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1 /************************************************************************************
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2
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3 Filename : CAPI_GL_HSWDisplay.h
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4 Content : Implements Health and Safety Warning system.
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5 Created : July 7, 2014
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6 Authors : Paul Pedriana
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7
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8 Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved.
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9
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10 Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
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11 you may not use the Oculus VR Rift SDK except in compliance with the License,
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12 which is provided at the time of installation or download, or which
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13 otherwise accompanies this software in either electronic or hard copy form.
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14
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15 You may obtain a copy of the License at
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16
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17 http://www.oculusvr.com/licenses/LICENSE-3.2
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18
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19 Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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20 distributed under the License is distributed on an "AS IS" BASIS,
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21 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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22 See the License for the specific language governing permissions and
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23 limitations under the License.
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24
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25 ************************************************************************************/
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26
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27 #ifndef OVR_CAPI_GL_HSWDisplay_h
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28 #define OVR_CAPI_GL_HSWDisplay_h
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29
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30
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31 #include "../CAPI_HSWDisplay.h"
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32 #include "CAPI_GL_Util.h"
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33
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34
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35 namespace OVR { namespace CAPI { namespace GL {
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36
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37 class HSWDisplay : public CAPI::HSWDisplay
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38 {
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39 public:
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40 HSWDisplay(ovrRenderAPIType api, ovrHmd hmd, const HMDRenderState& renderState);
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41
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42 // Must be called before use. apiConfig is such that:
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43 // const ovrGLConfig* config = (const ovrGLConfig*)apiConfig; or
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44 bool Initialize(const ovrRenderAPIConfig* apiConfig);
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45 void Shutdown();
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46 void DisplayInternal();
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47 void DismissInternal();
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48
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49 // Draws the warning to the eye texture(s). This must be done at the end of a
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50 // frame but prior to executing the distortion rendering of the eye textures.
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51 void RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture);
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52
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53 protected:
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54 void UnloadGraphics();
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55 void LoadGraphics();
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56
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57 OVR::CAPI::GL::RenderParams RenderParams;
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58 OVR::CAPI::GL::Context GLContext; // Our prive OpenGL context for drawing.
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59 GLuint FrameBuffer; // This is a container for a texture, depth buffer, stencil buffer to be rendered to. To consider: Make a wrapper class, like the OculusWorldDemo RBuffer class.
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60 Ptr<OVR::CAPI::GL::Texture> pTexture;
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61 Ptr<OVR::CAPI::GL::ShaderSet> pShaderSet;
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62 Ptr<OVR::CAPI::GL::VertexShader> pVertexShader;
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63 Ptr<OVR::CAPI::GL::FragmentShader> pFragmentShader;
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64 Ptr<OVR::CAPI::GL::Buffer> pVB;
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65 GLuint VAO; // Vertex Array Object.
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66 bool VAOInitialized; // True if the VAO was initialized with vertex buffer data.
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67 Matrix4f OrthoProjection[2]; // Projection for 2D.
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68
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69 private:
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70 OVR_NON_COPYABLE(HSWDisplay)
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71 };
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72
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73 }}} // namespace OVR::CAPI::GL
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74
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75
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76 #endif // OVR_CAPI_GL_HSWDisplay_h
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77
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