Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The implementation of ISourceVirtualReality, which provides utility
// functions for VR including head tracking, window/viewport information,
// rendering information, and distortion
//
//=============================================================================
#ifndef SOURCEVIRTUALREALITY_H
#define SOURCEVIRTUALREALITY_H
#if defined( _WIN32 )
#pragma once
#endif
#include "tier3/tier3.h"
#include "sourcevr/isourcevirtualreality.h"
#include "materialsystem/itexture.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "openvr/openvr.h"
// this is a callback so we can regenerate the distortion texture whenever we need to
class CDistortionTextureRegen : public ITextureRegenerator
{
public:
CDistortionTextureRegen( vr::Hmd_Eye eEye ) : m_eEye( eEye ) {}
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) OVERRIDE;
virtual void Release() OVERRIDE {}
private:
vr::Hmd_Eye m_eEye;
};
//-----------------------------------------------------------------------------
// The implementation
//-----------------------------------------------------------------------------
class CSourceVirtualReality: public CTier3AppSystem< ISourceVirtualReality >
{
typedef CTier3AppSystem< ISourceVirtualReality > BaseClass;
public:
CSourceVirtualReality();
~CSourceVirtualReality();
//---------------------------------------------------------
// Initialization and shutdown
//---------------------------------------------------------
//
// IAppSystem
//
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void * QueryInterface( const char *pInterfaceName );
// these will come from the engine
virtual InitReturnVal_t Init();
virtual void Shutdown();
//---------------------------------------------------------
// ISourceVirtualReality implementation
//---------------------------------------------------------
virtual bool ShouldRunInVR() OVERRIDE;
virtual bool IsHmdConnected() OVERRIDE;
virtual void GetViewportBounds( VREye eEye, int *pnX, int *pnY, int *pnWidth, int *pnHeight ) OVERRIDE;
virtual bool DoDistortionProcessing ( VREye eEye ) OVERRIDE;
virtual bool CompositeHud ( VREye eEye, float ndcHudBounds[4], bool bDoUndistort, bool bBlackout, bool bTranslucent ) OVERRIDE;
virtual VMatrix GetMideyePose() OVERRIDE;
virtual bool SampleTrackingState ( float PlayerGameFov, float fPredictionSeconds ) OVERRIDE;
virtual bool GetEyeProjectionMatrix ( VMatrix *pResult, VREye, float zNear, float zFar, float fovScale ) OVERRIDE;
virtual bool WillDriftInYaw() OVERRIDE;
virtual bool GetDisplayBounds( VRRect_t *pRect ) OVERRIDE;
virtual VMatrix GetMidEyeFromEye( VREye eEye ) OVERRIDE;
virtual int GetVRModeAdapter() OVERRIDE;
virtual void CreateRenderTargets( IMaterialSystem *pMaterialSystem ) OVERRIDE;
virtual void ShutdownRenderTargets() OVERRIDE;
virtual ITexture *GetRenderTarget( VREye eEye, EWhichRenderTarget eWhich ) OVERRIDE;
virtual void GetRenderTargetFrameBufferDimensions( int & nWidth, int & nHeight ) OVERRIDE;
virtual bool Activate() OVERRIDE;
virtual void Deactivate() OVERRIDE;
virtual bool ShouldForceVRMode( ) OVERRIDE;
virtual void SetShouldForceVRMode( ) OVERRIDE;
void RefreshDistortionTexture();
void AcquireNewZeroPose();
bool StartTracker();
void StopTracker();
bool ResetTracking(); // Called to reset tracking
// makes sure we've initialized OpenVR so we can use
// m_pHmd
bool EnsureOpenVRInited();
// Prefer this to the convar so that convar will stick for the entire
// VR activation. We can't lazy-crate render targets and don't
// want to create the "just in case" somebody turns on this experimental
// mode
bool UsingOffscreenRenderTarget() const { return m_bUsingOffscreenRenderTarget; }
vr::IVRSystem * GetHmd() { return m_pHmd; }
private:
bool m_bActive;
bool m_bShouldForceVRMode;
bool m_bUsingOffscreenRenderTarget;
CDistortionTextureRegen m_textureGeneratorLeft;
CDistortionTextureRegen m_textureGeneratorRight;
CTextureReference g_StereoGuiTexture;
CTextureReference m_pDistortionTextureLeft;
CTextureReference m_pDistortionTextureRight;
CTextureReference m_pPredistortRT;
CTextureReference m_pPredistortRTDepth;
CMaterialReference m_warpMaterial;
CMaterialReference m_DistortLeftMaterial;
CMaterialReference m_DistortRightMaterial;
CMaterialReference m_DistortHUDLeftMaterial;
CMaterialReference m_DistortHUDRightMaterial;
CMaterialReference m_InWorldUIMaterial;
CMaterialReference m_InWorldUIOpaqueMaterial;
CMaterialReference m_blackMaterial;
vr::IVRSystem *m_pHmd;
bool m_bHaveValidPose;
VMatrix m_ZeroFromHeadPose;
};
#endif // SOURCEVIRTUALREALITY_H