diff --git a/LaunchConfig/twoscreen.cfg b/LaunchConfig/twoscreen.cfg
new file mode 100644
index 0000000000000000000000000000000000000000..47d81cc5e51e11f008524f9c08c43fa8b7d1175a
--- /dev/null
+++ b/LaunchConfig/twoscreen.cfg
@@ -0,0 +1,215 @@
+#####################################################################
+# nDisplay config file for aixCAVE
+#####################################################################
+
+#####################################################################
+# Config info
+#********************************************************************
+# This is a config file header.
+#
+# Properties:
+# version - specifies the version of the configuration file (UE4.xx)
+#********************************************************************
+[info] version=22
+
+#####################################################################
+# Cluster nodes
+#********************************************************************
+# Cluster node is an application instance. It's allowed to use
+# multiple instances on the same PC. Sometimes its necessary.
+#
+# Properties:
+# id - Unique node name
+# window - Window ID
+# addr - Network address (IPv4 only)
+# master - Specifies if current node is master; default is 'false'
+# port_cs - Cluster Synchronization port (required on master node only)
+# port_ss - Swap Synchronization port (required on master node only)
+# port_ce - Cluster Events port (required on master node only)
+#
+# Optional properties:
+# eye_swap - Swap eyes for this node; default is 'false'
+# sound - turns on/off sound for this application instance; default is 'false'
+#********************************************************************
+[cluster_node] id=node_left addr=127.0.0.1 window=wnd_left port_cs=41001 port_ss=41002 port_ce=41003 master=true sound=true
+[cluster_node] id=node_right addr=127.0.0.1 window=wnd_right
+
+#####################################################################
+# Application windows
+#********************************************************************
+# The window entitty defines properties of application's game window.
+#
+# Properties:
+# id - Unique window name
+# fullscreen - Fullscreen or windowed mode
+# winx - X location
+# winy - Y location
+# resx - Width
+# resy - Height
+# viewports - Array of viewports
+#********************************************************************
+
+[window] id=wnd_left viewports=vp_left
+[window] id=wnd_right viewports=vp_right
+
+#####################################################################
+# Projection screens
+#********************************************************************
+# Projection screen is a rectangle which determines the camera frustum.
+# Usually the projection screen has the same dimensions as an output
+# display but in some cases it may differ.
+#
+# Properties:
+# id - unique projection screen name
+# loc - relative location to the parent component. Location is relative
+# to the VR root if no parent specified. The pivot is a screen's
+# center and the values are in meters.
+# rot - relative rotation to the parent component. Rotation is relative
+# to the VR root if no parent specified. The pivot is a screen's
+# center and the values are in degrees.
+# size - width (X) and height (Y) of the screen. Values are in meters.
+#
+# Optional properties:
+# parent - ID of parent component in VR hierarchy; default is VR root.
+# tracker_id - ID of tracking device; no tracking by default.
+# tracker_ch - ID of tracking device's channel; no tracking by default.
+#********************************************************************
+
+[screen] id=screen_left loc="X=0,Y=0,Z=0" rot="P=0,Y=0,R=0" size="X=2.0,Y=2.0" parent=loc_left
+[screen] id=screen_right loc="X=0,Y=0,Z=0" rot="P=0,Y=0,R=0" size="X=2.0,Y=2.0" parent=loc_right
+
+#####################################################################
+# Viewports
+#********************************************************************
+# Viewport is a rectangle area of game window where rendered frame is
+# mapped. Usually the viewport starts at 0:0 and has the same size as
+# its parent window but in some cases these settings may differ.
+#
+# Properties:
+# id - unique viewport name
+# x - X coordinate of viewport's top left corner
+# y - Y coordinate of viewport's top left corner
+# width - width of viewport in pixels
+# height - height of viewport in pixels
+#********************************************************************
+
+[viewport] id=vp_left screen=screen_left x=0 y=0 width=480 height=480
+[viewport] id=vp_right screen=screen_right x=0 y=0 width=480 height=480
+
+#####################################################################
+# Cameras
+#********************************************************************
+# Camera is a predefined point frome where the stereoscopic view built.
+# It's possible to define multiple cameras and swith the active one
+# during runtime. You're free to attach any camera to a tracking device
+# for head tracking. Consider a camera as a viewer's head.
+#
+# Properties:
+# id - unique camera name
+# loc - relative location to the parent component. Location is relative
+# to the VR root if no parent specified.
+# rot - relative rotation to the parent component. Rotation is relative
+# to the VR root if no parent specified.
+#
+# Optional properties:
+# parent - ID of parent component in VR hierarchy; default is VR root.
+# tracker_id - ID of tracking device; no tracking by default.
+# tracker_ch - ID of tracking device's channel; no tracking by default.
+#********************************************************************
+
+[camera] id=camera_dynamic loc="X=0,Y=0,Z=0" parent=shutter_glasses
+
+#####################################################################
+# Scene nodes (hierarchy transforms)
+#********************************************************************
+# Scene node is an actor component which is basically a transformation
+# matrix. Scene nodes can be helpful to build a component hierarchy, to
+# define some special places (like a socket) within VR space.
+#
+# It might be difficult to understand what VR space origin is. Consider
+# it as a point in space where VR space starts. Any componenent listed
+# in this config file is relative to its parent or this origin.
+#
+# Properties:
+# id - unique scene node name
+# loc - relative location to the parent component. Location is relative
+# to the VR root if no parent specified.
+# rot - relative rotation to the parent component. Rotation is relative
+# to the VR root if no parent specified.
+#
+# Optional properties:
+# parent - ID of parent component in VR hierarchy; default is VR root.
+# tracker_id - ID of tracking device; no tracking by default.
+# tracker_ch - ID of tracking device's channel; no tracking by default.
+#********************************************************************
+
+[scene_node] id=cave_origin loc="X=0,Y=0,Z=0" rot="P=0,Y=0,R=0"
+[scene_node] id=cave_center loc="X=0,Y=0,Z=1.65" rot="P=0,Y=0,R=0" parent=cave_origin
+[scene_node] id=flystick loc="X=0,Y=0,Z=0" rot="P=0,Y=0,R=0" parent=cave_origin
+[scene_node] id=shutter_glasses loc="X=0,Y=0,Z=1.65" rot="P=0,Y=0,R=0" parent=cave_origin
+
+
+[scene_node] id=loc_left loc="X=2.0,Y=-1.0,Z=0.01" rot="P=0,Y=0,R=0" parent=cave_center
+[scene_node] id=loc_right loc="X=2.0,Y=1.0,Z=0.01" rot="P=0,Y=0,R=0" parent=cave_center
+
+#####################################################################
+# Input devices
+#********************************************************************
+# Input devices are VRPN devices. The nDisplay supports the following
+# types: analog, button and tracker. Many of physical input devices
+# can be connected via VRPN.
+#
+# Properties:
+# id - nique device name
+# type - VRPN type (analog, button or tracker).
+# addr - address of a VRPN server which handles this particular device.
+# The value must match the following format: DEVICENAME@SERVER_ADDRESS
+# where DEVICENAME is a VRPN name of this device and SERVER_ADDRESS
+# is IPv4 address of VRPN server.
+# loc - relative location to the parent component. Location is relative
+# to the VR root if no parent specified.
+# rot - relative rotation to the parent component. Rotation is relative
+# to the VR root if no parent specified.
+#
+# front (tracker only) - mapping of a tracking system axis to X axis of VR origin
+# right (tracker only) - mapping of a tracking system axis to Y axis of VR origin
+# up (tracker only) - mapping of a tracking system axis to Z axis of VR origin
+# * The following values are allowed for axes mapping: X, -X, Y, -Y, Z, -Z
+#
+# Optional properties:
+# remap - VRPN device channel remapping. Value format is: "from0:to0,from1:to1,...,fromN:toN".
+# For example: remap="0:3,1:4,5:2"
+#********************************************************************
+
+#####################################################################
+# Stereoscopic settings
+#********************************************************************
+# Properties:
+# eye_dist - interoccular distance in meters
+[stereo] eye_dist=0.064
+#####################################################################
+# General settings
+#********************************************************************
+# Properties:
+# swap_sync_policy - swap synchronization policy
+# - 0 - no synchronization
+# - 1 - software swap synchronization
+# - 2 - NV swap lock (Nvidia cards only, OpenGL only)
+[general] swap_sync_policy=1
+
+#####################################################################
+# Network settings
+#********************************************************************
+# Optional properties:
+# cln_conn_tries_amount - how many times a client tries to connect to a server
+# cln_conn_retry_delay - delay before next client connection try (milliseconds)
+# game_start_timeout - timeout before all data is loaded and game started (milliseconds)
+# barrier_wait_timeout - barrier timeout for both game and render threads (milliseconds)
+[network] cln_conn_tries_amount=300 cln_conn_retry_delay=1000 game_start_timeout=60000 barrier_wait_timeout=60000
+
+#####################################################################
+# Custom arguments
+#********************************************************************
+# Any custom arguments available in runtime can be specified here.
+# Format: ARG_NAME=ARG_VAL
+[custom] Hardware_Platform=TwoScreen
diff --git a/Source/NDisplayLaunchButton/Private/NDisplayLaunchButton.cpp b/Source/NDisplayLaunchButton/Private/NDisplayLaunchButton.cpp
index 5b89b28f8b51a0ec91a2552586feb7c27bc38d47..f6da5834d02b89a53f600c9b829a18fd636b1694 100644
--- a/Source/NDisplayLaunchButton/Private/NDisplayLaunchButton.cpp
+++ b/Source/NDisplayLaunchButton/Private/NDisplayLaunchButton.cpp
@@ -86,7 +86,7 @@ void FNDisplayLaunchButtonModule::PluginButtonClicked()
const int Num_Nodes = 5;
FString Windows_Node_Specific_Commands[Num_Nodes] = {
- "dc_node=node_floor WinX=720 WinY=300 ResX=480 ResY=480" + ((Settings->MiniCAVELogToProjectDir) ? (" -log ABSLOG=" + FPaths::ProjectDir() + "\\MiniCaveMulti.log") : "") + " " + Settings->MiniCAVEAdditionalLaunchParametersMaster,
+ "dc_node=node_floor WinX=720 WinY=300 ResX=480 ResY=480" + ((Settings->MiniCAVELogToProjectDir) ? (" -log ABSLOG=" + FPaths::ProjectDir() + "\\MiniCave.log") : "") + " " + Settings->MiniCAVEAdditionalLaunchParametersMaster,
"dc_node=node_front WinX=720 WinY=0 ResX=480 ResY=300",
"dc_node=node_left WinX=420 WinY=300 ResX=300 ResY=480",
"dc_node=node_right WinX=1200 WinY=300 ResX=300 ResY=480",
@@ -98,7 +98,27 @@ void FNDisplayLaunchButtonModule::PluginButtonClicked()
{
Processes[i] = FPlatformProcess::CreateProc(*EditorExecutable, *(Parameters + " " + Windows_Node_Specific_Commands[i]), true, false, false, nullptr, 0, nullptr, nullptr);
}
- FPlatformProcess::WaitForProc(Processes[Num_Nodes - 1]); //wait for only one of them
+ FPlatformProcess::WaitForProc(Processes[0]); //wait for only one of them
+ }
+
+ if (Settings->LaunchType == ButtonLaunchType_TWO_SCREEN)
+ {
+ FString Config = IPluginManager::Get().FindPlugin("NDisplayLaunchButton")->GetBaseDir() + "/LaunchConfig/twoscreen.cfg";
+ FString EditorExecutable = "UE4Editor.exe";
+ FString Parameters = "\"" + FPaths::GetProjectFilePath() + "\" -game dc_cfg=\"" + Config + "\" " + Settings->TwoScreenLaunchParameters;
+
+ const int Num_Nodes = 2;
+ FString Windows_Node_Specific_Commands[Num_Nodes] = {
+ "dc_node=node_left WinX=200 WinY=200 ResX=480 ResY=480" + ((Settings->TwoScreenLogToProjectDir) ? (" -log ABSLOG=" + FPaths::ProjectDir() + "\\TwoScreenL.log") : "") + " " + Settings->MiniCAVEAdditionalLaunchParametersMaster,
+ "dc_node=node_right WinX=682 WinY=200 ResX=480 ResY=480 -log ABSLOG=" + FPaths::ProjectDir() + "\\TwoScreenR.log"
+ };
+
+ FProcHandle Processes[Num_Nodes];
+ for (int i = 0; i < Num_Nodes; i++)
+ {
+ Processes[i] = FPlatformProcess::CreateProc(*EditorExecutable, *(Parameters + " " + Windows_Node_Specific_Commands[i]), true, false, false, nullptr, 0, nullptr, nullptr);
+ }
+ FPlatformProcess::WaitForProc(Processes[0]); //wait for only one of them
}
if (Settings->LaunchType == ButtonLaunchType_CAVE)
diff --git a/Source/NDisplayLaunchButton/Public/NDisplayLaunchButtonSettings.h b/Source/NDisplayLaunchButton/Public/NDisplayLaunchButtonSettings.h
index fbded7aa20ece37509d263f45e56aebf97976da2..90e10af472a6e41beb3b6b894eef69a95dc2d02a 100644
--- a/Source/NDisplayLaunchButton/Public/NDisplayLaunchButtonSettings.h
+++ b/Source/NDisplayLaunchButton/Public/NDisplayLaunchButtonSettings.h
@@ -19,6 +19,7 @@ enum ButtonLaunchType
{
ButtonLaunchType_NONE UMETA(DisplayName = "Nothing"),
ButtonLaunchType_MiniCAVE UMETA(DisplayName = "MiniCAVE"),
+ ButtonLaunchType_TWO_SCREEN UMETA(DisplayName = "Two Screen"),
ButtonLaunchType_CAVE UMETA(DisplayName = "CAVE"),
ButtonLaunchType_ROLV UMETA(DisplayName = "ROLV")
};
@@ -32,6 +33,16 @@ public:
UPROPERTY(EditAnywhere, config, Category = "General", meta = (DisplayName = "Start "))
TEnumAsByte<ButtonLaunchType> LaunchType = ButtonLaunchType_MiniCAVE;
+ /*
+ * TwoScreen Options
+ */
+ UPROPERTY(EditAnywhere, config, Category = "General|TwoScreen", meta = (DisplayName = "Launch Parameters"))
+ FString TwoScreenLaunchParameters = "-dc_cluster -dc_dev_mono -windowed -fixedseed -notexturestreaming -opengl4";
+ UPROPERTY(EditAnywhere, config, Category = "General|TwoScreen", meta = (DisplayName = "Additioanl Launch Parameters for Master"))
+ FString TwoScreenAdditionalLaunchParametersMaster = "";
+ UPROPERTY(EditAnywhere, config, Category = "General|TwoScreen", meta = (DisplayName = "Write Log to Project Directory"))
+ bool TwoScreenLogToProjectDir = true;
+
/*
* Mini CAVE Options
*/
@@ -89,6 +100,10 @@ public:
const bool ParentVal = Super::CanEditChange(InProperty);
//TODO: This Code is not executed for all FFilePath Properties. Check if this works in 4.23 with the EditCondition Parser and remove this method
+
+ PROPERTY_CONDITION_CHECK(TwoScreenLaunchParameters, LaunchType == ButtonLaunchType_TWO_SCREEN)
+ PROPERTY_CONDITION_CHECK(TwoScreenAdditionalLaunchParametersMaster, LaunchType == ButtonLaunchType_TWO_SCREEN)
+ PROPERTY_CONDITION_CHECK(TwoScreenLogToProjectDir, LaunchType == ButtonLaunchType_TWO_SCREEN)
PROPERTY_CONDITION_CHECK(MiniCAVELaunchParameters, LaunchType == ButtonLaunchType_MiniCAVE)
PROPERTY_CONDITION_CHECK(MiniCAVEAdditionalLaunchParametersMaster, LaunchType == ButtonLaunchType_MiniCAVE)