зеркало из https://github.com/mozilla/gecko-dev.git
115 строки
3.8 KiB
C++
115 строки
3.8 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_VR_SERVICE_OCULUSSESSION_H
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#define GFX_VR_SERVICE_OCULUSSESSION_H
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#include "VRSession.h"
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#include "mozilla/gfx/2D.h"
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#include "moz_external_vr.h"
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#include "nsTArray.h"
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#include "oculus/ovr_capi_dynamic.h"
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#include "prlink.h"
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#include "ShaderDefinitionsD3D11.h" // for VertexShaderConstants and PixelShaderConstants
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struct ID3D11Device;
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namespace mozilla {
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namespace layers {
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struct VertexShaderConstants;
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struct PixelShaderConstants;
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} // namespace layers
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namespace gfx {
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class OculusSession : public VRSession {
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public:
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OculusSession();
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virtual ~OculusSession();
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bool Initialize(mozilla::gfx::VRSystemState& aSystemState,
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bool aDetectRuntimesOnly) override;
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void Shutdown() override;
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void ProcessEvents(mozilla::gfx::VRSystemState& aSystemState) override;
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void StartFrame(mozilla::gfx::VRSystemState& aSystemState) override;
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bool StartPresentation() override;
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void StopPresentation() override;
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bool SubmitFrame(const mozilla::gfx::VRLayer_Stereo_Immersive& aLayer,
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ID3D11Texture2D* aTexture) override;
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void VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex,
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float aIntensity, float aDuration) override;
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void StopVibrateHaptic(uint32_t aControllerIdx) override;
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void StopAllHaptics() override;
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private:
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bool LoadOvrLib();
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void UnloadOvrLib();
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bool StartLib(ovrInitFlags aFlags);
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void StopLib();
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bool StartSession();
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void StopSession();
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bool StartRendering();
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void StopRendering();
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bool CreateD3DObjects();
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bool CreateShaders();
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void DestroyShaders();
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void CoverTransitions();
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void UpdateVisibility();
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bool ChangeVisibility(bool bVisible);
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bool InitState(mozilla::gfx::VRSystemState& aSystemState);
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void UpdateStageParameters(mozilla::gfx::VRDisplayState& aState);
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void UpdateEyeParameters(mozilla::gfx::VRSystemState& aState);
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void UpdateHeadsetPose(mozilla::gfx::VRSystemState& aState);
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void UpdateControllers(VRSystemState& aState);
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void UpdateControllerInputs(VRSystemState& aState,
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const ovrInputState& aInputState);
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void UpdateHaptics();
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void EnumerateControllers(VRSystemState& aState,
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const ovrInputState& aInputState);
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void UpdateControllerPose(VRSystemState& aState,
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const ovrInputState& aInputState);
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void UpdateTelemetry(VRSystemState& aSystemState);
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bool IsPresentationReady() const;
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bool UpdateConstantBuffers();
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PRLibrary* mOvrLib;
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ovrSession mSession;
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ovrInitFlags mInitFlags;
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ovrTextureSwapChain mTextureSet;
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nsTArray<RefPtr<ID3D11RenderTargetView>> mRTView;
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nsTArray<RefPtr<ID3D11Texture2D>> mTexture;
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nsTArray<RefPtr<ID3D11ShaderResourceView>> mSRV;
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ID3D11VertexShader* mQuadVS;
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ID3D11PixelShader* mQuadPS;
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RefPtr<ID3D11SamplerState> mLinearSamplerState;
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layers::VertexShaderConstants mVSConstants;
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layers::PixelShaderConstants mPSConstants;
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RefPtr<ID3D11Buffer> mVSConstantBuffer;
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RefPtr<ID3D11Buffer> mPSConstantBuffer;
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RefPtr<ID3D11Buffer> mVertexBuffer;
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RefPtr<ID3D11InputLayout> mInputLayout;
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IntSize mPresentationSize;
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ovrFovPort mFOVPort[2];
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// Most recent HMD eye poses, from start of frame
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ovrPosef mFrameStartPose[2];
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float mRemainingVibrateTime[2];
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float mHapticPulseIntensity[2];
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TimeStamp mLastHapticUpdate;
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// The timestamp of the last ending presentation
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TimeStamp mLastPresentationEnd;
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bool mIsPresenting;
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};
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} // namespace gfx
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} // namespace mozilla
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#endif // GFX_VR_SERVICE_OCULUSSESSION_H
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