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void CancelTorsoTransformOverride( ) ;
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bool CanOverlayHudQuad();
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void GetHUDBounds( Vector *pViewer, Vector *pUL, Vector *pUR, Vector *pLL, Vector *pLR );
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void RenderHUDQuad( bool bBlackout, bool bTranslucent );
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float GetZoomedModeMagnification();
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bool ProcessCurrentTrackingState( float fGameFOV );
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const VMatrix &GetHudProjectionFromWorld();
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void GetTorsoRelativeAim( Vector *pPosition, QAngle *pAngles );
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float GetHUDDistance();
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bool ShouldRenderHUDInWorld();
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const VMatrix & GetWorldFromMidEye() const { return m_WorldFromMidEyeNoDebugCam; }
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void OverrideViewModelTransform( Vector & vmorigin, QAngle & vmangles, bool bUseLargeOverride );
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void AlignTorsoAndViewToWeapon();
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void PostProcessFrame( StereoEye_t eEye );
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void OverlayHUDQuadWithUndistort( const CViewSetup &view, bool bDoUndistort, bool bBlackout, bool bTranslucent );
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//---------------------------------------------------------
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// Enter/leave VR mode
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//---------------------------------------------------------
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void Activate();
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void Deactivate();
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private:
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HeadtrackMovementMode_t m_hmmMovementActual;
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// Where the current mideye is relative to the (game)world.
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VMatrix m_WorldFromMidEye;
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// used for drawing the HUD
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float m_fHudHorizontalFov;
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VMatrix m_WorldFromHud;
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VMatrix m_HudProjectionFromWorld;
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float m_fHudHalfWidth;
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float m_fHudHalfHeight;
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// Where the current mideye is relative to the zero (torso) (currently always the same as m_MideyeZeroFromMideyeCurrent!)
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VMatrix m_TorsoFromMideye;
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// The debug cam will play with the above, but some things want the non-debug view.
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VMatrix m_WorldFromMidEyeNoDebugCam;
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// Where the weapon is currently pointing (note the translation will be zero - this is just orientation)
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VMatrix m_WorldFromWeapon;
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// The player's current torso angles/pos in the world.
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QAngle m_PlayerTorsoAngle;
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Vector m_PlayerTorsoOrigin;
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Vector m_PlayerLastMovement;
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// The player's current view angles/pos in the world.
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QAngle m_PlayerViewAngle;
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Vector m_PlayerViewOrigin;
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// The amount of zoom to apply to the view of the world (but NOT to the HUD!). Used for sniper weapons, etc.
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float m_WorldZoomScale;
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// for overriding torso position in vehicles
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QAngle m_OverrideTorsoAngle;
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QAngle m_OverrideTorsoOffset;
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bool m_bOverrideTorsoAngle;
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// While this is >0, we keep forcing the torso (and maybe view) to the weapon.
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int m_iAlignTorsoAndViewToWeaponCountdown;
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bool m_bMotionUpdated;
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RTime32 m_rtLastMotionSample;
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// video mode we had before we entered VR mode
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bool m_bNonVRWindowed;
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int m_nNonVRWidth;
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int m_nNonVRHeight;
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#if defined( USE_SDL )
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int m_nNonVRSDLDisplayIndex;
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#endif
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bool m_bNonVRRawInput;
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};
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extern CClientVirtualReality g_ClientVirtualReality;
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#endif // CLIENTVIRTUALREALITY_H
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