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nuclear@4
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1 #ifndef VR_H_
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2 #define VR_H_
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3
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4 #define VR_OPT_DISPLAY_WIDTH "display-xres"
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5 #define VR_OPT_DISPLAY_HEIGHT "display-yres"
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6 #define VR_OPT_LEYE_XRES "left-eye-xres"
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7 #define VR_OPT_LEYE_YRES "left-eye-yres"
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8 #define VR_OPT_REYE_XRES "right-eye-xres"
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9 #define VR_OPT_REYE_YRES "right-eye-yres"
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10 #define VR_OPT_EYE_HEIGHT "eye-height"
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11 #define VR_OPT_IPD "ipd"
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12 #define VR_OPT_WIN_XOFFS "win-xoffset"
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13 #define VR_OPT_WIN_YOFFS "win-yoffset"
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14
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15 enum {
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16 VR_EYE_LEFT,
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17 VR_EYE_RIGHT
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18 };
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19
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20 #ifdef __cplusplus
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21 extern "C" {
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22 #endif
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23
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24 int vr_init(void);
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25 void vr_shutdown(void);
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26
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27 int vr_module_count(void);
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28 const char *vr_module_name(int idx);
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29
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30 int vr_use_module(int idx);
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31 int vr_use_module_named(const char *name);
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32
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33 void vr_set_opti(const char *optname, int val);
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34 void vr_set_optf(const char *optname, float val);
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35 int vr_get_opti(const char *optname);
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36 float vr_get_optf(const char *optname);
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37
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38 int vr_view_translation(int eye, float *vec);
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39 int vr_view_rotation(int eye, float *quat);
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40
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41 /* returns non-zero if the active vr module provides this kind of matrix
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42 * information, otherwise it returns zero, and sets mat to identity
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43 */
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44 int vr_view_matrix(int eye, float *mat);
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45 int vr_proj_matrix(int eye, float znear, float zfar, float *mat);
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46
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47 void vr_begin(int eye);
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48 void vr_end(void);
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49 int vr_swap_buffers(void);
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50
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51 /* set the output texture or separate textures for each eye */
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52 void vr_output_texture(unsigned int tex, float umin, float vmin, float umax, float vmax);
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53 void vr_output_texture_eye(int eye, unsigned int tex, float umin, float vmin, float umax, float vmax);
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54
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55 void vr_recenter(void);
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56
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57 #ifdef __cplusplus
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58 }
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59 #endif
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60
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61 #endif /* VR_H_ */
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