SLEyeType
Enumeration for stereo eye type used for camera projection.
vector< SLVertexOculus > SLVVertexOculus
Wrapper around Oculus Rift Devkit 2.
SLbool isLowPersistanceEnabled()
void positionTracking(SLbool val)
SLbool isPositionTracked()
const SLVec3f & viewAdjust(SLEyeType eye)
const SLQuat4f & orientation(SLEyeType eye)
void lowPersistance(SLbool val)
SLbool _hmdSettingsChanged
settings need to be updated flag
const SLVec3f & position(SLEyeType eye)
SLbool _usingDebugHmd
we're using a debug HMD
SLVec2i _resolution
Resolution of the HMD.
SLVec3f _viewAdjust[2]
view adjust vector
SLfloat resolutionScale()
SLGLVertexArray _distortionMeshVAO[2]
distortion meshes for left and right eye
const SLMat4f & orthoProjection(SLEyeType eye)
const SLMat4f & projection(SLEyeType eye)
void renderDistortion(SLint width, SLint height, SLuint tex, const SLCol4f &background)
SLbool isCameraConnected()
SLVec2i _outputRes
output resolution used for ortho projection
SLVec3f _position[2]
eye position
SLbool isTimeWarpEnabled()
SLVec2i _rtSize
Required resolution for the render target.
SLbool isPositionTrackingEnabled()
SLMat4f _projection[2]
projection matrices for left and right eye
void calculateHmdValues()
recalculate HMD settings changed
SLbool _isConnected
is HMD connected
SLbool _displaySleep
is the display of the rift currently off
SLbool _timeWarpEnabled
time warp correction enabled
SLbool _lowPersistanceEnabled
low persistence rendering enabled
SLQuat4f _orientation[2]
eye orientation
SLGLOculus(SLstring shaderDir)
SLfloat _resolutionScale
required resolution scale for a 1.0 min pixel density
void timeWarp(SLbool val)
SLGLProgram * _stereoOculusDistProgram
void renderResolution(SLint width, SLint height)
void displaySleep(SLbool val)
SLbool _isPositionTracked
is the position tracked (false if out of range)
SLbool _isCameraConnected
is position tracker camera connected
SLMat4f _orthoProjection[2]
projection for 2d elements
SLbool _positionTrackingEnabled
is position tracking enabled
Encapsulation of an OpenGL shader program object.
SLGLVertexArray encapsulates the core OpenGL drawing.
Distorted vertex used to draw in the Oculus frame buffer.