// the following functions should be called in order public int Init(GraphicsDevice gd) { graphicsDevice = gd; IntPtr dxDevice, dxContext; graphicsDevice.GetNativeDxDeviceAndContext(out dxDevice, out dxContext); int result; if ((result = NativeRift.Init(dxDevice, dxContext)) < 0) { return(result); } HmdInfo = NativeRift.GetHmdInfo(); FovPort fovLeft = HmdInfo.DefaultFovLeft; FovPort fovRight = HmdInfo.DefaultFovRight; Point recommendTexResLeft = Point.Zero; Point recommendTexResRight = Point.Zero; NativeRift.GetRecommendedRenderTargetRes(fovLeft, fovRight, 1, ref recommendTexResLeft, ref recommendTexResRight); RenderTargetRes[0] = recommendTexResLeft; RenderTargetRes[1] = recommendTexResRight; if ((result = NativeRift.CreateDXSwapChains(recommendTexResLeft, recommendTexResRight, fovLeft, fovRight)) < 0) { return(result); } for (int eye = 0; eye < 2; eye++) { ProjectionMatrix[eye] = NativeRift.GetProjectionMatrix(eye, 0.1f, 1000, 0); } Initialized = true; return(0); }
// the following functions should be called in order public int Init(GraphicsDevice gd) { graphicsDevice = gd; IntPtr dxDevice, dxContext; graphicsDevice.GetNativeDxDeviceAndContext(out dxDevice, out dxContext); int result; if ((result = NativeRift.Init(dxDevice, dxContext)) < 0) { return(result); } HmdInfo = NativeRift.GetHmdInfo(); FovPort fovLeft = HmdInfo.DefaultFovLeft; FovPort fovRight = HmdInfo.DefaultFovRight; Point recommendTexResLeft = Point.Zero; Point recommendTexResRight = Point.Zero; NativeRift.GetRecommendedRenderTargetRes(fovLeft, fovRight, 1, ref recommendTexResLeft, ref recommendTexResRight); RenderTargetRes[0] = recommendTexResLeft; RenderTargetRes[1] = recommendTexResRight; if ((result = NativeRift.CreateDXSwapChains(recommendTexResLeft, recommendTexResRight, fovLeft, fovRight)) < 0) { return(result); } /*None = 0x00, * * /// <summary> * /// Enable if using left-handed transformations in your application. * /// </summary> * LeftHanded = 0x01, * * /// <summary> * /// After the projection transform is applied, far values stored in the depth buffer will be less than closer depth values. * /// NOTE: Enable only if the application is using a floating-point depth buffer for proper precision. * /// </summary> * FarLessThanNear = 0x02, * * /// <summary> * /// When this flag is used, the zfar value pushed into ovrMatrix4f_Projection() will be ignored * /// NOTE: Enable only if ovrProjection_FarLessThanNear is also enabled where the far clipping plane will be pushed to infinity. * /// </summary> * FarClipAtInfinity = 0x04, * * /// <summary> * /// Enable if the application is rendering with OpenGL and expects a projection matrix with a clipping range of (-w to w). * /// Ignore this flag if your application already handles the conversion from D3D range (0 to w) to OpenGL. * /// </summary> * ClipRangeOpenGL = 0x08*/ for (int eye = 0; eye < 2; eye++) { ProjectionMatrix[eye] = NativeRift.GetProjectionMatrix(eye, 0.1f, 1000, 0x00); } return(0); }