overte-lubosz/interface/src/plugins/render/DisplayPlugin.h
2015-05-06 22:28:34 -07:00

88 lines
2.9 KiB
C++

//
// DisplayPlugin.h
//
// Created by Bradley Austin Davis on 2014/04/13.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
#include "plugins/Plugin.h"
#include <QSize>
#include <functional>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <RegisteredMetaTypes.h>
class DisplayPlugin : public Plugin {
Q_OBJECT
public:
virtual bool isHmd() const { return false; }
virtual bool isStereo() const { return false; }
virtual bool isThrottled() const { return false; }
// Rendering support
virtual void preDisplay() {};
virtual void display(int finalSceneTexture) {};
virtual void postDisplay() {};
// Pointer support
// Does the rendering surface have current focus?
virtual bool hasFocus() const = 0;
// The size of the rendering surface
virtual QSize getDeviceSize() const = 0;
// The size of the rendering target (may be larger than the device size due to distortion)
virtual QSize getRecommendedFramebufferSize() const { return getDeviceSize(); };
// The size of the window (differs from the framebuffers size in instances like Retina macs)
virtual glm::ivec2 getCanvasSize() const = 0;
// The mouse position relative to the window (or proxy window) surface
virtual glm::ivec2 getTrueMousePosition() const = 0;
// The mouse position relative to the UI elements
virtual glm::ivec2 getUiMousePosition() const {
return trueMouseToUiMouse(getTrueMousePosition());
}
virtual std::function<QPointF(QPointF)> getMouseTranslator() { return [](const QPointF& p) { return p; }; };
// Convert from screen mouse coordinates to UI mouse coordinates
virtual glm::ivec2 trueMouseToUiMouse(const glm::ivec2 & position) const { return position; };
virtual PickRay computePickRay(const glm::vec2 & pos) const = 0;
virtual bool isMouseOnScreen() const;
virtual void overrideOffAxisFrustum(
float& left, float& right, float& bottom, float& top,
float& nearVal, float& farVal,
glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const { }
// HMD specific methods
// TODO move these into another class
virtual glm::mat4 headPose() const {
static const glm::mat4 pose; return pose;
}
virtual glm::quat headOrientation() const {
static const glm::quat orientation; return orientation;
}
virtual glm::vec3 headTranslation() const {
static const glm::vec3 tranlsation; return tranlsation;
}
virtual void abandonCalibration() {}
virtual void resetSensors() {}
virtual float devicePixelRatio() { return 1.0; }
signals:
void recommendedFramebufferSizeChanged(const QSize & size);
void requestRender();
protected:
virtual void makeCurrent() {}
virtual void doneCurrent() {}
virtual void swapBuffers() {}
};