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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