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+/************************************************************************************
+
+Filename : CAPI_GL_HSWDisplay.h
+Content : Implements Health and Safety Warning system.
+Created : July 7, 2014
+Authors : Paul Pedriana
+
+Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved.
+
+Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
+you may not use the Oculus VR Rift SDK except in compliance with the License,
+which is provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+You may obtain a copy of the License at
+
+http://www.oculusvr.com/licenses/LICENSE-3.2
+
+Unless required by applicable law or agreed to in writing, the Oculus VR SDK
+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 OVR_CAPI_GL_HSWDisplay_h
+#define OVR_CAPI_GL_HSWDisplay_h
+
+
+#include "../CAPI_HSWDisplay.h"
+#include "CAPI_GL_Util.h"
+
+
+namespace OVR { namespace CAPI { namespace GL {
+
+ class HSWDisplay : public CAPI::HSWDisplay
+ {
+ public:
+ HSWDisplay(ovrRenderAPIType api, ovrHmd hmd, const HMDRenderState& renderState);
+
+ // Must be called before use. apiConfig is such that:
+ // const ovrGLConfig* config = (const ovrGLConfig*)apiConfig; or
+ bool Initialize(const ovrRenderAPIConfig* apiConfig);
+ void Shutdown();
+ void DisplayInternal();
+ void DismissInternal();
+
+ // Draws the warning to the eye texture(s). This must be done at the end of a
+ // frame but prior to executing the distortion rendering of the eye textures.
+ void RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture);
+
+ protected:
+ void UnloadGraphics();
+ void LoadGraphics();
+
+ OVR::CAPI::GL::RenderParams RenderParams;
+ OVR::CAPI::GL::Context GLContext; // Our prive OpenGL context for drawing.
+ GLuint FrameBuffer; // This is a container for a texture, depth buffer, stencil buffer to be rendered to. To consider: Make a wrapper class, like the OculusWorldDemo RBuffer class.
+ Ptr<OVR::CAPI::GL::Texture> pTexture;
+ Ptr<OVR::CAPI::GL::ShaderSet> pShaderSet;
+ Ptr<OVR::CAPI::GL::VertexShader> pVertexShader;
+ Ptr<OVR::CAPI::GL::FragmentShader> pFragmentShader;
+ Ptr<OVR::CAPI::GL::Buffer> pVB;
+ GLuint VAO; // Vertex Array Object.
+ bool VAOInitialized; // True if the VAO was initialized with vertex buffer data.
+ Matrix4f OrthoProjection[2]; // Projection for 2D.
+
+ private:
+ OVR_NON_COPYABLE(HSWDisplay)
+ };
+
+}}} // namespace OVR::CAPI::GL
+
+
+#endif // OVR_CAPI_GL_HSWDisplay_h
+