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sourcevr/cbase.h
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12
sourcevr/cbase.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "platform.h"
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#include <vector>
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#include <math.h>
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#include <assert.h>
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#include <float.h>
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// Prevent OpenCV and other Vortex modules from using D3D (they will want D3D11, and we're a D3D9 game)
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#define NO_D3D
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857
sourcevr/sourcevirtualreality.cpp
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857
sourcevr/sourcevirtualreality.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "sourcevirtualreality.h"
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#include "icommandline.h"
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#include "filesystem.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterialvar.h"
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#include "renderparm.h"
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#include "openvr/openvr.h"
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using namespace vr;
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CSourceVirtualReality g_SourceVirtualReality;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CSourceVirtualReality, ISourceVirtualReality,
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SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, g_SourceVirtualReality );
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static VMatrix VMatrixFrom44(const float v[4][4]);
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static VMatrix VMatrixFrom34(const float v[3][4]);
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static VMatrix OpenVRToSourceCoordinateSystem(const VMatrix& vortex);
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// --------------------------------------------------------------------
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// Purpose: Set the current HMD pose as the zero pose
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// --------------------------------------------------------------------
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void CC_VR_Reset_Home_Pos( const CCommand& args )
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{
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g_SourceVirtualReality.AcquireNewZeroPose();
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}
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static ConCommand vr_reset_home_pos("vr_reset_home_pos", CC_VR_Reset_Home_Pos, "Sets the current HMD position as the zero point" );
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// --------------------------------------------------------------------
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// Purpose: Reinitialize the IHeadtrack object
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// --------------------------------------------------------------------
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void CC_VR_Track_Reinit( const CCommand& args )
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{
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if( g_SourceVirtualReality.ResetTracking() )
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{
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// Tracker can't be restarted: show a message, but don't quit.
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Warning("Can't reset HMD tracker");
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}
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}
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static ConCommand vr_track_reinit("vr_track_reinit", CC_VR_Track_Reinit, "Reinitializes HMD tracking" );
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// Disable distortion processing altogether.
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ConVar vr_distortion_enable ( "vr_distortion_enable", "1" );
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// Disable distortion by changing the distortion texture itself, so that the rendering path is otherwise identical.
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// This won't take effect until the texture is refresed.
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ConVar vr_debug_nodistortion ( "vr_debug_nodistortion", "0" );
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// Disable just the chromatic aberration correction in the distortion texture, to make undistort quality/artifacts
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// easier to see and debug. As above, won't take effect until the texture is refreshed.
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ConVar vr_debug_nochromatic ( "vr_debug_nochromatic", "0" );
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// Resolution of the undistort map.
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static const int distortionTextureSize = 128;
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void CC_vr_refresh_distortion_texture( const CCommand& args )
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{
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g_SourceVirtualReality.RefreshDistortionTexture();
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}
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ConCommand vr_refresh_distortion_texture( "vr_refresh_distortion_texture", CC_vr_refresh_distortion_texture );
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ConVar vr_use_offscreen_render_target( "vr_use_offscreen_render_target", "0", 0, "Experimental: Use larger offscreen render target for pre-distorted scene in VR" );
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// --------------------------------------------------------------------
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// construction/destruction
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// --------------------------------------------------------------------
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CSourceVirtualReality::CSourceVirtualReality()
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: m_textureGeneratorLeft( vr::Eye_Left ),
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m_textureGeneratorRight( vr::Eye_Right )
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{
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m_bActive = false;
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m_bUsingOffscreenRenderTarget = false;
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m_pHmd = NULL;
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}
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CSourceVirtualReality::~CSourceVirtualReality()
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{
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}
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// --------------------------------------------------------------------
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// Purpose:
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// --------------------------------------------------------------------
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bool CSourceVirtualReality::Connect( CreateInterfaceFn factory )
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{
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if ( !factory )
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return false;
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if ( !BaseClass::Connect( factory ) )
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return false;
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if ( !g_pFullFileSystem )
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{
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Warning( "The head tracker requires the filesystem to run!\n" );
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return false;
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}
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return true;
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}
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// --------------------------------------------------------------------
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// Purpose:
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// --------------------------------------------------------------------
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void CSourceVirtualReality::Disconnect()
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{
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BaseClass::Disconnect();
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}
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// --------------------------------------------------------------------
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// Purpose:
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// --------------------------------------------------------------------
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void * CSourceVirtualReality::QueryInterface( const char *pInterfaceName )
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{
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CreateInterfaceFn factory = Sys_GetFactoryThis(); // This silly construction is necessary
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return factory( pInterfaceName, NULL ); // to prevent the LTCG compiler from crashing.
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}
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// --------------------------------------------------------------------
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// Purpose:
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// --------------------------------------------------------------------
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InitReturnVal_t CSourceVirtualReality::Init()
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{
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InitReturnVal_t nRetVal = BaseClass::Init();
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if ( nRetVal != INIT_OK )
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return nRetVal;
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MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
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// if our tracker expects to use the texture base distortion shader,
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// make the procedural textures for that shader now
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m_pDistortionTextureLeft.Init( materials->CreateProceduralTexture( "vr_distort_map_left", TEXTURE_GROUP_PIXEL_SHADERS,
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distortionTextureSize, distortionTextureSize, IMAGE_FORMAT_RGBA16161616,
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TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_NODEBUGOVERRIDE |
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TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT ) );
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m_pDistortionTextureRight.Init( materials->CreateProceduralTexture( "vr_distort_map_right", TEXTURE_GROUP_PIXEL_SHADERS,
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distortionTextureSize, distortionTextureSize, IMAGE_FORMAT_RGBA16161616,
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TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_NODEBUGOVERRIDE |
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TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT ) );
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m_pDistortionTextureLeft->SetTextureRegenerator( &m_textureGeneratorLeft );
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m_pDistortionTextureRight->SetTextureRegenerator( &m_textureGeneratorRight );
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return INIT_OK;
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}
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void CSourceVirtualReality::RefreshDistortionTexture()
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{
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m_pDistortionTextureLeft->Download();
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m_pDistortionTextureRight->Download();
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}
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void CDistortionTextureRegen::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
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{
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// only do this if we have an HMD
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if( !g_SourceVirtualReality.GetHmd() )
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return;
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unsigned short *imageData = (unsigned short*) pVTFTexture->ImageData( 0, 0, 0 );
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enum ImageFormat imageFormat = pVTFTexture->Format();
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if( imageFormat != IMAGE_FORMAT_RGBA16161616 )
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{
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return;
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}
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// we use different UVs for the full FB source texture
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float fUScale;
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float fUOffset;
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if( g_SourceVirtualReality.UsingOffscreenRenderTarget() )
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{
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fUScale = 1.f;
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fUOffset = 0.f;
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}
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else
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{
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fUScale = 0.5f;
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fUOffset = m_eEye == Eye_Left ? 0.f : 0.5f;
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}
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// optimize
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int width = pVTFTexture->Width();
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int height = pVTFTexture->Height();
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float fHeight = height;
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float fWidth = width;
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int x, y;
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for( y = 0; y < height; y++ )
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{
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for( x = 0; x < width; x++ )
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{
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int offset = 4 * ( x + y * width );
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assert( offset < width * height * 4 );
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float u = ( (float)x + 0.5f) / fWidth;
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float v = ( (float)y + 0.5f) / fHeight;
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DistortionCoordinates_t coords = g_SourceVirtualReality.GetHmd()->ComputeDistortion( m_eEye, u, v );
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coords.rfRed[0] = Clamp( coords.rfRed[0], 0.f, 1.f ) * fUScale + fUOffset;
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coords.rfGreen[0] = Clamp( coords.rfGreen[0], 0.f, 1.f ) * fUScale + fUOffset;
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coords.rfBlue[0] = Clamp( coords.rfBlue[0], 0.f, 1.f ) * fUScale + fUOffset;
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if ( vr_debug_nodistortion.GetBool() )
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{
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coords.rfRed[0] = coords.rfGreen[0] = coords.rfBlue[0] = u * fUScale + fUOffset;
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coords.rfRed[1] = coords.rfGreen[1] = coords.rfBlue[1] = v;
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}
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if ( vr_debug_nochromatic.GetBool() )
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{
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coords.rfRed[0] = coords.rfBlue[0] = coords.rfGreen[0];
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coords.rfRed[1] = coords.rfBlue[1] = coords.rfGreen[1];
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}
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imageData[offset + 0] = (unsigned short)(Clamp( coords.rfRed[0], 0.f, 1.f ) * 65535.f );
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imageData[offset + 1] = (unsigned short)(Clamp( coords.rfRed[1], 0.f, 1.f ) * 65535.f );
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imageData[offset + 2] = (unsigned short)(Clamp( coords.rfBlue[0], 0.f, 1.f ) * 65535.f );
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imageData[offset + 3] = (unsigned short)(Clamp( coords.rfBlue[1], 0.f, 1.f ) * 65535.f );
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}
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}
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}
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// --------------------------------------------------------------------
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// Purpose:
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// --------------------------------------------------------------------
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void CSourceVirtualReality::Shutdown()
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{
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BaseClass::Shutdown();
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if( m_pHmd )
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VR_Shutdown();
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m_pDistortionTextureLeft.Shutdown();
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m_pDistortionTextureRight.Shutdown();
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}
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// --------------------------------------------------------------------
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// Purpose: Let the caller know if we're in VR mode
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// --------------------------------------------------------------------
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bool CSourceVirtualReality::ShouldRunInVR()
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{
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return m_bActive && m_pHmd;
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}
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// --------------------------------------------------------------------
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// Purpose: Returns true if there's an Hmd connected and everything
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// started up.
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// --------------------------------------------------------------------
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bool CSourceVirtualReality::IsHmdConnected()
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{
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// we really just care if OpenVR init was successful
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return EnsureOpenVRInited();
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}
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// --------------------------------------------------------------------
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// Purpose: Let the caller know how big to make the window and where
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// to put it.
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// --------------------------------------------------------------------
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bool CSourceVirtualReality::GetDisplayBounds( VRRect_t *pRect )
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{
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if( m_pHmd )
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{
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int32_t x, y;
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uint32_t width, height;
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m_pHmd->GetWindowBounds( &x, &y, &width, &height );
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pRect->nX = x;
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pRect->nY = y;
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pRect->nWidth = width;
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pRect->nHeight = height;
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return true;
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}
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else
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{
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return false;
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}
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}
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// --------------------------------------------------------------------
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// Purpose: Allocates the pre-distortion render targets.
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// --------------------------------------------------------------------
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void CSourceVirtualReality::CreateRenderTargets( IMaterialSystem *pMaterialSystem )
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{
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if( !m_pHmd || !m_bActive )
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return;
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g_StereoGuiTexture.Init( materials->CreateNamedRenderTargetTextureEx2(
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"_rt_gui",
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640, 480, RT_SIZE_OFFSCREEN,
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materials->GetBackBufferFormat(),
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MATERIAL_RT_DEPTH_SHARED,
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TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
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CREATERENDERTARGETFLAGS_HDR )
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);
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if( UsingOffscreenRenderTarget() )
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{
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uint32_t nWidth, nHeight;
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m_pHmd->GetRecommendedRenderTargetSize( &nWidth, &nHeight );
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m_pPredistortRT.Init( pMaterialSystem->CreateNamedRenderTargetTextureEx2(
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"_rt_vr_predistort",
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nWidth, nHeight, RT_SIZE_LITERAL,
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IMAGE_FORMAT_RGBA8888,
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MATERIAL_RT_DEPTH_SEPARATE,
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TEXTUREFLAGS_RENDERTARGET |TEXTUREFLAGS_NOMIP/*TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT */,
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0 ) );
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//TODO: Figure out what I really want for the depth texture format
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m_pPredistortRTDepth.Init( pMaterialSystem->CreateNamedRenderTargetTextureEx2( "_rt_vr_predistort_depth", nWidth, nHeight,
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RT_SIZE_LITERAL, IMAGE_FORMAT_NV_DST24, MATERIAL_RT_DEPTH_NONE,
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TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT |TEXTUREFLAGS_NOMIP,
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0 ) );
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}
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}
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void CSourceVirtualReality::ShutdownRenderTargets()
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{
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g_StereoGuiTexture.Shutdown();
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m_pPredistortRT.Shutdown();
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m_pPredistortRTDepth.Shutdown();
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}
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// Returns the (possibly overridden) framebuffer size for render target sizing.
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void CSourceVirtualReality::GetRenderTargetFrameBufferDimensions( int & nWidth, int & nHeight )
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{
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if( m_pHmd && UsingOffscreenRenderTarget() )
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{
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uint32_t w, h;
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m_pHmd->GetRecommendedRenderTargetSize( &w, &h );
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nWidth = w;
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nHeight = h;
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}
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else
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{
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// this will cause material system to fall back to the
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// actual size of the frame buffer
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nWidth = nHeight = 0;
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}
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}
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// --------------------------------------------------------------------
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// Purpose: fetches the render target for the specified eye
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// --------------------------------------------------------------------
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ITexture *CSourceVirtualReality::GetRenderTarget( ISourceVirtualReality::VREye eEye, ISourceVirtualReality::EWhichRenderTarget eWhich )
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{
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// we don't use any render targets if distortion is disabled
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// Just let the game render to the frame buffer.
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if( !vr_distortion_enable.GetBool() )
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return NULL;
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if( !m_bActive || !m_pHmd )
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return NULL;
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if( !UsingOffscreenRenderTarget() )
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return NULL;
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switch( eWhich )
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{
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case ISourceVirtualReality::RT_Color:
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return m_pPredistortRT;
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case ISourceVirtualReality::RT_Depth:
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return m_pPredistortRTDepth;
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}
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return NULL;
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}
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vr::Hmd_Eye SourceEyeToHmdEye( ISourceVirtualReality::VREye eEye )
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{
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if( eEye == ISourceVirtualReality::VREye_Left )
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return vr::Eye_Left;
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else
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return vr::Eye_Right;
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}
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// --------------------------------------------------------------------
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// Purpose: Let the caller know if we're in VR mode
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// --------------------------------------------------------------------
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void CSourceVirtualReality::GetViewportBounds( VREye eEye, int *pnX, int *pnY, int *pnWidth, int *pnHeight )
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{
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if( !m_pHmd || !m_bActive )
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{
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*pnWidth = 0;
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*pnHeight = 0;
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return;
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}
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// if there are textures, use those
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if( m_pPredistortRT && vr_distortion_enable.GetBool() )
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{
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if( pnX && pnY )
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{
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*pnX = 0;
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*pnY = 0;
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}
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*pnWidth = m_pPredistortRT->GetActualWidth();
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*pnHeight = m_pPredistortRT->GetActualHeight();
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}
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else
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{
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uint32_t x, y, w, h;
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m_pHmd->GetEyeOutputViewport( SourceEyeToHmdEye( eEye ), &x, &y, &w, &h );
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if( pnX && pnY )
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{
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*pnX = x;
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*pnY = y;
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}
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*pnWidth = w;
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*pnHeight = h;
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}
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}
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// --------------------------------------------------------------------
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// Purpose: Returns the current pose
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// --------------------------------------------------------------------
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VMatrix CSourceVirtualReality::GetMideyePose()
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{
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return m_ZeroFromHeadPose;
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}
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// ----------------------------------------------------------------------
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// Purpose: Create a 4x4 projection transform from eye projection and distortion parameters
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||||
// ----------------------------------------------------------------------
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||||
inline static void ComposeProjectionTransform(float fLeft, float fRight, float fTop, float fBottom, float zNear, float zFar, float fovScale, VMatrix *pmProj )
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||||
{
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||||
if( fovScale != 1.0f && fovScale > 0.f )
|
||||
{
|
||||
float fFovScaleAdjusted = tan( atan( fTop ) / fovScale ) / fTop;
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||||
fRight *= fFovScaleAdjusted;
|
||||
fLeft *= fFovScaleAdjusted;
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||||
fTop *= fFovScaleAdjusted;
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||||
fBottom *= fFovScaleAdjusted;
|
||||
}
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||||
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||||
float idx = 1.0f / (fRight - fLeft);
|
||||
float idy = 1.0f / (fBottom - fTop);
|
||||
float idz = 1.0f / (zFar - zNear);
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||||
float sx = fRight + fLeft;
|
||||
float sy = fBottom + fTop;
|
||||
|
||||
float (*p)[4] = pmProj->m;
|
||||
p[0][0] = 2*idx; p[0][1] = 0; p[0][2] = sx*idx; p[0][3] = 0;
|
||||
p[1][0] = 0; p[1][1] = 2*idy; p[1][2] = sy*idy; p[1][3] = 0;
|
||||
p[2][0] = 0; p[2][1] = 0; p[2][2] = -zFar*idz; p[2][3] = -zFar*zNear*idz;
|
||||
p[3][0] = 0; p[3][1] = 0; p[3][2] = -1.0f; p[3][3] = 0;
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------
|
||||
// Purpose: Computes and returns the projection matrix for the eye
|
||||
// ----------------------------------------------------------------------
|
||||
bool CSourceVirtualReality::GetEyeProjectionMatrix ( VMatrix *pResult, VREye eEye, float zNear, float zFar, float fovScale )
|
||||
{
|
||||
Assert ( pResult != NULL );
|
||||
if( !pResult || !m_pHmd || !m_bActive )
|
||||
return false;
|
||||
|
||||
float fLeft, fRight, fTop, fBottom;
|
||||
m_pHmd->GetProjectionRaw( SourceEyeToHmdEye( eEye ), &fLeft, &fRight, &fTop, &fBottom );
|
||||
|
||||
ComposeProjectionTransform( fLeft, fRight, fTop, fBottom, zNear, zFar, fovScale, pResult );
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------
|
||||
// Purpose: Returns the mid eye from left/right eye part of the view
|
||||
// matrix transform chain.
|
||||
// ----------------------------------------------------------------------
|
||||
VMatrix CSourceVirtualReality::GetMidEyeFromEye( VREye eEye )
|
||||
{
|
||||
if( m_pHmd )
|
||||
{
|
||||
vr::HmdMatrix34_t matMidEyeFromEye = m_pHmd->GetEyeToHeadTransform( SourceEyeToHmdEye( eEye ) );
|
||||
return OpenVRToSourceCoordinateSystem( VMatrixFrom34( matMidEyeFromEye.m ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
VMatrix mat;
|
||||
mat.Identity();
|
||||
return mat;
|
||||
}
|
||||
}
|
||||
|
||||
// returns the adapter index to use for VR mode
|
||||
int CSourceVirtualReality::GetVRModeAdapter()
|
||||
{
|
||||
if( EnsureOpenVRInited() )
|
||||
{
|
||||
Assert( m_pHmd );
|
||||
return m_pHmd->GetD3D9AdapterIndex();
|
||||
}
|
||||
else
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
bool CSourceVirtualReality::WillDriftInYaw()
|
||||
{
|
||||
if( m_pHmd )
|
||||
return m_pHmd->GetBoolTrackedDeviceProperty( vr::k_unTrackedDeviceIndex_Hmd, Prop_WillDriftInYaw_Bool );
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
void CSourceVirtualReality::AcquireNewZeroPose()
|
||||
{
|
||||
// just let the next tracker update re-zero us
|
||||
if( m_pHmd )
|
||||
m_pHmd->ResetSeatedZeroPose();
|
||||
}
|
||||
|
||||
bool CSourceVirtualReality::SampleTrackingState ( float PlayerGameFov, float fPredictionSeconds )
|
||||
{
|
||||
if( !m_pHmd || !m_bActive )
|
||||
return false;
|
||||
|
||||
// If tracker can't return a pose (it's possibly recalibrating itself)
|
||||
// then we will freeze tracking at its current state, rather than
|
||||
// snapping it back to the zero position
|
||||
vr::TrackedDevicePose_t pose;
|
||||
|
||||
if ( m_pHmd->IsTrackedDeviceConnected( k_unTrackedDeviceIndex_Hmd ) )
|
||||
{
|
||||
float fSecondsSinceLastVsync;
|
||||
m_pHmd->GetTimeSinceLastVsync( &fSecondsSinceLastVsync, NULL );
|
||||
|
||||
float fFrameDuration = 1.f / m_pHmd->GetFloatTrackedDeviceProperty( vr::k_unTrackedDeviceIndex_Hmd,
|
||||
vr::Prop_DisplayFrequency_Float );
|
||||
float fPredictedSecondsFromNow = fFrameDuration - fSecondsSinceLastVsync \
|
||||
+ m_pHmd->GetFloatTrackedDeviceProperty( vr::k_unTrackedDeviceIndex_Hmd,
|
||||
vr::Prop_SecondsFromVsyncToPhotons_Float );
|
||||
|
||||
// Use Seated here because everything using this interface or older is expecting a seated experience
|
||||
m_pHmd->GetDeviceToAbsoluteTrackingPose( vr::TrackingUniverseSeated, fPredictedSecondsFromNow, &pose, 1 );
|
||||
|
||||
m_bHaveValidPose = pose.bPoseIsValid;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_bHaveValidPose = false;
|
||||
}
|
||||
|
||||
if( !m_bHaveValidPose )
|
||||
return false;
|
||||
|
||||
m_ZeroFromHeadPose = OpenVRToSourceCoordinateSystem( VMatrixFrom34( pose.mDeviceToAbsoluteTracking.m ) );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------
|
||||
// Purpose: Performs the distortion required for the HMD display
|
||||
// ----------------------------------------------------------------------
|
||||
bool CSourceVirtualReality::DoDistortionProcessing ( VREye eEye )
|
||||
{
|
||||
if( !ShouldRunInVR() )
|
||||
return false;
|
||||
if ( !vr_distortion_enable.GetBool() )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
CMatRenderContextPtr pRenderContext( materials );
|
||||
|
||||
IMaterial *pDistortMaterial;
|
||||
if( eEye == VREye_Left )
|
||||
pDistortMaterial = m_DistortLeftMaterial;
|
||||
else
|
||||
pDistortMaterial = m_DistortRightMaterial;
|
||||
|
||||
if( !UsingOffscreenRenderTarget() )
|
||||
{
|
||||
// copy the frame buffer to the source texture
|
||||
ITexture *pFullFrameFB1 = materials->FindTexture( "_rt_FullFrameFB1", TEXTURE_GROUP_RENDER_TARGET );
|
||||
if( !pFullFrameFB1 )
|
||||
return false;
|
||||
|
||||
Rect_t r;
|
||||
this->GetViewportBounds( eEye, &r.x, &r.y, &r.width, &r.height );
|
||||
pRenderContext->CopyRenderTargetToTextureEx( pFullFrameFB1, 0, &r, &r );
|
||||
}
|
||||
|
||||
// This is where we are rendering to
|
||||
uint32_t x, y, w, h;
|
||||
m_pHmd->GetEyeOutputViewport( SourceEyeToHmdEye( eEye ), &x, &y, &w, &h );
|
||||
|
||||
pRenderContext->DrawScreenSpaceRectangle ( pDistortMaterial,
|
||||
x, y, w, h,
|
||||
0, 0, distortionTextureSize-1,distortionTextureSize-1,distortionTextureSize,distortionTextureSize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
// Pastes the HUD directly onto the backbuffer / render target, including
|
||||
// applying the undistort.
|
||||
// --------------------------------------------------------------------
|
||||
bool CSourceVirtualReality::CompositeHud ( VREye eEye, float ndcHudBounds[4], bool bDoUndistort, bool bBlackout, bool bTranslucent )
|
||||
{
|
||||
// run away if we're not doing VR at all
|
||||
if ( ! ShouldRunInVR() )
|
||||
return false;
|
||||
|
||||
bDoUndistort = bDoUndistort && vr_distortion_enable.GetBool();
|
||||
|
||||
IMaterial *pDistortHUDMaterial = ( eEye == VREye_Left ) ? m_DistortHUDLeftMaterial : m_DistortHUDRightMaterial;
|
||||
|
||||
// The translucency flag will enable/disable both blending and alpha test. The only case where we don't want them enabled
|
||||
// is when we're blacking out the entire screen (we use blending to smooth the edges of the HUD, and we use alpha test to kill
|
||||
// the pixels outside the HUD). Note that right now I'm not expecting to see a mode with bTranslucent and bBlackout
|
||||
// both true (maybe happens in sniper mode?).
|
||||
pDistortHUDMaterial->SetMaterialVarFlag( MATERIAL_VAR_TRANSLUCENT, ! bBlackout );
|
||||
|
||||
// The ndcHudBounds are the min x, min y, max x, max y of where we want to paste the HUD texture in NDC coordinates
|
||||
// of the main 3D view. We conver to UV (0->1) space here for the shader.
|
||||
float huduvs[4];
|
||||
huduvs[0] = ndcHudBounds[0] * 0.5 + 0.5;
|
||||
huduvs[1] = ndcHudBounds[1] * 0.5 + 0.5;
|
||||
huduvs[2] = ndcHudBounds[2] * 0.5 + 0.5;
|
||||
huduvs[3] = ndcHudBounds[3] * 0.5 + 0.5;
|
||||
|
||||
// Fix up coordinates depending on whether we're rendering to a buffer sized for one eye or two.
|
||||
// (note that disabling distortion also disables use of the offscreen render target)
|
||||
if ( vr_distortion_enable.GetBool() && ! UsingOffscreenRenderTarget() )
|
||||
{
|
||||
huduvs[0] *= 0.5;
|
||||
huduvs[2] *= 0.5;
|
||||
if ( eEye == VREye_Right )
|
||||
{
|
||||
huduvs[0] += 0.5;
|
||||
huduvs[2] += 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
IMaterialVar *pVar;
|
||||
|
||||
pVar = pDistortHUDMaterial->FindVar( "$distortbounds", NULL );
|
||||
if ( pVar )
|
||||
{
|
||||
pVar->SetVecValue( huduvs, 4 );
|
||||
}
|
||||
|
||||
pVar = pDistortHUDMaterial->FindVar( "$hudtranslucent", NULL );
|
||||
if ( pVar )
|
||||
{
|
||||
pVar->SetIntValue( bTranslucent );
|
||||
}
|
||||
|
||||
pVar = pDistortHUDMaterial->FindVar( "$hudundistort", NULL );
|
||||
if ( pVar )
|
||||
{
|
||||
pVar->SetIntValue( bDoUndistort );
|
||||
}
|
||||
|
||||
CMatRenderContextPtr pRenderContext( materials );
|
||||
|
||||
uint32_t x, y, w, h;
|
||||
m_pHmd->GetEyeOutputViewport( SourceEyeToHmdEye( eEye ), &x, &y, &w, &h );
|
||||
|
||||
pRenderContext->DrawScreenSpaceRectangle ( pDistortHUDMaterial,
|
||||
x, y, w, h,
|
||||
0, 0, distortionTextureSize-1,distortionTextureSize-1,distortionTextureSize,distortionTextureSize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool CSourceVirtualReality::EnsureOpenVRInited()
|
||||
{
|
||||
if( m_pHmd )
|
||||
return true;
|
||||
|
||||
return StartTracker();
|
||||
}
|
||||
|
||||
bool CSourceVirtualReality::StartTracker()
|
||||
{
|
||||
Assert( m_pHmd == NULL );
|
||||
|
||||
// Initialize SteamVR
|
||||
vr::HmdError err;
|
||||
m_pHmd = vr::VR_Init( &err );
|
||||
if( err != HmdError_None )
|
||||
{
|
||||
Msg( "Unable to initialize HMD tracker. Error code %d\n", err );
|
||||
return false;
|
||||
}
|
||||
|
||||
m_pHmd->ResetSeatedZeroPose();
|
||||
|
||||
m_bHaveValidPose = false;
|
||||
m_ZeroFromHeadPose.Identity();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void CSourceVirtualReality::StopTracker()
|
||||
{
|
||||
if ( m_pHmd )
|
||||
{
|
||||
VR_Shutdown();
|
||||
m_pHmd = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
bool CSourceVirtualReality::ResetTracking()
|
||||
{
|
||||
StopTracker();
|
||||
return StartTracker();
|
||||
}
|
||||
|
||||
|
||||
bool CSourceVirtualReality::Activate()
|
||||
{
|
||||
// init the HMD itself
|
||||
if( !ResetTracking() )
|
||||
return false;
|
||||
|
||||
m_bActive = true;
|
||||
m_bUsingOffscreenRenderTarget = vr_use_offscreen_render_target.GetBool();
|
||||
|
||||
m_warpMaterial.Init( "dev/warp", "Other" );
|
||||
if( UsingOffscreenRenderTarget() )
|
||||
{
|
||||
m_DistortLeftMaterial.Init( "vr/vr_distort_texture_left", "Other" );
|
||||
m_DistortRightMaterial.Init( "vr/vr_distort_texture_right", "Other" );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_DistortLeftMaterial.Init( "vr/vr_distort_texture_left_nort", "Other" );
|
||||
m_DistortRightMaterial.Init( "vr/vr_distort_texture_right_nort", "Other" );
|
||||
}
|
||||
m_InWorldUIMaterial.Init( "vgui/inworldui", "Other" );
|
||||
m_InWorldUIOpaqueMaterial.Init( "vgui/inworldui_opaque", "Other" );
|
||||
m_blackMaterial.Init( "vgui/black", "Other" );
|
||||
|
||||
m_DistortHUDLeftMaterial.Init( "vr/vr_distort_hud_left", "Other" );
|
||||
m_DistortHUDRightMaterial.Init( "vr/vr_distort_hud_right", "Other" );
|
||||
|
||||
RefreshDistortionTexture();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void CSourceVirtualReality::Deactivate()
|
||||
{
|
||||
m_bActive = false;
|
||||
m_bShouldForceVRMode = false;
|
||||
|
||||
m_warpMaterial.Shutdown();
|
||||
m_DistortLeftMaterial.Shutdown();
|
||||
m_DistortRightMaterial.Shutdown();
|
||||
m_DistortHUDLeftMaterial.Shutdown();
|
||||
m_DistortHUDRightMaterial.Shutdown();
|
||||
m_InWorldUIMaterial.Shutdown();
|
||||
m_InWorldUIOpaqueMaterial.Shutdown();
|
||||
m_blackMaterial.Shutdown();
|
||||
}
|
||||
|
||||
bool CSourceVirtualReality::ShouldForceVRMode()
|
||||
{
|
||||
return m_bShouldForceVRMode;
|
||||
}
|
||||
|
||||
void CSourceVirtualReality::SetShouldForceVRMode()
|
||||
{
|
||||
m_bShouldForceVRMode = true;
|
||||
}
|
||||
|
||||
static VMatrix OpenVRToSourceCoordinateSystem(const VMatrix& vortex)
|
||||
{
|
||||
const float inchesPerMeter = (float)(39.3700787);
|
||||
|
||||
// From Vortex: X=right, Y=up, Z=backwards, scale is meters.
|
||||
// To Source: X=forwards, Y=left, Z=up, scale is inches.
|
||||
//
|
||||
// s_from_v = [ 0 0 -1 0
|
||||
// -1 0 0 0
|
||||
// 0 1 0 0
|
||||
// 0 0 0 1];
|
||||
//
|
||||
// We want to compute vmatrix = s_from_v * vortex * v_from_s; v_from_s = s_from_v'
|
||||
// Given vortex =
|
||||
// [00 01 02 03
|
||||
// 10 11 12 13
|
||||
// 20 21 22 23
|
||||
// 30 31 32 33]
|
||||
//
|
||||
// s_from_v * vortex * s_from_v' =
|
||||
// 22 20 -21 -23
|
||||
// 02 00 -01 -03
|
||||
// -12 -10 11 13
|
||||
// -32 -30 31 33
|
||||
//
|
||||
const vec_t (*v)[4] = vortex.m;
|
||||
VMatrix result(
|
||||
v[2][2], v[2][0], -v[2][1], -v[2][3] * inchesPerMeter,
|
||||
v[0][2], v[0][0], -v[0][1], -v[0][3] * inchesPerMeter,
|
||||
-v[1][2], -v[1][0], v[1][1], v[1][3] * inchesPerMeter,
|
||||
-v[3][2], -v[3][0], v[3][1], v[3][3]);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
static VMatrix VMatrixFrom44(const float v[4][4])
|
||||
{
|
||||
return VMatrix(
|
||||
v[0][0], v[0][1], v[0][2], v[0][3],
|
||||
v[1][0], v[1][1], v[1][2], v[1][3],
|
||||
v[2][0], v[2][1], v[2][2], v[2][3],
|
||||
v[3][0], v[3][1], v[3][2], v[3][3]);
|
||||
}
|
||||
|
||||
static VMatrix VMatrixFrom34(const float v[3][4])
|
||||
{
|
||||
return VMatrix(
|
||||
v[0][0], v[0][1], v[0][2], v[0][3],
|
||||
v[1][0], v[1][1], v[1][2], v[1][3],
|
||||
v[2][0], v[2][1], v[2][2], v[2][3],
|
||||
0, 0, 0, 1 );
|
||||
}
|
||||
|
||||
static VMatrix VMatrixFrom33(const float v[3][3])
|
||||
{
|
||||
return VMatrix(
|
||||
v[0][0], v[0][1], v[0][2], 0,
|
||||
v[1][0], v[1][1], v[1][2], 0,
|
||||
v[2][0], v[2][1], v[2][2], 0,
|
||||
0, 0, 0, 1);
|
||||
}
|
134
sourcevr/sourcevirtualreality.h
Normal file
134
sourcevr/sourcevirtualreality.h
Normal file
@ -0,0 +1,134 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose: The implementation of ISourceVirtualReality, which provides utility
|
||||
// functions for VR including head tracking, window/viewport information,
|
||||
// rendering information, and distortion
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef SOURCEVIRTUALREALITY_H
|
||||
#define SOURCEVIRTUALREALITY_H
|
||||
#if defined( _WIN32 )
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "tier3/tier3.h"
|
||||
#include "sourcevr/isourcevirtualreality.h"
|
||||
#include "materialsystem/itexture.h"
|
||||
#include "materialsystem/MaterialSystemUtil.h"
|
||||
#include "openvr/openvr.h"
|
||||
|
||||
|
||||
// this is a callback so we can regenerate the distortion texture whenever we need to
|
||||
class CDistortionTextureRegen : public ITextureRegenerator
|
||||
{
|
||||
public:
|
||||
CDistortionTextureRegen( vr::Hmd_Eye eEye ) : m_eEye( eEye ) {}
|
||||
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) OVERRIDE;
|
||||
virtual void Release() OVERRIDE {}
|
||||
|
||||
private:
|
||||
vr::Hmd_Eye m_eEye;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// The implementation
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
class CSourceVirtualReality: public CTier3AppSystem< ISourceVirtualReality >
|
||||
{
|
||||
typedef CTier3AppSystem< ISourceVirtualReality > BaseClass;
|
||||
|
||||
public:
|
||||
|
||||
CSourceVirtualReality();
|
||||
~CSourceVirtualReality();
|
||||
|
||||
//---------------------------------------------------------
|
||||
// Initialization and shutdown
|
||||
//---------------------------------------------------------
|
||||
|
||||
//
|
||||
// IAppSystem
|
||||
//
|
||||
virtual bool Connect( CreateInterfaceFn factory );
|
||||
virtual void Disconnect();
|
||||
virtual void * QueryInterface( const char *pInterfaceName );
|
||||
|
||||
// these will come from the engine
|
||||
virtual InitReturnVal_t Init();
|
||||
virtual void Shutdown();
|
||||
|
||||
|
||||
//---------------------------------------------------------
|
||||
// ISourceVirtualReality implementation
|
||||
//---------------------------------------------------------
|
||||
virtual bool ShouldRunInVR() OVERRIDE;
|
||||
virtual bool IsHmdConnected() OVERRIDE;
|
||||
virtual void GetViewportBounds( VREye eEye, int *pnX, int *pnY, int *pnWidth, int *pnHeight ) OVERRIDE;
|
||||
virtual bool DoDistortionProcessing ( VREye eEye ) OVERRIDE;
|
||||
virtual bool CompositeHud ( VREye eEye, float ndcHudBounds[4], bool bDoUndistort, bool bBlackout, bool bTranslucent ) OVERRIDE;
|
||||
virtual VMatrix GetMideyePose() OVERRIDE;
|
||||
virtual bool SampleTrackingState ( float PlayerGameFov, float fPredictionSeconds ) OVERRIDE;
|
||||
virtual bool GetEyeProjectionMatrix ( VMatrix *pResult, VREye, float zNear, float zFar, float fovScale ) OVERRIDE;
|
||||
virtual bool WillDriftInYaw() OVERRIDE;
|
||||
virtual bool GetDisplayBounds( VRRect_t *pRect ) OVERRIDE;
|
||||
virtual VMatrix GetMidEyeFromEye( VREye eEye ) OVERRIDE;
|
||||
virtual int GetVRModeAdapter() OVERRIDE;
|
||||
virtual void CreateRenderTargets( IMaterialSystem *pMaterialSystem ) OVERRIDE;
|
||||
virtual void ShutdownRenderTargets() OVERRIDE;
|
||||
virtual ITexture *GetRenderTarget( VREye eEye, EWhichRenderTarget eWhich ) OVERRIDE;
|
||||
virtual void GetRenderTargetFrameBufferDimensions( int & nWidth, int & nHeight ) OVERRIDE;
|
||||
virtual bool Activate() OVERRIDE;
|
||||
virtual void Deactivate() OVERRIDE;
|
||||
virtual bool ShouldForceVRMode( ) OVERRIDE;
|
||||
virtual void SetShouldForceVRMode( ) OVERRIDE;
|
||||
|
||||
void RefreshDistortionTexture();
|
||||
void AcquireNewZeroPose();
|
||||
|
||||
bool StartTracker();
|
||||
void StopTracker();
|
||||
bool ResetTracking(); // Called to reset tracking
|
||||
|
||||
// makes sure we've initialized OpenVR so we can use
|
||||
// m_pHmd
|
||||
bool EnsureOpenVRInited();
|
||||
|
||||
// Prefer this to the convar so that convar will stick for the entire
|
||||
// VR activation. We can't lazy-crate render targets and don't
|
||||
// want to create the "just in case" somebody turns on this experimental
|
||||
// mode
|
||||
bool UsingOffscreenRenderTarget() const { return m_bUsingOffscreenRenderTarget; }
|
||||
|
||||
vr::IVRSystem * GetHmd() { return m_pHmd; }
|
||||
private:
|
||||
bool m_bActive;
|
||||
bool m_bShouldForceVRMode;
|
||||
bool m_bUsingOffscreenRenderTarget;
|
||||
CDistortionTextureRegen m_textureGeneratorLeft;
|
||||
CDistortionTextureRegen m_textureGeneratorRight;
|
||||
CTextureReference g_StereoGuiTexture;
|
||||
CTextureReference m_pDistortionTextureLeft;
|
||||
CTextureReference m_pDistortionTextureRight;
|
||||
CTextureReference m_pPredistortRT;
|
||||
CTextureReference m_pPredistortRTDepth;
|
||||
CMaterialReference m_warpMaterial;
|
||||
CMaterialReference m_DistortLeftMaterial;
|
||||
CMaterialReference m_DistortRightMaterial;
|
||||
CMaterialReference m_DistortHUDLeftMaterial;
|
||||
CMaterialReference m_DistortHUDRightMaterial;
|
||||
CMaterialReference m_InWorldUIMaterial;
|
||||
CMaterialReference m_InWorldUIOpaqueMaterial;
|
||||
CMaterialReference m_blackMaterial;
|
||||
|
||||
vr::IVRSystem *m_pHmd;
|
||||
|
||||
bool m_bHaveValidPose;
|
||||
VMatrix m_ZeroFromHeadPose;
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif // SOURCEVIRTUALREALITY_H
|
72
sourcevr/sourcevr.vpc
Normal file
72
sourcevr/sourcevr.vpc
Normal file
@ -0,0 +1,72 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// SOURCEVR.VPC
|
||||
//
|
||||
// Wraps OpenVR and provides VR-related services to other bits of Source
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR ".."
|
||||
$Macro OUTBINDIR "..\..\game\bin"
|
||||
$Macro BINNAME "sourcevr"
|
||||
|
||||
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
|
||||
|
||||
$Configuration
|
||||
{
|
||||
$General
|
||||
{
|
||||
$AdditionalProjectDependencies "$BASE;filesystem_stdio"
|
||||
}
|
||||
|
||||
$Compiler
|
||||
{
|
||||
$PreprocessorDefinitions "$BASE;SOURCEVR_DLL;VERSION_SAFE_STEAM_API_INTERFACES"
|
||||
$Create/UsePrecompiledHeader "Use Precompiled Header (/Yu)"
|
||||
$Create/UsePCHThroughFile "cbase.h"
|
||||
$PrecompiledHeaderFile "$(IntDir)/sourcevr.pch"
|
||||
}
|
||||
|
||||
$Linker
|
||||
{
|
||||
$IgnoreImportLibrary "TRUE"
|
||||
}
|
||||
}
|
||||
|
||||
$Project "SourceVR"
|
||||
{
|
||||
$Folder "Source Files"
|
||||
{
|
||||
$Folder "Precompiled Header"
|
||||
{
|
||||
$File "$SRCDIR\sourcevr\stdafx.cpp"
|
||||
{
|
||||
$Configuration
|
||||
{
|
||||
$Compiler
|
||||
{
|
||||
$Create/UsePrecompiledHeader "Create Precompiled Header (/Yc)"
|
||||
}
|
||||
}
|
||||
}
|
||||
$File "$SRCDIR\sourcevr\cbase.h"
|
||||
}
|
||||
|
||||
$Folder "Public Headers"
|
||||
{
|
||||
$File "$SRCDIR\public\sourcevr\isourcevirtualreality.h"
|
||||
$File "$SRCDIR\public\openvr\openvr.h"
|
||||
}
|
||||
|
||||
$File "$SRCDIR\sourcevr\sourcevirtualreality.h"
|
||||
$File "$SRCDIR\sourcevr\sourcevirtualreality.cpp"
|
||||
}
|
||||
|
||||
$Folder "Link Libraries"
|
||||
{
|
||||
$ImpLibexternal openvr_api
|
||||
$Lib mathlib
|
||||
$Lib tier2
|
||||
$Lib tier3
|
||||
$Lib appframework
|
||||
$ImpLibexternal steam_api
|
||||
}
|
||||
}
|
2
sourcevr/stdafx.cpp
Normal file
2
sourcevr/stdafx.cpp
Normal file
@ -0,0 +1,2 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
#include "cbase.h"
|
Reference in New Issue
Block a user