You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
176 lines
5.8 KiB
176 lines
5.8 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Contains the IHeadTrack interface, which is implemented in headtrack.dll
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//
|
||
|
//===========================================================================//
|
||
|
|
||
|
#ifndef ISOURCEVIRTUALREALITY_H
|
||
|
#define ISOURCEVIRTUALREALITY_H
|
||
|
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "tier1/interface.h"
|
||
|
#include "tier1/refcount.h"
|
||
|
#include "appframework/IAppSystem.h"
|
||
|
#include "mathlib/vmatrix.h"
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// forward declarations
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class ITexture;
|
||
|
class IMaterialSystem;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// important enumeration
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
struct VRRect_t
|
||
|
{
|
||
|
int32 nX;
|
||
|
int32 nY;
|
||
|
int32 nWidth;
|
||
|
int32 nHeight;
|
||
|
};
|
||
|
|
||
|
|
||
|
// NOTE NOTE NOTE!!!! If you up this, grep for "NEW_INTERFACE" to see if there is anything
|
||
|
// waiting to be enabled during an interface revision.
|
||
|
#define SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION "SourceVirtualReality001"
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// The ISourceVirtualReality interface
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
abstract_class ISourceVirtualReality : public IAppSystem
|
||
|
{
|
||
|
public:
|
||
|
virtual ~ISourceVirtualReality() {}
|
||
|
|
||
|
// Placeholder for API revision
|
||
|
virtual bool Connect( CreateInterfaceFn factory ) = 0;
|
||
|
virtual void Disconnect() = 0;
|
||
|
virtual void *QueryInterface( const char *pInterfaceName ) = 0;
|
||
|
virtual InitReturnVal_t Init() = 0;
|
||
|
virtual void Shutdown() = 0;
|
||
|
|
||
|
// This enum is used to tell some of the other calls in this interface which eye
|
||
|
// is being requested.
|
||
|
enum VREye
|
||
|
{
|
||
|
VREye_Left = 0,
|
||
|
VREye_Right
|
||
|
};
|
||
|
|
||
|
// Which texture is being requested in GetRenderTarget?
|
||
|
enum EWhichRenderTarget
|
||
|
{
|
||
|
RT_Color = 0,
|
||
|
RT_Depth,
|
||
|
};
|
||
|
|
||
|
|
||
|
// ----------------------------------------------------------------------
|
||
|
// General utilities
|
||
|
// ----------------------------------------------------------------------
|
||
|
|
||
|
// Returns true if the game should run in VR mode
|
||
|
virtual bool ShouldRunInVR() = 0;
|
||
|
|
||
|
// Returns true if there is a compatible HMD connected
|
||
|
virtual bool IsHmdConnected() = 0;
|
||
|
|
||
|
// The size and position of the viewport for the specified eye
|
||
|
virtual void GetViewportBounds( VREye eEye, int *pnX, int *pnY, int *pnWidth, int *pnHeight ) = 0;
|
||
|
|
||
|
// Performs the distortion post-processing.
|
||
|
virtual bool DoDistortionProcessing ( VREye eEye ) = 0;
|
||
|
|
||
|
// Composites the HUD directly onto the backbuffer / render target, including undistort.
|
||
|
virtual bool CompositeHud ( VREye eEye, float ndcHudBounds[4], bool bDoUndistort, bool bBlackout, bool bTranslucent ) = 0;
|
||
|
|
||
|
// ----------------------------------------------------------------------
|
||
|
// Getting the current pose
|
||
|
// ----------------------------------------------------------------------
|
||
|
|
||
|
// returns the pose relative to the zero point
|
||
|
virtual VMatrix GetMideyePose() = 0;
|
||
|
|
||
|
// All-in-one interfaces (they call GetCameraPoseZeroFromCurrent)
|
||
|
// Grabs the current tracking data and sets up state for the Override* calls.
|
||
|
virtual bool SampleTrackingState ( float PlayerGameFov, float fPredictionSeconds ) = 0;
|
||
|
|
||
|
// ----------------------------------------------------------------------
|
||
|
// Information about the display
|
||
|
// ----------------------------------------------------------------------
|
||
|
|
||
|
// Passes back the bounds of the window that the game should create. This might
|
||
|
// span two displays if we're dealing with a two-input display. Returns true
|
||
|
// if the bounds were set.
|
||
|
virtual bool GetDisplayBounds( VRRect_t *pRect ) = 0;
|
||
|
|
||
|
// Computes and returns the projection matrix for the eye
|
||
|
virtual bool GetEyeProjectionMatrix ( VMatrix *pResult, VREye, float zNear, float zFar, float fovScale ) = 0;
|
||
|
|
||
|
// Returns the transform from the mid-eye to the specified eye. Multiply this by
|
||
|
// the tweaked (for mouse rotation and WASD translation) mideye position to get the
|
||
|
// view matrix. This matrix takes the user's IPD into account.
|
||
|
virtual VMatrix GetMidEyeFromEye( VREye eEye ) = 0;
|
||
|
|
||
|
// returns the adapter index to use for VR mode
|
||
|
virtual int GetVRModeAdapter() = 0;
|
||
|
|
||
|
// ----------------------------------------------------------------------
|
||
|
// Information about the tracker
|
||
|
// ----------------------------------------------------------------------
|
||
|
|
||
|
virtual bool WillDriftInYaw() = 0;
|
||
|
|
||
|
// ----------------------------------------------------------------------
|
||
|
// Methods about oversized offscreen rendering
|
||
|
// ----------------------------------------------------------------------
|
||
|
|
||
|
// Sets up the pre-distortion render targets.
|
||
|
virtual void CreateRenderTargets( IMaterialSystem *pMaterialSystem ) = 0;
|
||
|
virtual void ShutdownRenderTargets() = 0;
|
||
|
|
||
|
// fetches the render target for the specified eye
|
||
|
virtual ITexture *GetRenderTarget( VREye eEye, EWhichRenderTarget eWhich ) = 0;
|
||
|
|
||
|
// Returns the (possibly overridden) framebuffer size for render target sizing.
|
||
|
virtual void GetRenderTargetFrameBufferDimensions( int & nWidth, int & nHeight ) = 0;
|
||
|
|
||
|
// ----------------------------------------------------------------------
|
||
|
// Enter/leave VR mode
|
||
|
// ----------------------------------------------------------------------
|
||
|
virtual bool Activate() = 0;
|
||
|
virtual void Deactivate() = 0;
|
||
|
|
||
|
virtual bool ShouldForceVRMode() = 0;
|
||
|
virtual void SetShouldForceVRMode() = 0;
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
extern ISourceVirtualReality *g_pSourceVR;
|
||
|
|
||
|
inline bool UseVR()
|
||
|
{
|
||
|
return g_pSourceVR != NULL && g_pSourceVR->ShouldRunInVR();
|
||
|
}
|
||
|
|
||
|
inline bool ShouldForceVRActive()
|
||
|
{
|
||
|
return g_pSourceVR != NULL && g_pSourceVR->ShouldForceVRMode();
|
||
|
}
|
||
|
|
||
|
#endif // ISOURCEVIRTUALREALITY_H
|