diff options
author | Brad Davis <[email protected]> | 2013-07-03 10:28:24 -0700 |
---|---|---|
committer | Brad Davis <[email protected]> | 2013-07-03 10:28:24 -0700 |
commit | b71a796bd6efc9fffd78045025eabd4b276adc69 (patch) | |
tree | dec98b43ce0b59b0eb4a778ac7c6c516007524fe /Samples/OculusRoomTiny/OSX_OculusRoomTiny.h | |
parent | d46694c91c2bec4eb1e282c0c0101e6dab26e082 (diff) |
Fixed crlf issue
Diffstat (limited to 'Samples/OculusRoomTiny/OSX_OculusRoomTiny.h')
-rw-r--r-- | Samples/OculusRoomTiny/OSX_OculusRoomTiny.h | 446 |
1 files changed, 223 insertions, 223 deletions
diff --git a/Samples/OculusRoomTiny/OSX_OculusRoomTiny.h b/Samples/OculusRoomTiny/OSX_OculusRoomTiny.h index dc51509..280fda5 100644 --- a/Samples/OculusRoomTiny/OSX_OculusRoomTiny.h +++ b/Samples/OculusRoomTiny/OSX_OculusRoomTiny.h @@ -1,223 +1,223 @@ -/************************************************************************************
-
- Filename : OSX_OculusRoomTiny.h
- Content : Simplest possible first-person view test application for Oculus Rift
- Created : May 7, 2013
- Authors : Michael Antonov, Andrew Reisse, Artem Bolgar
-
- Copyright : Copyright 2013 Oculus, Inc. All Rights reserved.
-
- Licensed under the Apache License, Version 2.0 (the "License");
- you may not use this file except in compliance with the License.
- You may obtain a copy of the License at
-
- http://www.apache.org/licenses/LICENSE-2.0
-
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
-
- *************************************************************************************/
-#ifndef INC_OSX_OculusRoomTiny_h
-#define INC_OSX_OculusRoomTiny_h
-
-#import <Cocoa/Cocoa.h>
-
-#import <CoreGraphics/CoreGraphics.h>
-#import <CoreGraphics/CGDirectDisplay.h>
-
-
-#include "OVR.h"
-#include "Util/Util_Render_Stereo.h"
-#include "../../LibOVR/Src/Kernel/OVR_Timer.h"
-#include "RenderTiny_GL_Device.h"
-
-using namespace OVR;
-using namespace OVR::RenderTiny;
-
-class OculusRoomTinyApp;
-
-@interface OVRApp : NSApplication
-
-@property (assign) IBOutlet NSWindow* win;
-@property (assign) OculusRoomTinyApp* App;
-
--(void) run;
-
-@end
-
-@interface OVRView : NSOpenGLView <NSWindowDelegate>
-
-//@property (assign) OVR::Platform::OSX::PlatformCore* Platform;
-@property (assign) OculusRoomTinyApp* App;
-@property unsigned long Modifiers;
-
--(void)ProcessMouse:(NSEvent*)event;
--(void)warpMouseToCenter;
-
-+(CGDirectDisplayID) displayFromScreen:(NSScreen*)s;
-
-@end
-
-//-------------------------------------------------------------------------------------
-// ***** OculusRoomTiny Description
-
-// This app renders a simple flat-shaded room allowing the user to move along the
-// floor and look around with an HMD, mouse, keyboard and gamepad.
-// By default, the application will start full-screen on Oculus Rift.
-//
-// The following keys work:
-//
-// 'W', 'S', 'A', 'D' - Move forward, back; strafe left/right.
-// F1 - No stereo, no distortion.
-// F2 - Stereo, no distortion.
-// F3 - Stereo and distortion.
-//
-
-// The world RHS coordinate system is defines as follows (as seen in perspective view):
-// Y - Up
-// Z - Back
-// X - Right
-const Vector3f UpVector(0.0f, 1.0f, 0.0f);
-const Vector3f ForwardVector(0.0f, 0.0f, -1.0f);
-const Vector3f RightVector(1.0f, 0.0f, 0.0f);
-
-// We start out looking in the positive Z (180 degree rotation).
-const float YawInitial = 3.141592f;
-const float Sensitivity = 1.0f;
-const float MoveSpeed = 3.0f; // m/s
-
-namespace OSX
-{
- class RenderDevice : public GL::RenderDevice
- {
- public:
- void* Context; // NSOpenGLContext
-
- // osview = NSView*
- RenderDevice(const RendererParams& p, void* osview, void* context);
-
- virtual void Shutdown();
- virtual void Present();
-
- virtual bool SetFullscreen(DisplayMode fullscreen);
-
- // osview = NSView*
- static RenderDevice* CreateDevice(const RendererParams& rp, void* osview);
- };
-}
-
-//-------------------------------------------------------------------------------------
-// ***** OculusRoomTiny Application class
-
-// An instance of this class is created on application startup (main/WinMain).
-//
-// It then works as follows:
-//
-// OnStartup - Window, graphics and HMD setup is done here.
-// This function will initialize OVR::DeviceManager and HMD,
-// creating SensorDevice and attaching it to SensorFusion.
-// This needs to be done before obtaining sensor data.
-//
-// OnIdle - Does per-frame processing, processing SensorFusion and
-// movement input and rendering the frame.
-
-class OculusRoomTinyApp : public MessageHandler
-{
- friend class OSX::RenderDevice;
-public:
- OculusRoomTinyApp(OVRApp* nsapp);
- ~OculusRoomTinyApp();
-
- // Initializes graphics, Rift input and creates world model.
- virtual int OnStartup(const char* args);
- // Called per frame to sample SensorFucion and render the world.
- virtual void OnIdle();
-
- // Installed for Oculus device messages. Optional.
- virtual void OnMessage(const Message& msg);
-
- // Handle input events for movement.
- virtual void OnMouseMove(int x, int y, int modifiers);
- virtual void OnKey(unsigned vk, bool down);
-
- // Render the view for one eye.
- void Render(const StereoEyeParams& stereo);
-
- // Main application loop.
- int Run();
- void Exit();
-
- // Return amount of time passed since application started in seconds.
- double GetAppTime() const
- {
- return (OVR::Timer::GetTicks() - StartupTicks) * (1.0 / (double)OVR::Timer::MksPerSecond);
- }
- bool IsQuiting() const { return Quit; }
-
- int GetWidth() const { return Width; }
- int GetHeight() const { return Height; }
-
- bool SetFullscreen(const RendererParams& rp, int fullscreen);
-
-protected:
- bool setupWindow();
- void destroyWindow();
-
- NSView* View;
- NSWindow* Win;
- OVRApp* NsApp;
-
- static OculusRoomTinyApp* pApp;
-
- // *** Rendering Variables
- Ptr<OSX::RenderDevice> pRender;
- RendererParams RenderParams;
- int Width, Height;
-
- bool Quit;
-
- // *** Oculus HMD Variables
-
- Ptr<DeviceManager> pManager;
- Ptr<SensorDevice> pSensor;
- Ptr<HMDDevice> pHMD;
- SensorFusion SFusion;
- OVR::HMDInfo HMDInfo;
-
- // Last update seconds, used for move speed timing.
- double LastUpdate;
- OVR::UInt64 StartupTicks;
-
- // Position and look. The following apply:
- Vector3f EyePos;
- float EyeYaw; // Rotation around Y, CCW positive when looking at RHS (X,Z) plane.
- float EyePitch; // Pitch. If sensor is plugged in, only read from sensor.
- float EyeRoll; // Roll, only accessible from Sensor.
- float LastSensorYaw; // Stores previous Yaw value from to support computing delta.
-
- // Movement state; different bits may be set based on the state of keys.
- UByte MoveForward;
- UByte MoveBack;
- UByte MoveLeft;
- UByte MoveRight;
-
- Matrix4f ViewMat;
- RenderTiny::Scene Scene;
-
- // Stereo view parameters.
- StereoConfig SConfig;
- PostProcessType PostProcess;
-
- // Shift accelerates movement/adjustment velocity.
- bool ShiftDown;
- bool ControlDown;
-};
-
-// Adds sample models and lights to the argument scene.
-void PopulateRoomScene(Scene* scene, RenderDevice* render);
-
-
-#endif
+/************************************************************************************ + + Filename : OSX_OculusRoomTiny.h + Content : Simplest possible first-person view test application for Oculus Rift + Created : May 7, 2013 + Authors : Michael Antonov, Andrew Reisse, Artem Bolgar + + Copyright : Copyright 2013 Oculus, Inc. All Rights reserved. + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. + + *************************************************************************************/ +#ifndef INC_OSX_OculusRoomTiny_h +#define INC_OSX_OculusRoomTiny_h + +#import <Cocoa/Cocoa.h> + +#import <CoreGraphics/CoreGraphics.h> +#import <CoreGraphics/CGDirectDisplay.h> + + +#include "OVR.h" +#include "Util/Util_Render_Stereo.h" +#include "../../LibOVR/Src/Kernel/OVR_Timer.h" +#include "RenderTiny_GL_Device.h" + +using namespace OVR; +using namespace OVR::RenderTiny; + +class OculusRoomTinyApp; + +@interface OVRApp : NSApplication + +@property (assign) IBOutlet NSWindow* win; +@property (assign) OculusRoomTinyApp* App; + +-(void) run; + +@end + +@interface OVRView : NSOpenGLView <NSWindowDelegate> + +//@property (assign) OVR::Platform::OSX::PlatformCore* Platform; +@property (assign) OculusRoomTinyApp* App; +@property unsigned long Modifiers; + +-(void)ProcessMouse:(NSEvent*)event; +-(void)warpMouseToCenter; + ++(CGDirectDisplayID) displayFromScreen:(NSScreen*)s; + +@end + +//------------------------------------------------------------------------------------- +// ***** OculusRoomTiny Description + +// This app renders a simple flat-shaded room allowing the user to move along the +// floor and look around with an HMD, mouse, keyboard and gamepad. +// By default, the application will start full-screen on Oculus Rift. +// +// The following keys work: +// +// 'W', 'S', 'A', 'D' - Move forward, back; strafe left/right. +// F1 - No stereo, no distortion. +// F2 - Stereo, no distortion. +// F3 - Stereo and distortion. +// + +// The world RHS coordinate system is defines as follows (as seen in perspective view): +// Y - Up +// Z - Back +// X - Right +const Vector3f UpVector(0.0f, 1.0f, 0.0f); +const Vector3f ForwardVector(0.0f, 0.0f, -1.0f); +const Vector3f RightVector(1.0f, 0.0f, 0.0f); + +// We start out looking in the positive Z (180 degree rotation). +const float YawInitial = 3.141592f; +const float Sensitivity = 1.0f; +const float MoveSpeed = 3.0f; // m/s + +namespace OSX +{ + class RenderDevice : public GL::RenderDevice + { + public: + void* Context; // NSOpenGLContext + + // osview = NSView* + RenderDevice(const RendererParams& p, void* osview, void* context); + + virtual void Shutdown(); + virtual void Present(); + + virtual bool SetFullscreen(DisplayMode fullscreen); + + // osview = NSView* + static RenderDevice* CreateDevice(const RendererParams& rp, void* osview); + }; +} + +//------------------------------------------------------------------------------------- +// ***** OculusRoomTiny Application class + +// An instance of this class is created on application startup (main/WinMain). +// +// It then works as follows: +// +// OnStartup - Window, graphics and HMD setup is done here. +// This function will initialize OVR::DeviceManager and HMD, +// creating SensorDevice and attaching it to SensorFusion. +// This needs to be done before obtaining sensor data. +// +// OnIdle - Does per-frame processing, processing SensorFusion and +// movement input and rendering the frame. + +class OculusRoomTinyApp : public MessageHandler +{ + friend class OSX::RenderDevice; +public: + OculusRoomTinyApp(OVRApp* nsapp); + ~OculusRoomTinyApp(); + + // Initializes graphics, Rift input and creates world model. + virtual int OnStartup(const char* args); + // Called per frame to sample SensorFucion and render the world. + virtual void OnIdle(); + + // Installed for Oculus device messages. Optional. + virtual void OnMessage(const Message& msg); + + // Handle input events for movement. + virtual void OnMouseMove(int x, int y, int modifiers); + virtual void OnKey(unsigned vk, bool down); + + // Render the view for one eye. + void Render(const StereoEyeParams& stereo); + + // Main application loop. + int Run(); + void Exit(); + + // Return amount of time passed since application started in seconds. + double GetAppTime() const + { + return (OVR::Timer::GetTicks() - StartupTicks) * (1.0 / (double)OVR::Timer::MksPerSecond); + } + bool IsQuiting() const { return Quit; } + + int GetWidth() const { return Width; } + int GetHeight() const { return Height; } + + bool SetFullscreen(const RendererParams& rp, int fullscreen); + +protected: + bool setupWindow(); + void destroyWindow(); + + NSView* View; + NSWindow* Win; + OVRApp* NsApp; + + static OculusRoomTinyApp* pApp; + + // *** Rendering Variables + Ptr<OSX::RenderDevice> pRender; + RendererParams RenderParams; + int Width, Height; + + bool Quit; + + // *** Oculus HMD Variables + + Ptr<DeviceManager> pManager; + Ptr<SensorDevice> pSensor; + Ptr<HMDDevice> pHMD; + SensorFusion SFusion; + OVR::HMDInfo HMDInfo; + + // Last update seconds, used for move speed timing. + double LastUpdate; + OVR::UInt64 StartupTicks; + + // Position and look. The following apply: + Vector3f EyePos; + float EyeYaw; // Rotation around Y, CCW positive when looking at RHS (X,Z) plane. + float EyePitch; // Pitch. If sensor is plugged in, only read from sensor. + float EyeRoll; // Roll, only accessible from Sensor. + float LastSensorYaw; // Stores previous Yaw value from to support computing delta. + + // Movement state; different bits may be set based on the state of keys. + UByte MoveForward; + UByte MoveBack; + UByte MoveLeft; + UByte MoveRight; + + Matrix4f ViewMat; + RenderTiny::Scene Scene; + + // Stereo view parameters. + StereoConfig SConfig; + PostProcessType PostProcess; + + // Shift accelerates movement/adjustment velocity. + bool ShiftDown; + bool ControlDown; +}; + +// Adds sample models and lights to the argument scene. +void PopulateRoomScene(Scene* scene, RenderDevice* render); + + +#endif |