mirror of
https://github.com/DrBeef/Doom3Quest.git
synced 2024-11-23 20:32:44 +00:00
Draw PDA to HUD
Looks cool
This commit is contained in:
parent
aaa37bbe69
commit
52b6370103
7 changed files with 59 additions and 42 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.doom3quest"
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android:versionCode="11"
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android:versionName="0.0.17" android:installLocation="auto" >
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android:versionCode="12"
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android:versionName="0.0.18" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
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@ -152,7 +152,7 @@ void Doom3Quest_setUseScreenLayer(int screen)
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bool Doom3Quest_useScreenLayer()
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{
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return inMenu || objectiveSystemActive || inCinematic || forceVirtualScreen;
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return inMenu || inCinematic || forceVirtualScreen;
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}
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static void UnEscapeQuotes( char *arg )
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@ -999,7 +999,10 @@ static void ovrApp_HandleVrModeChanges( ovrApp * app )
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vrapi_SetPerfThread( app->Ovr, VRAPI_PERF_THREAD_TYPE_RENDERER, app->RenderThreadTid );
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ALOGV( " vrapi_SetPerfThread( RENDERER, %d )", app->RenderThreadTid );
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vrapi_SetExtraLatencyMode(app->Ovr, VRAPI_EXTRA_LATENCY_MODE_ON);
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}
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}
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}
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else
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@ -1263,8 +1266,12 @@ void VR_Init()
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shutdown = false;
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}
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long renderThreadCPUTime[2] = {0, 0};
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void Doom3Quest_prepareEyeBuffer(int eye )
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{
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renderThreadCPUTime[eye] = GetTimeInMilliSeconds();
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ovrRenderer *renderer = Doom3Quest_useScreenLayer() ? &gAppState.Scene.CylinderRenderer : &gAppState.Renderer;
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ovrFramebuffer *frameBuffer = &(renderer->FrameBuffer[eye]);
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@ -1286,6 +1293,16 @@ void Doom3Quest_prepareEyeBuffer(int eye )
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void Doom3Quest_finishEyeBuffer(int eye )
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{
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renderThreadCPUTime[eye] = GetTimeInMilliSeconds() - renderThreadCPUTime[eye];
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if (eye == 1)
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{
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int totalTime = renderThreadCPUTime[0] + renderThreadCPUTime[1];
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//__android_log_print(ANDROID_LOG_INFO, "Doom3Quest", "RENDER THREAD LEFT EYE CPU TIME: %i", renderThreadCPUTime[0]);
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//__android_log_print(ANDROID_LOG_INFO, "Doom3Quest", "RENDER THREAD RIGHT EYE CPU TIME: %i", renderThreadCPUTime[1]);
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__android_log_print(ANDROID_LOG_INFO, "Doom3Quest", "RENDER THREAD TOTAL CPU TIME: %i", totalTime);
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}
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GLCheckErrors( __LINE__ );
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ovrRenderer *renderer = Doom3Quest_useScreenLayer() ? &gAppState.Scene.CylinderRenderer : &gAppState.Renderer;
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@ -2703,8 +2703,6 @@ void idPlayer::DrawHUD( idUserInterface *_hud ) {
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//cursor->Redraw( gameLocal.realClientTime );
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}
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}
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renderSystem->CaptureRenderToImage( "_hudImage" );
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}
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@ -2718,7 +2716,6 @@ void idPlayer::UpdateVrHud()
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{
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static idVec3 hudOrigin;
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static idMat3 hudAxis;
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float hudPitch;
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if (pVRClientInfo != nullptr)
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@ -2733,9 +2730,8 @@ void idPlayer::UpdateVrHud()
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hudEntity.allowSurfaceInViewID = entityNumber + 1;
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{
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hudPitch = 10.0f;
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float yaw;
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if (vr_hudmode.GetInteger() == 0)
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{
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// CalculateRenderView must have been called first
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const idVec3 &viewOrigin = firstPersonViewOrigin;
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@ -2743,8 +2739,9 @@ void idPlayer::UpdateVrHud()
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if (pVRClientInfo)
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{
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float yaw;
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idAngles angles;
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float *pAngles = pVRClientInfo->offhandangles;
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angles.pitch = pVRClientInfo->offhandangles[PITCH];
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angles.yaw = viewAngles.yaw +
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(pVRClientInfo->offhandangles[YAW] - pVRClientInfo->hmdorientation[YAW]);
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@ -2758,24 +2755,30 @@ void idPlayer::UpdateVrHud()
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idAngles a(0, viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0);
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offpos *= a.ToMat3();
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offpos *= cvarSystem->GetCVarFloat( "vr_worldscale" );
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offpos *= vr_worldscale.GetFloat();
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{
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hudOrigin = viewOrigin + offpos;
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}
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}
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// GetViewPos( hudOrigin, hudAxis );
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// yaw = viewAngles.yaw;
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}
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//hudAxis = idAngles( hudPitch, yaw, 0.0f ).ToMat3();
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//hudOrigin += hudAxis[0] * 24.0f;//vr_hudPosDis.GetFloat();
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hudOrigin += hudAxis[1] * -8.0f;
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hudOrigin += hudAxis[2] * 16.0f;
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hudOrigin += hudAxis[1] * -8.5f;
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hudAxis *= 0.7; // scale
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}
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else {
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//Fixed HUD, but make it take a short time to catch up with the player's yaw
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static float yaw_x = 0.0f;
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static float yaw_y = 1.0f;
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yaw_x = 0.97f * yaw_x + 0.03f * cosf(DEG2RAD(viewAngles.yaw));
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yaw_y = 0.97f * yaw_y + 0.03f * sinf(DEG2RAD(viewAngles.yaw));
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hudAxis *= 0.7;
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GetViewPos( hudOrigin, hudAxis );
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hudAxis = idAngles( 10.0f, RAD2DEG(atan2(yaw_y, yaw_x)), 0.0f ).ToMat3();
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hudOrigin += hudAxis[0] * 24.0f;
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hudOrigin.z += 4.0f;
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hudOrigin += hudAxis[1] * -8.5f;
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}
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}
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hudEntity.axis = hudAxis;
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hudEntity.origin = hudOrigin;
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@ -5046,7 +5049,7 @@ void idPlayer::UpdateViewAngles( void ) {
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int i;
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idAngles delta;
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if ( !noclip && ( gameLocal.inCinematic || privateCameraView || gameLocal.GetCamera() || influenceActive == INFLUENCE_LEVEL2 || objectiveSystemOpen ) ) {
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if ( !noclip && ( gameLocal.inCinematic || privateCameraView || gameLocal.GetCamera() || influenceActive == INFLUENCE_LEVEL2 /*|| objectiveSystemOpen*/ ) ) {
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// no view changes at all, but we still want to update the deltas or else when
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// we get out of this mode, our view will snap to a kind of random angle
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UpdateDeltaViewAngles( viewAngles );
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@ -7515,7 +7518,10 @@ void idPlayer::CalculateViewWeaponPos( bool pointer, idVec3 &origin, idMat3 &axi
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///HACK
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if (currentWeapon == weapon_pda)
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{
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idVec3 pdaOffs( 30, -7, -14 );
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//idVec3 pdaOffs( 30, -7, -14 );
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//Put it behind us
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idVec3 pdaOffs( -30, -7, -14 );
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origin += pdaOffs * viewAxis;
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}
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@ -7648,7 +7654,7 @@ idVec3 idPlayer::GetEyePosition( void ) const {
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if (pVRClientInfo)
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{
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float eyeHeight = 0;
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float vrEyeHeight = (-(pVRClientInfo->hmdposition[1] + cvarSystem->GetCVarFloat( "vr_heightoffset" )) * cvarSystem->GetCVarFloat( "vr_worldscale" ));
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float vrEyeHeight = (-(pVRClientInfo->hmdposition[1] + vr_heightoffset.GetFloat()) * vr_worldscale.GetFloat());
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//Add special handling for physical crouching at some point
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/* if (physicsObj.IsCrouching() && PHYSICAL_CROUCH) {
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@ -462,17 +462,17 @@ void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view )
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return;
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}
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if ( player->objectiveSystemOpen ) {
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player->objectiveSystem->Redraw( gameLocal.time );
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} else {
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player->DrawHUD(hud);
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}
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renderSystem->CaptureRenderToImage( "_hudImage" );
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// place the sound origin for the player
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gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, hud ? hud->State().GetString( "location" ) : "Undefined" );
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// if the objective system is up, don't do normal drawing
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if ( player->objectiveSystemOpen ) {
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player->objectiveSystem->Redraw( gameLocal.time );
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return;
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}
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// hack the shake in at the very last moment, so it can't cause any consistency problems
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renderView_t hackedView = *view;
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hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
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@ -733,16 +733,8 @@ void idPlayerView::RenderPlayerView( idUserInterface *hud ) {
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if (eyeView &&
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!game->InCinematic())
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{
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int eye = cvarSystem->GetCVarInteger("vr_eye");
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if (eye == 0) // left eye
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{
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eyeView->vieworg += eyeView->viewaxis[1] *
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(cvarSystem->GetCVarFloat( "vr_ipd" ) / 2.0f) * cvarSystem->GetCVarFloat( "vr_worldscale" );
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} else if (eye == 1) // right eye
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{
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eyeView->vieworg -= eyeView->viewaxis[1] *
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(cvarSystem->GetCVarFloat( "vr_ipd" ) / 2.0f) * cvarSystem->GetCVarFloat( "vr_worldscale" );
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}
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eyeView->vieworg += (vr_eye.GetInteger() == 0 ? 1.0f : -1.0f) * eyeView->viewaxis[1] *
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(vr_ipd.GetFloat() / 2.0f) * vr_worldscale.GetFloat();
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}
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if (g_skipViewEffects.GetBool()) {
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vrClientInfo *pVRClientInfo = owner->GetVRClientInfo();
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if (owner->GetCurrentWeapon() == WEAPON_GREANDE &&
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pVRClientInfo != nullptr &&
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cvarSystem->GetCVarBool("vr_throwables"))
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vr_throwables.GetBool())
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{
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idVec3 releaseOffset( -pVRClientInfo->throw_origin[2],
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-pVRClientInfo->throw_origin[0],
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@ -3000,7 +3000,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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projBounds = proj->GetPhysics()->GetBounds().Rotate( proj->GetPhysics()->GetAxis() );
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if (owner->GetCurrentWeapon() != WEAPON_GREANDE ||
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!cvarSystem->GetCVarBool("vr_throwables")) {
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!vr_throwables.GetBool()) {
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// make sure the projectile starts inside the bounding box of the owner
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if (i == 0) {
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//muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
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@ -349,4 +349,5 @@ idCVar vr_weaponsight( "vr_weaponsight", "0", CVAR_BOOL | CVAR_ARCHIVE, "We
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idCVar vr_throwables( "vr_throwables", "1", CVAR_BOOL | CVAR_ARCHIVE, "Throwable Grenades.\n 0 = Disable\n 1 = Throw and release with trigger" );
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idCVar vr_turnmode( "vr_turnmode", "0", CVAR_BOOL | CVAR_ARCHIVE, "Turn Mode.\n 0 = Snap Turn\n 1 = Smooth Turn" );
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idCVar vr_turnangle( "vr_turnangle", "45", CVAR_INTEGER | CVAR_ARCHIVE, "Turn Angle. angle for snap, or velocity for smooth" );
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idCVar vr_hudmode( "vr_hudmode", "0", CVAR_BOOL | CVAR_ARCHIVE, "HUD Mode.\n 1 = Attached to off-hand controller\n 0 = Fixed" );
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@ -263,6 +263,7 @@ extern idCVar vr_weaponsight;
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extern idCVar vr_throwables;
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extern idCVar vr_turnmode;
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extern idCVar vr_turnangle;
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extern idCVar vr_hudmode;
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extern const char *si_gameTypeArgs[];
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