fizzlevr

package
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Published: Oct 18, 2017 License: BSD-2-Clause Imports: 5 Imported by: 3

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Constants

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Variables

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Functions

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Types

type DeviceRenderables

type DeviceRenderables struct {

	// Shader is the render model shader to use
	Shader *fizzle.RenderShader
	// contains filtered or unexported fields
}

DeviceRenderables creates Renderable objects for connected devices.

func CreateDeviceRenderables

func CreateDeviceRenderables(vrSystem *vr.System, shader *fizzle.RenderShader) (*DeviceRenderables, error)

CreateDeviceRenderables creates a new DeviceRenderables object which creates Renderable objects for each connected device.

func (*DeviceRenderables) GetRenderableForTrackedDevice

func (dr *DeviceRenderables) GetRenderableForTrackedDevice(deviceIndex int) (*fizzle.Renderable, error)

GetRenderableForTrackedDevice will look up the tracked device and create a renderable if one hasn't been cached already.

func (*DeviceRenderables) RenderDevices

func (dr *DeviceRenderables) RenderDevices(vrCompositor *vr.Compositor, perspective mgl.Mat4, view mgl.Mat4, camera fizzle.Camera)

RenderDevices will render all connected devices.

type DistortionLens

type DistortionLens struct {
	VAO        uint32
	Verts      graphics.Buffer
	Indices    graphics.Buffer
	IndexCount int32
	Shader     *fizzle.RenderShader
	EyeRight   *EyeFramebuffer
	EyeLeft    *EyeFramebuffer
}

DistortionLens is used to render the VR framebuffers out to a window based on lens distortionvalues calculated in Init().

func CreateDistortionLens

func CreateDistortionLens(vrSystem *vr.System, lensShader *fizzle.RenderShader, eyeLeft, eyeRight *EyeFramebuffer) *DistortionLens

CreateDistortionLens creates a DistortionLens object that can render the framebuffers for the left and right eye to a window.

func (*DistortionLens) Render

func (lens *DistortionLens) Render(windowWidth, windowHeight int32)

Render draws the distortion lens view of the left and right eye framebuffers to the window.

type EyeFramebuffer

type EyeFramebuffer struct {
	DepthBuffer        graphics.Buffer
	RenderTexture      graphics.Texture
	RenderFramebuffer  graphics.Buffer
	ResolveTexture     graphics.Texture
	ResolveFramebuffer graphics.Buffer
}

EyeFramebuffer contains the render buffers and textures used to render each eye in VR.

func CreateStereoRenderTargets

func CreateStereoRenderTargets(width, height uint32) (left, right *EyeFramebuffer)

CreateStereoRenderTargets returns new EyeFramebuffer structs, one for each eye, that are used for rendering.

func (*EyeFramebuffer) Init

func (eyeFB *EyeFramebuffer) Init(width, height uint32)

Init creates the necessary render buffers and render textures for an eye.

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