17 #include <osg/Texture2DArray>
43 virtual bool initialize();
47 virtual void setWidth(
int width);
50 virtual void setHeight(
int height);
53 virtual void setViewport(
int x,
int y,
int width,
int height);
56 virtual void resetViewport();
62 virtual void setRenderToTexture(
bool enabled);
65 virtual void setIsMultiView(
bool enabled,
bool useAA);
68 virtual bool isMultiView()
const;
71 virtual void setIgnoreZoom(
bool ignore);
74 virtual bool isIgnoringZoom()
const;
80 virtual void setCameraOffsetConfiguration(
const osg::Vec3d& trans,
const osg::Quat& ori);
83 virtual void getNearFar(
double& zNear,
double& zFar);
89 virtual void setFrustumAnglesForEye(osg::Vec4 frustumAngles,
int multiViewEye);
92 virtual void setProjectionMatrixForEye(osg::Matrix matrix,
int multiViewEye);
95 osg::Uniform* eyeProjectionMatrixUniform();
98 osg::Uniform* eyeInverseProjectionMatrixUniform();
101 virtual void updateProjectionConfigurationForMultiView();
104 osg::Uniform* eyeOffsetMatrixUniform();
107 void setOffsetForEye(osg::Vec3
offset, osg::Vec3 cameraSpaceOffset,
int multiViewEye);
121 virtual void projectFor3D();
124 virtual void projectFor2D();
127 virtual void updateProjection();
130 virtual void slot_windowConfigurationModified(
const std::string&,
const std::string&,
const DtWindowConfiguration&);
133 virtual void initializeSignalConnections();
136 virtual void getRenderTextureAttachmentInfo(
unsigned int&
level,
unsigned int& face,
unsigned int& sampleBuffers,
unsigned int& samples);
165 osg::Vec4 myEyeFrustumAngles[2];
Abstract Base class.
Definition: DtWindow.h:25
bool myIsMultiView
is multiview being used
Definition: DtVirtualRealityChannel.h:156
osg::ref_ptr< DtVariableRateShadingImage > myShadingRateImage
Definition: DtVirtualRealityChannel.h:176
Wrapper around Nvidia Variable Rate Shading Image functionality Creates a texture of the correct size...
Definition: DtVariableRateShadingImage.h:75
osg::ref_ptr< osg::Uniform > myEyeOffsetMatrixUniform
view space offect matrix for the multiview eyes, single uniform accessing an array of two mat4 values...
Definition: DtVirtualRealityChannel.h:174
bool myIgnoreZoom
should this channel ignore zoom when computing projection
Definition: DtVirtualRealityChannel.h:162
Contains DLL export macros.
Contains makVrv::DtOsgChannel class.
bool myMultiViewUsesAA
should this channel use aa when in multiview
Definition: DtVirtualRealityChannel.h:159
DT_DLL_VRVCORE DtTaitBryan level(const DtCoordinateSystem &cs, const DtVector &localOrigin, double topoHeading)
Returns a level orientation with the topographic heading.
int myWidth
Definition: DtVirtualRealityChannel.h:152
osg::ref_ptr< osg::Uniform > myEyeProjectionMatrixUniform
projection matrix uniform for the multiview eyes, single uniform accessing an array of two mat4 value...
Definition: DtVirtualRealityChannel.h:168
The abstract channel creator for the abstract channel class.
Definition: DtChannel.h:169
This owns a list of channel configurations.
Definition: DtWindowConfiguration.h:28
This class provides the OSG-specific implementation of a DtChannel.
Definition: DtOsgChannel.h:77
boost::signalslib::signal< void()> signal_renderTextureChanged
signaled any time the underlying texture target changes.
Definition: DtVirtualRealityChannel.h:117
#define DT_DLL_VRVVR
Definition: vrvVirtualReality.h:19
The abstract Channel Class.
Definition: DtChannel.h:30
Wrap functionality of Nvidia Variable Rate Shading Image Palette Allocates shading rate pallete data ...
Definition: DtVariableRateShadingImagePalette.h:23
A VRV channel that represents the eyes of the HMD A Virtual Reality channel can render in a few diffe...
Definition: DtVirtualRealityChannel.h:29
ProjectionUnits
Definition: DtChannelConfiguration.h:39
osg::ref_ptr< osg::Uniform > myEyeInverseProjectionMatrixUniform
inverse projection matrix uniform for the multiview eyes, single uniform accessing an array of two ma...
Definition: DtVirtualRealityChannel.h:171
Configuration for a single channel Serialized and sent to remote displays as necessary to configure r...
Definition: DtChannelConfiguration.h:26
The DtDe is the core component of any VR-Vantage application.
Definition: DtDe.h:69
Channel creator for Virtual Reality channel.
Definition: DtVirtualRealityChannel.h:182
voidpf uLong offset
Definition: ioapi.h:42
Wraps functionality of Variable Rate Shading Image.
osg::ref_ptr< DtVariableRateShadingImagePalette > myShadingRateImagePalette
Definition: DtVirtualRealityChannel.h:177
A basic OSG display window, used to get the osg context for a display window.
Definition: DtOsgWindow.h:36
int myHeight
Definition: DtVirtualRealityChannel.h:153