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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright 2015 NVIDIA Corporation. All rights reserved.
#pragma once
#include <ansel/Defines.h>
namespace ansel
{
struct SessionConfiguration
{
// User can move the camera during session
bool isTranslationAllowed;
// Camera can be rotated during session
bool isRotationAllowed;
// FoV can be modified during session
bool isFovChangeAllowed;
// Game is paused during session
bool isPauseAllowed;
// Game allows highres capture during session
bool isHighresAllowed;
// Game allows 360 capture during session
bool is360MonoAllowed;
// Game allows 360 stereo capture during session
bool is360StereoAllowed;
// Game allows capturing pre-tonemapping raw HDR buffer
bool isRawAllowed;
// The speed at which camera moves in the world, initialized with a value given in Configuration
float translationalSpeedInWorldUnitsPerSecond;
// The speed at which camera rotates, initialized with a value given in Configuration
float rotationalSpeedInDegreesPerSecond;
SessionConfiguration()
{
isTranslationAllowed = true;
isRotationAllowed = true;
isFovChangeAllowed = true;
isPauseAllowed = true;
isHighresAllowed = true;
is360MonoAllowed = true;
is360StereoAllowed = true;
isRawAllowed = true;
}
};
enum StartSessionStatus
{
kDisallowed = 0,
kAllowed
};
enum CaptureType
{
kCaptureType360Mono = 0,
kCaptureType360Stereo,
kCaptureTypeSuperResolution,
kCaptureTypeStereo
};
struct CaptureConfiguration
{
CaptureType captureType;
};
typedef StartSessionStatus(*StartSessionCallback)(SessionConfiguration& settings, void* userPointer);
typedef void(*StopSessionCallback)(void* userPointer);
typedef void(*StartCaptureCallback)(const CaptureConfiguration&, void* userPointer);
typedef void(*StopCaptureCallback)(void* userPointer);
// Starts a session if there is not one already active. This function can be used to trigger
// Ansel via any method that the game chooses (key combination, controller input, etc)
ANSEL_SDK_API void startSession();
// Stops current session if there is one active. This function needs to be used if the
// startSession function was used to implement custom activation method. The same custom
// activation method needs to used to deactivate Ansel. If for instance left-stick pressed
// was used for startSession then the same should be used for stopping the Ansel session.
// This function can also be used if Ansel session needs to be interrupted
// (for instance an online game where connection loss is experienced and needs to be
// reported).
ANSEL_SDK_API void stopSession();
}
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