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nekohook/modules/source2013/sdk/public/sourcevr/isourcevirtualreality.h
2020-08-04 13:13:01 -04:00

172 lines
6.3 KiB
C++

//========= 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 "appframework/IAppSystem.h"
#include "mathlib/vmatrix.h"
#include "tier1/interface.h"
#include "tier1/refcount.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