コード例 #1
0
//-----------------------------------------------------------------------------
void OculusWorldDemoApp::CycleDisplay()
{
    int screenCount = pPlatform->GetDisplayCount();

    // If Windowed, switch to the HMD screen first in Full-Screen Mode.
    // If already Full-Screen, cycle to next screen until we reach FirstScreenInCycle.

    if (pRender->IsFullscreen())
    {
        // Right now, we always need to restore window before going to next screen.
        pPlatform->SetFullscreen(RenderParams, Display_Window);

        Screen++;
        if (Screen == screenCount)
            Screen = 0;

        RenderParams.Display = pPlatform->GetDisplay(Screen);

        if (Screen != FirstScreenInCycle)
        {
            pRender->SetParams(RenderParams);
            pPlatform->SetFullscreen(RenderParams, Display_Fullscreen);
        }
    }
    else
    {
        // Try to find HMD Screen, making it the first screen in full-screen Cycle.
        FirstScreenInCycle = 0;

        if (pHMD)
        {
            DisplayId HMD (SConfig.GetHMDInfo().DisplayDeviceName, SConfig.GetHMDInfo().DisplayId);
            for (int i = 0; i< screenCount; i++)
            {
                if (pPlatform->GetDisplay(i) == HMD)
                {
                    FirstScreenInCycle = i;
                    break;
                }
            }
        }

        // Switch full-screen on the HMD.
        Screen = FirstScreenInCycle;
        RenderParams.Display = pPlatform->GetDisplay(Screen);
        pRender->SetParams(RenderParams);
        pPlatform->SetFullscreen(RenderParams, Display_Fullscreen);
    }
}
コード例 #2
0
void OculusWorldDemoApp::OnKey(OVR::KeyCode key, int chr, bool down, int modifiers)
{
    OVR_UNUSED(chr);

    switch(key)
    {
    case Key_Q:
        if (down && (modifiers & Mod_Control))
        {
            pPlatform->Exit(0);
        }
        break;

    case Key_B:
        if (down)
        {
            if(SConfig.GetDistortionScale() == 1.0f)
            {
                if(SConfig.GetHMDInfo().HScreenSize > 0.140f)  // 7"
                {
                    SConfig.SetDistortionFitPointVP(-1.0f, 0.0f);
                }
                else
                {
                 SConfig.SetDistortionFitPointVP(0.0f, 1.0f);
                }
            }
            else
            {
                // No fitting; scale == 1.0.
                SConfig.SetDistortionFitPointVP(0, 0);
            }
        }
        break;

    // Support toggling background color for distortion so that we can see
    // the effect on the periphery.
    case Key_V:
        if (down)
        {
            if(DistortionClearColor.B == 0)
            {
                DistortionClearColor = Color(0, 128, 255);
            }
            else
            {
                DistortionClearColor = Color(0, 0, 0);
            }

            pRender->SetDistortionClearColor(DistortionClearColor);
        }
        break;


    case Key_F1:
        SConfig.SetStereoMode(Stereo_None);
        PostProcess = PostProcess_None;
        SetAdjustMessage("StereoMode: None");
        break;
    case Key_F2:
        SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
        PostProcess = PostProcess_None;
        SetAdjustMessage("StereoMode: Stereo + No Distortion");
        break;
    case Key_F3:
        SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
        PostProcess = PostProcess_Distortion;
        SetAdjustMessage("StereoMode: Stereo + Distortion");
        break;


        // Stereo adjustments.
    case Key_BracketLeft:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustFov    : 0;
        AdjustDirection = 1;
        break;
    case Key_BracketRight:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustFov    : 0;
        AdjustDirection = -1;
        break;

    case Key_Insert:
    case Key_Num0:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustIPD    : 0;
        AdjustDirection = 1;
        break;
    case Key_Delete:
    case Key_Num9:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustIPD    : 0;
        AdjustDirection = -1;
        break;

    case Key_Home:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustPS    : 0;
        AdjustDirection = 1;
        break;
    case Key_End:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustPS    : 0;
        AdjustDirection = -1;
        break;

    case Key_PageUp:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustAspect : 0;
        AdjustDirection = 1;
        break;
    case Key_PageDown:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustAspect : 0;
        AdjustDirection = -1;
        break;

        // Distortion correction adjustments
    case Key_H:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustDistortionK0 : NULL;
        AdjustDirection = -1;
        break;
    case Key_Y:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustDistortionK0 : NULL;
        AdjustDirection = 1;
        break;
    case Key_J:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustDistortionK1 : NULL;
        AdjustDirection = -1;
        break;
    case Key_U:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustDistortionK1 : NULL;
        AdjustDirection = 1;
        break;
    case Key_K:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustDistortionK2 : NULL;
        AdjustDirection = -1;
        break;
    case Key_I:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustDistortionK2 : NULL;
        AdjustDirection = 1;
        break;
    case Key_L:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustDistortionK3 : NULL;
        AdjustDirection = -1;
        break;
    case Key_O:
        pAdjustFunc = down ? &OculusWorldDemoApp::AdjustDistortionK3 : NULL;
        AdjustDirection = 1;
        break;

    case Key_C:
        if (down)
        {
            // Toggle chromatic aberration correction on/off.
            RenderDevice::PostProcessShader shader = pRender->GetPostProcessShader();

            if (shader == RenderDevice::PostProcessShader_Distortion)
            {
                pRender->SetPostProcessShader(RenderDevice::PostProcessShader_DistortionAndChromAb);
                SetAdjustMessage("Chromatic Aberration Correction On");
            }
            else if (shader == RenderDevice::PostProcessShader_DistortionAndChromAb)
            {
                pRender->SetPostProcessShader(RenderDevice::PostProcessShader_Distortion);
                SetAdjustMessage("Chromatic Aberration Correction Off");
            }
            else
                OVR_ASSERT(false);
        }
        break;

     case Key_F9:
#ifndef OVR_OS_LINUX    // On Linux F9 does the same as F11.
        if (!down)
        {
            CycleDisplay();
        }
        break;
#endif
#ifdef OVR_OS_MAC
    case Key_F10:  // F11 is reserved on Mac
#else
    case Key_F11:
#endif
        if (!down)
        {
            RenderParams = pRender->GetParams();
            RenderParams.Display = DisplayId(SConfig.GetHMDInfo().DisplayDeviceName,SConfig.GetHMDInfo().DisplayId);
            pRender->SetParams(RenderParams);

            pPlatform->SetMouseMode(Mouse_Normal);
            pPlatform->SetFullscreen(RenderParams, pRender->IsFullscreen() ? Display_Window : Display_FakeFullscreen);
            pPlatform->SetMouseMode(Mouse_Relative); // Avoid mode world rotation jump.
            // If using an HMD, enable post-process (for distortion) and stereo.
            if(RenderParams.IsDisplaySet() && pRender->IsFullscreen())
            {
                SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
                PostProcess = PostProcess_Distortion;
            }
        }
        break;

     default:
        break;
    }
}