//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _IDISPLAYDEVICE_H_ #define _IDISPLAYDEVICE_H_ #include "console/consoleTypes.h" class GameConnection; class GuiCanvas; // Defines a custom display device that requires particular rendering settings // in order for a scene to display correctly. /// Defines the basic display pose common to most display devices typedef struct DisplayPose { QuatF orientation; /// Direction device is facing Point3F position; /// Relative position of device in view space Point3F velocity; Point3F angularVelocity; #ifdef DEBUG_DISPLAY_POSE MatrixF actualMatrix; MatrixF originalMatrix; #endif U32 state; /// Generic state bool valid; /// Pose set bool connected; /// Device connected } IDevicePose; class IDisplayDevice { public: virtual bool providesFrameEyePose() const = 0; /// Get a display pose for the specified eye, or the HMD if eyeId is -1. virtual void getFrameEyePose(IDevicePose *pose, S32 eyeId) const = 0; virtual bool providesEyeOffsets() const = 0; /// Returns eye offset not taking into account any position tracking info virtual void getEyeOffsets(Point3F *dest) const = 0; virtual bool providesFovPorts() const = 0; virtual void getFovPorts(FovPort *out) const = 0; virtual void getStereoViewports(RectI *out) const = 0; virtual void getStereoTargets(GFXTextureTarget **out) const = 0; virtual void setDrawCanvas(GuiCanvas *canvas) = 0; virtual void setDrawMode(GFXDevice::GFXDeviceRenderStyles style) = 0; virtual void setCurrentConnection(GameConnection *connection) = 0; virtual GameConnection* getCurrentConnection() = 0; virtual void onStartFrame() = 0; /// Returns a texture handle representing a preview of the composited VR view virtual GFXTexHandle getPreviewTexture() = 0; }; #endif // _IDISPLAYDEVICE_H_