Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

175 lines
5.8 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Contains the IHeadTrack interface, which is implemented in headtrack.dll
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ISOURCEVIRTUALREALITY_H
#define ISOURCEVIRTUALREALITY_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/interface.h"
#include "tier1/refcount.h"
#include "appframework/IAppSystem.h"
#include "mathlib/vmatrix.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class ITexture;
class IMaterialSystem;
//-----------------------------------------------------------------------------
// important enumeration
//-----------------------------------------------------------------------------
struct VRRect_t
{
int32 nX;
int32 nY;
int32 nWidth;
int32 nHeight;
};
// NOTE NOTE NOTE!!!! If you up this, grep for "NEW_INTERFACE" to see if there is anything
// waiting to be enabled during an interface revision.
#define SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION "SourceVirtualReality001"
//-----------------------------------------------------------------------------
// The ISourceVirtualReality interface
//-----------------------------------------------------------------------------
abstract_class ISourceVirtualReality : public IAppSystem
{
public:
virtual ~ISourceVirtualReality() {}
// Placeholder for API revision
virtual bool Connect( CreateInterfaceFn factory ) = 0;
virtual void Disconnect() = 0;
virtual void *QueryInterface( const char *pInterfaceName ) = 0;
virtual InitReturnVal_t Init() = 0;
virtual void Shutdown() = 0;
// This enum is used to tell some of the other calls in this interface which eye
// is being requested.
enum VREye
{
VREye_Left = 0,
VREye_Right
};
// Which texture is being requested in GetRenderTarget?
enum EWhichRenderTarget
{
RT_Color = 0,
RT_Depth,
};
// ----------------------------------------------------------------------
// General utilities
// ----------------------------------------------------------------------
// Returns true if the game should run in VR mode
virtual bool ShouldRunInVR() = 0;
// Returns true if there is a compatible HMD connected
virtual bool IsHmdConnected() = 0;
// The size and position of the viewport for the specified eye
virtual void GetViewportBounds( VREye eEye, int *pnX, int *pnY, int *pnWidth, int *pnHeight ) = 0;
// Performs the distortion post-processing.
virtual bool DoDistortionProcessing ( VREye eEye ) = 0;
// Composites the HUD directly onto the backbuffer / render target, including undistort.
virtual bool CompositeHud ( VREye eEye, float ndcHudBounds[4], bool bDoUndistort, bool bBlackout, bool bTranslucent ) = 0;
// ----------------------------------------------------------------------
// Getting the current pose
// ----------------------------------------------------------------------
// returns the pose relative to the zero point
virtual VMatrix GetMideyePose() = 0;
// All-in-one interfaces (they call GetCameraPoseZeroFromCurrent)
// Grabs the current tracking data and sets up state for the Override* calls.
virtual bool SampleTrackingState ( float PlayerGameFov, float fPredictionSeconds ) = 0;
// ----------------------------------------------------------------------
// Information about the display
// ----------------------------------------------------------------------
// Passes back the bounds of the window that the game should create. This might
// span two displays if we're dealing with a two-input display. Returns true
// if the bounds were set.
virtual bool GetDisplayBounds( VRRect_t *pRect ) = 0;
// Computes and returns the projection matrix for the eye
virtual bool GetEyeProjectionMatrix ( VMatrix *pResult, VREye, float zNear, float zFar, float fovScale ) = 0;
// Returns the transform from the mid-eye to the specified eye. Multiply this by
// the tweaked (for mouse rotation and WASD translation) mideye position to get the
// view matrix. This matrix takes the user's IPD into account.
virtual VMatrix GetMidEyeFromEye( VREye eEye ) = 0;
// returns the adapter index to use for VR mode
virtual int GetVRModeAdapter() = 0;
// ----------------------------------------------------------------------
// Information about the tracker
// ----------------------------------------------------------------------
virtual bool WillDriftInYaw() = 0;
// ----------------------------------------------------------------------
// Methods about oversized offscreen rendering
// ----------------------------------------------------------------------
// Sets up the pre-distortion render targets.
virtual void CreateRenderTargets( IMaterialSystem *pMaterialSystem ) = 0;
virtual void ShutdownRenderTargets() = 0;
// fetches the render target for the specified eye
virtual ITexture *GetRenderTarget( VREye eEye, EWhichRenderTarget eWhich ) = 0;
// Returns the (possibly overridden) framebuffer size for render target sizing.
virtual void GetRenderTargetFrameBufferDimensions( int & nWidth, int & nHeight ) = 0;
// ----------------------------------------------------------------------
// Enter/leave VR mode
// ----------------------------------------------------------------------
virtual bool Activate() = 0;
virtual void Deactivate() = 0;
virtual bool ShouldForceVRMode() = 0;
virtual void SetShouldForceVRMode() = 0;
};
//-----------------------------------------------------------------------------
extern ISourceVirtualReality *g_pSourceVR;
inline bool UseVR()
{
return g_pSourceVR != NULL && g_pSourceVR->ShouldRunInVR();
}
inline bool ShouldForceVRActive()
{
return g_pSourceVR != NULL && g_pSourceVR->ShouldForceVRMode();
}
#endif // ISOURCEVIRTUALREALITY_H