Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The implementation of ISourceVirtualReality, which provides utility
// functions for VR including head tracking, window/viewport information,
// rendering information, and distortion
//
//=============================================================================
#ifndef CLIENTVIRTUALREALITY_H
#define CLIENTVIRTUALREALITY_H
#if defined( _WIN32 )
#pragma once
#endif
#include "tier3/tier3.h"
#include "iclientvirtualreality.h"
#include "view_shared.h"
enum HeadtrackMovementMode_t
{
HMM_SHOOTFACE_MOVEFACE = 0, // Shoot from your face, move along your face.
HMM_SHOOTFACE_MOVETORSO, // Shoot from your face, move the direction your torso is facing.
HMM_SHOOTMOUSE_MOVEFACE, // Shoot from the mouse cursor which moves within the HUD, move along your face.
HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEFACE, // Shoot from the mouse cursor which moves, bounded within the HUD, move along your face.
HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEMOUSE, // Shoot from the mouse cursor which moves, bounded within the HUD, move along your weapon (the "mouse")
// The following are not intended to be user-selectable modes, they are used by e.g. followcam stuff.
HMM_SHOOTMOVELOOKMOUSEFACE, // Shoot & move & look along the mouse cursor (i.e. original unchanged gameplay), face just looks on top of that.
HMM_SHOOTMOVEMOUSE_LOOKFACE, // Shoot & move along the mouse cursor (i.e. original unchanged gameplay), face just looks.
HMM_SHOOTMOVELOOKMOUSE, // Shoot, move and look along the mouse cursor - HMD orientation is completely ignored!
HMM_LAST,
HMM_NOOVERRIDE = HMM_LAST // Used as a retrun from ShouldOverrideHeadtrackControl(), not an actual mode.
};
//-----------------------------------------------------------------------------
// The implementation
//-----------------------------------------------------------------------------
class CClientVirtualReality: public CTier3AppSystem< IClientVirtualReality >
{
typedef CTier3AppSystem< IClientVirtualReality > BaseClass;
public:
CClientVirtualReality();
~CClientVirtualReality();
//---------------------------------------------------------
// Initialization and shutdown
//---------------------------------------------------------
//
// IAppSystem
//
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void * QueryInterface( const char *pInterfaceName );
// these will come from the engine
virtual InitReturnVal_t Init();
virtual void Shutdown();
// Called when startup is complete
void StartupComplete();
//---------------------------------------------------------
// IClientVirtualReality implementation
//---------------------------------------------------------
virtual void DrawMainMenu() OVERRIDE;
//---------------------------------------------------------
// VR utilities for use in the client
//---------------------------------------------------------
bool OverrideView ( CViewSetup *pViewMiddle, Vector *pViewModelOrigin, QAngle *pViewModelAngles, HeadtrackMovementMode_t hmmMovementOverride );
bool OverrideStereoView( CViewSetup *pViewMiddle, CViewSetup *pViewLeft, CViewSetup *pViewRight );
bool OverridePlayerMotion( float flInputSampleFrametime, const QAngle &oldAngles, const QAngle &curAngles, const Vector &curMotion, QAngle *pNewAngles, Vector *pNewMotion );
bool OverrideWeaponHudAimVectors ( Vector *pAimOrigin, Vector *pAimDirection );
bool CurrentlyZoomed();
void OverrideTorsoTransform( const Vector & position, const QAngle & angles ) ;
void CancelTorsoTransformOverride( ) ;
bool CanOverlayHudQuad();
void GetHUDBounds( Vector *pViewer, Vector *pUL, Vector *pUR, Vector *pLL, Vector *pLR );
void RenderHUDQuad( bool bBlackout, bool bTranslucent );
float GetZoomedModeMagnification();
bool ProcessCurrentTrackingState( float fGameFOV );
const VMatrix &GetHudProjectionFromWorld();
void GetTorsoRelativeAim( Vector *pPosition, QAngle *pAngles );
float GetHUDDistance();
bool ShouldRenderHUDInWorld();
const VMatrix & GetWorldFromMidEye() const { return m_WorldFromMidEyeNoDebugCam; }
void OverrideViewModelTransform( Vector & vmorigin, QAngle & vmangles, bool bUseLargeOverride );
void AlignTorsoAndViewToWeapon();
void PostProcessFrame( StereoEye_t eEye );
void OverlayHUDQuadWithUndistort( const CViewSetup &view, bool bDoUndistort, bool bBlackout, bool bTranslucent );
//---------------------------------------------------------
// Enter/leave VR mode
//---------------------------------------------------------
void Activate();
void Deactivate();
private:
HeadtrackMovementMode_t m_hmmMovementActual;
// Where the current mideye is relative to the (game)world.
VMatrix m_WorldFromMidEye;
// used for drawing the HUD
float m_fHudHorizontalFov;
VMatrix m_WorldFromHud;
VMatrix m_HudProjectionFromWorld;
float m_fHudHalfWidth;
float m_fHudHalfHeight;
// Where the current mideye is relative to the zero (torso) (currently always the same as m_MideyeZeroFromMideyeCurrent!)
VMatrix m_TorsoFromMideye;
// The debug cam will play with the above, but some things want the non-debug view.
VMatrix m_WorldFromMidEyeNoDebugCam;
// Where the weapon is currently pointing (note the translation will be zero - this is just orientation)
VMatrix m_WorldFromWeapon;
// The player's current torso angles/pos in the world.
QAngle m_PlayerTorsoAngle;
Vector m_PlayerTorsoOrigin;
Vector m_PlayerLastMovement;
// The player's current view angles/pos in the world.
QAngle m_PlayerViewAngle;
Vector m_PlayerViewOrigin;
// The amount of zoom to apply to the view of the world (but NOT to the HUD!). Used for sniper weapons, etc.
float m_WorldZoomScale;
// for overriding torso position in vehicles
QAngle m_OverrideTorsoAngle;
QAngle m_OverrideTorsoOffset;
bool m_bOverrideTorsoAngle;
// While this is >0, we keep forcing the torso (and maybe view) to the weapon.
int m_iAlignTorsoAndViewToWeaponCountdown;
bool m_bMotionUpdated;
RTime32 m_rtLastMotionSample;
// video mode we had before we entered VR mode
bool m_bNonVRWindowed;
int m_nNonVRWidth;
int m_nNonVRHeight;
#if defined( USE_SDL )
int m_nNonVRSDLDisplayIndex;
#endif
bool m_bNonVRRawInput;
};
extern CClientVirtualReality g_ClientVirtualReality;
#endif // CLIENTVIRTUALREALITY_H