//required includes with lite-C
#include <acknex.h>
#include <windows.h>
#include <d3d9.h>
#include <mtlView.c>
//#include <default.c>
//JML includes
#include <JML\WindowSizing.c>
#include <JML\AxesConnect.c>
#include <JML\CamMovement.c>
#define OculusK1 skill1 //vecSkill1
#define OculusK2 skill2
#define OculusK3 skill3
#define OculusK4 skill4
#define OculusX skill5 //vecSkill5
#define OculusY skill6
#define OculusXCenterOffset skill7
#define OculusScale skill8
MATERIAL* mtl_fx_left =
{
effect = "pp_undistort.fx";
flags = AUTORELOAD;
}
MATERIAL* mtl_fx_right =
{
effect = "pp_undistort.fx";
flags = AUTORELOAD;
}
VIEW* camera_left_effect =
{
material = mtl_fx_left;
flags = PROCESS_TARGET;
}
VIEW* camera_right_effect =
{
material = mtl_fx_right;
flags = PROCESS_TARGET;
}
VIEW* camera_left =
{
layer = 0;
pos_x = 0;
pos_y = 0;
stage = camera_left_effect;
arc = 98;
flags = SHOW;
}
VIEW* camera_right =
{
layer = 0;
pos_y = 0;
stage = camera_right_effect;
arc = 98;
flags = SHOW;
}
PANEL* display_panel =
{
//digits = (10, 10, "%5.5f", "Arial#12b", 1, camera_left.aspect);
flags = SHOW;// | PROCESS_TARGET;
}
function main(){
var ipi=120;
InitWindow("Oculus Demo");
video_set(1280, 800,0,0);
light_view = NULL;
reset(camera, SHOW);
on_f12 = ToggleFullScreen;
OnResizeEvent();
level_load("world.wmb");
vec_set(camera_left.x, vector(0,ipi/2,90));
vec_set(camera_right.x, vector(0,-ipi/2,90));
mtl_fx_left.OculusX = floatv(0.0);
mtl_fx_left.OculusXCenterOffset = floatv(0.152);
mtl_fx_left.OculusY = floatv(0);
mtl_fx_left.OculusScale = floatv(1.2);
mtl_fx_left.OculusK1 = floatv(1.0);
mtl_fx_left.OculusK2 = floatv(0.22);
mtl_fx_left.OculusK3 = floatv(0.24);
mtl_fx_left.OculusK4 = floatv(0.0);
mtl_fx_right.OculusX = floatv(0.5);
mtl_fx_right.OculusXCenterOffset = floatv(-0.152);
mtl_fx_right.OculusY = floatv(0);
mtl_fx_right.OculusScale = floatv(1.2);
mtl_fx_right.OculusK1 = floatv(1.0);
mtl_fx_right.OculusK2 = floatv(0.22);
mtl_fx_right.OculusK3 = floatv(0.24);
mtl_fx_right.OculusK4 = floatv(0.0);
while(1){
wait(1);
}
}