mirror of
https://github.com/DrBeef/Doom3Quest.git
synced 2024-11-27 14:22:18 +00:00
VR HUD Attached to off hand controller
Thanks again to the Fully Possesed Mod for the functionality for this one!
This commit is contained in:
parent
66c7052713
commit
aaa37bbe69
11 changed files with 155 additions and 64 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="9"
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android:versionName="0.0.15" android:installLocation="auto" >
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android:versionCode="11"
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android:versionName="0.0.17" 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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@ -26,8 +26,6 @@ extern "C" {
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#define ALOGV(...)
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#endif
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#define TIC_RATE 60
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float screenYaw;
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float radians(float deg);
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@ -59,6 +59,7 @@ extern bool inMenu;
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extern bool inGameGuiActive;
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extern bool objectiveSystemActive;
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extern bool inCinematic;
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const int USERCMD_HZ = 60;
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void HandleInput_Default( int controlscheme, ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
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@ -360,6 +361,7 @@ void HandleInput_Default( int controlscheme, ovrInputStateTrackedRemote *pDomina
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pVRClientInfo->offhandoffset[2] = pOff->HeadPose.Pose.Position.z - pVRClientInfo->hmdposition[2];
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vec3_t rotation = {0};
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rotation[PITCH] = -45;
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QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, pVRClientInfo->offhandangles);
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if (vr_walkdirection == 0) {
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@ -375,10 +377,9 @@ void HandleInput_Default( int controlscheme, ovrInputStateTrackedRemote *pDomina
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{
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//Adjust positional factor for this sample based on how long the last frame took, it should
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//approximately even out the positional movement on a per frame basis (especially when fps is much lower than 60)
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//NOTE: it'll never be above ~60fps since we use com_fixedTic of "-1"
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static float lastSampleTime = 0;
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float sampleTime = Sys_Milliseconds();
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float vr_positional_factor = 2400.0f * ((1000.0f / TIC_RATE) / (sampleTime-lastSampleTime));
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float vr_positional_factor = 2400.0f * ((1000.0f / USERCMD_HZ) / (sampleTime-lastSampleTime));
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lastSampleTime = sampleTime;
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//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
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@ -1043,6 +1043,9 @@ idPlayer::idPlayer() {
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flashlightModelDefHandle = -1;
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hudHandle = -1;
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memset( &hudEntity, 0, sizeof( hudEntity ) );
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skin = NULL;
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powerUpSkin = NULL;
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baseSkinName = "";
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@ -1422,6 +1425,12 @@ void idPlayer::Init( void ) {
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SetupFlashlightHolster();
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SetupLaserSight();
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// re-init hud model
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memset( &hudEntity, 0, sizeof( hudEntity ) );
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hudEntity.hModel = renderModelManager->FindModel( "/models/mapobjects/hud.lwo" );
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hudEntity.customShader = declManager->FindMaterial( "vr/hud" );
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hudEntity.weaponDepthHack = true;
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}
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/*
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@ -2103,6 +2112,12 @@ void idPlayer::Restore( idRestoreGame *savefile ) {
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SetupFlashlightHolster();
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SetupLaserSight();
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// re-init hud model
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memset( &hudEntity, 0, sizeof( hudEntity ) );
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hudEntity.hModel = renderModelManager->FindModel( "/models/mapobjects/hud.lwo" );
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hudEntity.customShader = declManager->FindMaterial( "vr/hud" );
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hudEntity.weaponDepthHack = true;
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}
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void idPlayer::SetupLaserSight()
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@ -2688,6 +2703,94 @@ 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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/*
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==============
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Koz
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idPlayer::UpdateVrHud
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==============
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*/
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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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// update the hud model
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if ( (pVRClientInfo == nullptr) || !pVRClientInfo->visible_hud || gameLocal.inCinematic)
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{
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// hide it
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hudEntity.allowSurfaceInViewID = -1;
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}
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else
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{
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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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{
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// CalculateRenderView must have been called first
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const idVec3 &viewOrigin = firstPersonViewOrigin;
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const idMat3 &viewAxis = firstPersonViewAxis;
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if (pVRClientInfo)
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{
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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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angles.roll = pVRClientInfo->offhandangles[ROLL];
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hudAxis = angles.ToMat3();
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idVec3 offpos( -pVRClientInfo->offhandoffset[2],
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-pVRClientInfo->offhandoffset[0],
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pVRClientInfo->offhandoffset[1]);
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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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{
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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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}
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hudAxis *= 0.7;
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hudEntity.axis = hudAxis;
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hudEntity.origin = hudOrigin;
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hudEntity.weaponDepthHack = true;
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}
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if ( hudHandle == -1 )
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{
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hudHandle = gameRenderWorld->AddEntityDef( &hudEntity );
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}
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else
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{
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gameRenderWorld->UpdateEntityDef( hudHandle, &hudEntity );
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}
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}
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/*
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@ -6367,10 +6470,7 @@ void idPlayer::Think( void ) {
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pVRClientInfo->weaponid = -1;
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}
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cvarSystem->SetCVarBool("vr_weapon_stabilised", pVRClientInfo->weapon_stabilised);
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pVRClientInfo->velocitytriggered = (
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currentWeapon == WEAPON_FISTS ||
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currentWeapon == WEAPON_FLASHLIGHT);
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pVRClientInfo->velocitytriggered = currentWeapon == WEAPON_FLASHLIGHT;
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pVRClientInfo->pistol = currentWeapon == WEAPON_PISTOL;
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}
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@ -6511,6 +6611,8 @@ void idPlayer::Think( void ) {
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UpdateLaserSight();
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UpdateVrHud();
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UpdateDeathSkin( false );
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if ( gameLocal.isMultiplayer ) {
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@ -237,6 +237,9 @@ public:
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renderEntity_t flashlightRenderEntity; // used to present a model to the renderer
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qhandle_t flashlightModelDefHandle; // handle to static renderer model
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renderEntity_t hudEntity;
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qhandle_t hudHandle;
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bool noclip;
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bool godmode;
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virtual void UpdateFlashlightHolster();
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virtual void SetupLaserSight();
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virtual void UpdateLaserSight( );
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virtual void UpdateVrHud();
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void Kill( bool delayRespawn, bool nodamage );
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virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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@ -462,6 +462,8 @@ void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view )
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return;
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}
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player->DrawHUD(hud);
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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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}
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}
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vrClientInfo *pVRClientInfo = player->GetVRClientInfo();
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if (pVRClientInfo != nullptr &&
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pVRClientInfo->visible_hud) {
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cvarSystem->SetCVarBool("vr_hud", true);
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player->DrawHUD(hud);
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cvarSystem->SetCVarBool("vr_hud", false);
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}
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// armor impulse feedback
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float armorPulse = ( gameLocal.time - player->lastArmorPulse ) / 250.0f;
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idImage * specular2DTableImage; // 2D intensity texture with our specular function with variable specularity
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idImage * borderClampImage; // white inside, black outside
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idImage* hudImage;
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//--------------------------------------------------------
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idImage * AllocImage( const char *name );
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@ -369,6 +369,18 @@ static void R_RGBA8Image( idImage *image ) {
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TF_DEFAULT, false, TR_REPEAT, TD_HIGH_QUALITY );
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}
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// Koz begin
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// used for Hud and PDA surfaces in VR
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static void R_VRSurfaceImage( idImage* image )
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{
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byte *data = (byte*)malloc(1024 * 1024 * 4);
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memset( data, 0, sizeof( data ) );
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image->GenerateImage( (byte *)data, 1024, 1024,
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TF_DEFAULT, false, TR_CLAMP, TD_HIGH_QUALITY );
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}
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#if 0
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static void R_RGB8Image( idImage *image ) {
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byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
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scratchCubeMapImage = ImageFromFunction("_scratchCubeMap", makeNormalizeVectorCubeMap );
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currentRenderImage = ImageFromFunction("_currentRender", R_RGBA8Image );
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hudImage = ImageFromFunction( "_hudImage", R_VRSurfaceImage ); // R_RGBA8Image );
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cmdSystem->AddCommand( "reloadImages", R_ReloadImages_f, CMD_FL_RENDERER, "reloads images" );
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cmdSystem->AddCommand( "listImages", R_ListImages_f, CMD_FL_RENDERER, "lists images" );
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cmdSystem->AddCommand( "combineCubeImages", R_CombineCubeImages_f, CMD_FL_RENDERER, "combines six images for roq compression" );
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@ -1197,18 +1197,9 @@ idWindow::Redraw
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================
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*/
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enum eScalingType {
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NONE,
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SCALETO43,
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VRHUD
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};
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void idWindow::Redraw(float x, float y) {
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idStr str;
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static int recursiveCount = 0;
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recursiveCount++;
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if (r_skipGuiShaders.GetInteger() == 1 || dc == NULL ) {
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return;
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}
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return;
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}
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eScalingType scalingType = NONE;
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// DG: allow scaling menus to 4:3
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bool fixupFor43 = false;
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if ( flags & WIN_DESKTOP ) {
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// only scale desktop windows (will automatically scale its sub-windows)
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// that EITHER have the scaleto43 flag set OR are fullscreen menus and r_scaleMenusTo43 is 1
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if( (flags & WIN_SCALETO43) ||
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((flags & WIN_MENUGUI) && r_scaleMenusTo43.GetBool()) )
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{
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scalingType = SCALETO43;
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fixupFor43 = true;
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dc->SetMenuScaleFix(true);
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}
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}
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if (scalingType == NONE) {
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bool scaledHUDForVR = cvarSystem->GetCVarBool("vr_hud");
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if (scaledHUDForVR) {
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scalingType = VRHUD;
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//Only set this on the first call
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if (recursiveCount == 1) {
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dc->SetMenuScaleForVR(true);
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}
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}
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}
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if ( flags & WIN_SHOWTIME ) {
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dc->DrawText(va(" %0.1f seconds\n%s", (float)(time - timeLine) / 1000, gui->State().GetString("name")), 0.35f, 0, dc->colorWhite, idRectangle(100, 0, 80, 80), false);
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}
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}
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if (!visible) {
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if (scalingType == SCALETO43) { // DG: gotta reset that before returning this function
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dc->SetMenuScaleFix(false);
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}
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recursiveCount--;
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if (scalingType == VRHUD &&
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recursiveCount == 0)
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{
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if (fixupFor43) { // DG: gotta reset that before returning this function
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dc->SetMenuScaleFix(false);
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}
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return;
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dc->EnableClipping(true);
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}
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if (scalingType == SCALETO43) { // DG: gotta reset that before returning this function
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dc->SetMenuScaleFix(false);
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}
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recursiveCount--;
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if (scalingType == VRHUD &&
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recursiveCount == 0)
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{
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if (fixupFor43) { // DG: gotta reset that before returning this function
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dc->SetMenuScaleFix(false);
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}
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14
assets/pak299/materials/vr.mtr
Normal file
14
assets/pak299/materials/vr.mtr
Normal file
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vr/hud
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{
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qer_editorimage textures/zaphod/shotgun_laser.TGA
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translucent
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noShadows
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{
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blend add
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map _hudImage
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}
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}
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BIN
assets/pak299/models/mapobjects/hud.lwo
Normal file
BIN
assets/pak299/models/mapobjects/hud.lwo
Normal file
Binary file not shown.
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