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-/************************************************************************************
-
-Filename : OculusRoomTiny.h
-Content : Simplest possible first-person view test application for Oculus Rift
-Created : March 10, 2012
-Authors : Michael Antonov, Andrew Reisse
-
-Copyright : Copyright 2012 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_OculusRoomTiny_h
-#define INC_OculusRoomTiny_h
-
-#include <Windows.h>
-#include <xinput.h>
-
-#include "OVR.h"
-#include "Util/Util_Render_Stereo.h"
-#include "../../LibOVR/Src/Kernel/OVR_Timer.h"
-#include "RenderTiny_D3D1X_Device.h"
-
-using namespace OVR;
-using namespace OVR::RenderTiny;
-
-
-//-------------------------------------------------------------------------------------
-// ***** 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
-
-
-//-------------------------------------------------------------------------------------
-// ***** 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
-{
-public:
- OculusRoomTinyApp(HINSTANCE hinst);
- ~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 OnGamepad(float padLx, float padLY, float padRx, float padRy);
- 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();
-
- // Return amount of time passed since application started in seconds.
- double GetAppTime() const
- {
- return (OVR::Timer::GetTicks() - StartupTicks) * (1.0 / (double)OVR::Timer::MksPerSecond);
- }
-
-
-protected:
-
- // Win32 window setup interface.
- LRESULT windowProc(UINT msg, WPARAM wp, LPARAM lp);
- bool setupWindow();
- void destroyWindow();
- // Win32 static function that delegates to WindowProc member function.
- static LRESULT CALLBACK systemWindowProc(HWND window, UINT msg, WPARAM wp, LPARAM lp);
-
- void giveUsFocus(bool setFocus);
-
- static OculusRoomTinyApp* pApp;
-
- // *** Rendering Variables
- Ptr<RenderDevice> pRender;
- RendererParams RenderParams;
- int Width, Height;
-
-
- // *** Win32 System Variables
- HWND hWnd;
- HINSTANCE hInstance;
- POINT WindowCenter; // In desktop coordinates
- bool Quit;
- bool MouseCaptured;
-
- // Dynamically ink to XInput to simplify projects.
- typedef DWORD (WINAPI *PFn_XInputGetState)(DWORD dwUserIndex, XINPUT_STATE* pState);
- PFn_XInputGetState pXInputGetState;
- HMODULE hXInputModule;
- UInt32 LastPadPacketNo;
-
-
- // *** 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;
- 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;
- Vector3f GamepadMove, GamepadRotate;
-
- Matrix4f View;
- 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