diff options
Diffstat (limited to 'Samples/OculusRoomTiny/Win32_OculusRoomTiny.h')
-rw-r--r-- | Samples/OculusRoomTiny/Win32_OculusRoomTiny.h | 189 |
1 files changed, 0 insertions, 189 deletions
diff --git a/Samples/OculusRoomTiny/Win32_OculusRoomTiny.h b/Samples/OculusRoomTiny/Win32_OculusRoomTiny.h deleted file mode 100644 index a86dd47..0000000 --- a/Samples/OculusRoomTiny/Win32_OculusRoomTiny.h +++ /dev/null @@ -1,189 +0,0 @@ -/************************************************************************************ - -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 |