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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
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