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https://github.com/ZDoom/gzdoom-gles.git
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Maybe avoid gcc compile problem with forward declared enum.
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parent
c1bacdbf92
commit
a149b54226
2 changed files with 6 additions and 7 deletions
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@ -140,7 +140,7 @@ static HmdVector3d_t eulerAnglesFromMatrix(HmdMatrix34_t mat) {
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return eulerAnglesFromQuat(quatFromMatrix(mat));
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}
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OpenVREyePose::OpenVREyePose(vr::EVREye eye)
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OpenVREyePose::OpenVREyePose(int eye)
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: ShiftedEyePose( 0.0f )
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, eye(eye)
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, eyeTexture(nullptr)
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@ -254,7 +254,7 @@ void OpenVREyePose::initialize(vr::IVRSystem& vrsystem)
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float zNear = 5.0;
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float zFar = 65536.0;
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vr::HmdMatrix44_t projection = vrsystem.GetProjectionMatrix(
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eye, zNear, zFar);
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vr::EVREye(eye), zNear, zFar);
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vr::HmdMatrix44_t proj_transpose;
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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@ -264,7 +264,7 @@ void OpenVREyePose::initialize(vr::IVRSystem& vrsystem)
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projectionMatrix.loadIdentity();
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projectionMatrix.multMatrix(&proj_transpose.m[0][0]);
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vr::HmdMatrix34_t eyeToHead = vrsystem.GetEyeToHeadTransform(eye);
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vr::HmdMatrix34_t eyeToHead = vrsystem.GetEyeToHeadTransform(vr::EVREye(eye));
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vSMatrixFromHmdMatrix34(eyeToHeadTransform, eyeToHead);
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vr::HmdMatrix34_t otherEyeToHead = vrsystem.GetEyeToHeadTransform(eye == Eye_Left ? Eye_Right : Eye_Left);
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vSMatrixFromHmdMatrix34(otherEyeToHeadTransform, otherEyeToHead);
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@ -291,7 +291,7 @@ bool OpenVREyePose::submitFrame() const
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if (vr::VRCompositor() == nullptr)
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return false;
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eyeTexture->handle = (void *)GLRenderer->mBuffers->GetEyeTextureGLHandle((int)eye);
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vr::VRCompositor()->Submit(eye, eyeTexture);
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vr::VRCompositor()->Submit(vr::EVREye(eye), eyeTexture);
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return true;
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}
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@ -45,7 +45,6 @@ namespace vr {
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struct HmdMatrix44_t;
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struct Texture_t;
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struct TrackedDevicePose_t;
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enum EVREye;
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}
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/* stereoscopic 3D API */
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@ -54,7 +53,7 @@ namespace s3d {
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class OpenVREyePose : public ShiftedEyePose
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{
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public:
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OpenVREyePose(vr::EVREye eye);
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OpenVREyePose(int eye);
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virtual ~OpenVREyePose() override;
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virtual VSMatrix GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const override;
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virtual void GetViewShift(float yaw, float outViewShift[3]) const override;
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@ -69,7 +68,7 @@ protected:
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VSMatrix eyeToHeadTransform;
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VSMatrix otherEyeToHeadTransform;
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vr::Texture_t* eyeTexture;
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vr::EVREye eye;
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int eye;
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// TODO: adjust doomUnitsPerMeter according to player height
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float verticalDoomUnitsPerMeter;
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