mirror of
https://github.com/DrBeef/DVR.git
synced 2024-11-10 06:42:05 +00:00
Fixes
- Fix for different sprite image in each eye - When player dies, switch to big screen mode (comfort) - Massive improvement to the look up/down so it doesn't skew any more - No need for lens correction offset calculation due to above fix
This commit is contained in:
parent
7ca2268ef1
commit
7fa8ea10f4
10 changed files with 91 additions and 121 deletions
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@ -7,8 +7,8 @@ android {
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applicationId "com.drbeef.dvr"
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minSdkVersion 16
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targetSdkVersion 19
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versionCode 2
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versionName '1.0.1'
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versionCode 3
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versionName '1.0.2'
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}
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buildTypes {
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release {
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@ -275,6 +275,7 @@ JNIEXPORT jint JNICALL Java_doom_util_Natives_setVideoMode
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extern gamestate_t gamestate;
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extern boolean menuactive;
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extern boolean demoplayback;
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extern player_t *viewplayer;
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JNIEXPORT jint JNICALL Java_doom_util_Natives_gameState
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(JNIEnv * env, jclass cls)
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@ -282,7 +283,8 @@ JNIEXPORT jint JNICALL Java_doom_util_Natives_gameState
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return (int)gamestate +
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(int) automapmode +
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menuactive ? 1 : 0 +
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demoplayback ? 1 : 0;
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demoplayback ? 1 : 0 +
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viewplayer ? (viewplayer->health > 0 ? 0 : 1) : 1;
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}
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@ -304,8 +304,8 @@ static void R_AddLine (seg_t *line)
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curline = line;
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angle1 = R_PointToAngle (line->v1->x, line->v1->y);
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angle2 = R_PointToAngle (line->v2->x, line->v2->y);
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angle1 = R_PointToAngle (line->v1->x, line->v1->y, 0);
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angle2 = R_PointToAngle (line->v2->x, line->v2->y, 0);
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// Clip to view edges.
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span = angle1 - angle2;
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@ -440,8 +440,8 @@ static boolean R_CheckBBox(const fixed_t *bspcoord)
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return true;
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check = checkcoord[boxpos];
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angle1 = R_PointToAngle (bspcoord[check[0]], bspcoord[check[1]]) - viewangle;
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angle2 = R_PointToAngle (bspcoord[check[2]], bspcoord[check[3]]) - viewangle;
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angle1 = R_PointToAngle (bspcoord[check[0]], bspcoord[check[1]], 0) - viewangle;
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angle2 = R_PointToAngle (bspcoord[check[2]], bspcoord[check[3]], 0) - viewangle;
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}
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// cph - replaced old code, which was unclear and badly commented
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@ -180,12 +180,22 @@ PUREFUNC int R_PointOnSegSide(fixed_t x, fixed_t y, const seg_t *line)
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#include <math.h>
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angle_t R_PointToAngle(fixed_t x, fixed_t y)
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angle_t R_PointToAngle(fixed_t x, fixed_t y, int usePlayer)
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{
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static fixed_t oldx, oldy;
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static angle_t oldresult;
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if (usePlayer == 0)
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{
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x -= viewx; y -= viewy;
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}
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else
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{
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//SB- use player position rather than view position (as these will have stereo offset included
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//and can mean different sprites for each eye!)
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x -= viewplayer->mo->x;
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y -= viewplayer->mo->y;
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}
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if ( /* !render_precise && */
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// e6y: here is where "slime trails" can SOMETIMES occur
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@ -104,7 +104,7 @@ extern const lighttable_t *fixedcolormap;
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PUREFUNC int R_PointOnSide(fixed_t x, fixed_t y, const node_t *node);
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PUREFUNC int R_PointOnSegSide(fixed_t x, fixed_t y, const seg_t *line);
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angle_t R_PointToAngle(fixed_t x, fixed_t y);
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angle_t R_PointToAngle(fixed_t x, fixed_t y, int usePlayer);
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angle_t R_PointToAngle2(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
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subsector_t *R_PointInSubsector(fixed_t x, fixed_t y);
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@ -534,7 +534,7 @@ static void R_ProjectSprite (mobj_t* thing, int lightlevel)
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if (sprframe->rotate)
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{
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// choose a different rotation based on player view
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angle_t ang = R_PointToAngle(fx, fy);
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angle_t ang = R_PointToAngle(fx, fy, 1);
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unsigned rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
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lump = sprframe->lump[rot];
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flip = (boolean) sprframe->flip[rot];
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@ -300,6 +300,9 @@ public class MainActivity
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hmdPitch = -eulerAngles[0] / (M_PI / 180.0f);
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hmdRoll = -eulerAngles[2] / (M_PI / 180.0f);
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//Store head view
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headTransform.getHeadView(openGL.headView, 0);
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if (!mShowingSpashScreen && mWADChooser.choosingWAD())
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{
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return;
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@ -367,111 +370,74 @@ public class MainActivity
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@Override
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public void onDrawEye(Eye eye) {
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if (lensCentreOffset == -1.0f) {
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//Now calculate the auto lens centre correction
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CardboardDeviceParams device = cardboardView.getHeadMountedDisplay().getCardboardDeviceParams();
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ScreenParams scr = cardboardView.getScreenParams();
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Display display = getWindowManager().getDefaultDisplay();
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DisplayMetrics met = new DisplayMetrics();
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display.getMetrics(met);
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float dpmil = (met.xdpi / 25.4f);
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float qscreen = (scr.getWidthMeters() * 1000.0f) / 4.0f;
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float halflens = (device.getInterLensDistance() * 1000.0f) / 2.0f;
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//Multiply by small fudge factor (25%)
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lensCentreOffset = ((halflens - qscreen) * dpmil) * 1.25f;
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//Viewport size is not the same as screen resolution, so convert
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lensCentreOffset = (lensCentreOffset / (scr.getWidth() / 2.0f)) * eye.getViewport().width;
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}
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if (!mShowingSpashScreen && mWADChooser.choosingWAD())
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{
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mWADChooser.onDrawEye(eye, this);
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}
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else if (mDVRInitialised || mShowingSpashScreen) {
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GLES20.glViewport(eye.getViewport().x,
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eye.getViewport().y,
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eye.getViewport().width,
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eye.getViewport().height);
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GLES20.glViewport(eye.getViewport().x, eye.getViewport().y,
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eye.getViewport().width, eye.getViewport().height);
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//Clear the viewport
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GLES20.glEnable(GLES20.GL_SCISSOR_TEST);
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GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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GLES20.glScissor(eye.getViewport().x,
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eye.getViewport().y,
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eye.getViewport().width,
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eye.getViewport().height);
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GLES20.glScissor(eye.getViewport().x, eye.getViewport().y,
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eye.getViewport().width, eye.getViewport().height);
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
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GLES20.glUseProgram(openGL.sp_Image);
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if (Natives.gameState() != 0 || mShowingSpashScreen) {
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// Apply the eye transformation to the camera.
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Matrix.multiplyMM(openGL.view, 0, eye.getEyeView(), 0, openGL.camera, 0);
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float modelScreen[] = new float[16];
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Matrix.setIdentityM(modelScreen, 0);
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// Set the position of the screen
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if (mShowingSpashScreen)
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{
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Matrix.translateM(modelScreen, 0, 0, 0, openGL.splashScreenDistance);
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Matrix.scaleM(modelScreen, 0, openGL.screenScale, openGL.screenScale, 1.0f);
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float mAngle = 180.0f * (float)((System.currentTimeMillis() % 2000) / 2000.0f);
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if (mAngle > 90.0f) mAngle += 180.0f;
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Matrix.rotateM(modelScreen, 0, mAngle, 0.0f, 1.0f, 0.0f);
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}
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else if (Natives.gameState() != 0)
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{
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//Drawing Virtual Screen
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Matrix.translateM(modelScreen, 0, 0, 0, openGL.screenDistance);
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//Make virtual screen wider than high
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Matrix.scaleM(modelScreen, 0, openGL.screenScale*1.3f, openGL.screenScale, 1.0f);
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}
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else
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{
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float screenDist = openGL.gameScreenDistance;
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float f = (hmdPitch / 90.0f);
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if (f > 0.125f)
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screenDist *= (1.0f + (f - 0.125f) * 2.0f);
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//In Game - ensure screen is always "in-front" of us, whatever direction we are facing
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Matrix.translateM(modelScreen, 0, (float)(Math.sin(M_PI * (hmdYaw / 180f))) * screenDist, 0,
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(float)(Math.cos(M_PI * (hmdYaw / 180f))) * screenDist);
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Matrix.rotateM(modelScreen, 0, hmdYaw, 0.0f, 1.0f, 0.0f);
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Matrix.scaleM(modelScreen, 0, openGL.screenScale, openGL.screenScale, openGL.screenScale);
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}
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// Build the ModelView and ModelViewProjection matrices
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// for calculating screen position.
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float[] perspective = eye.getPerspective(0.1f, 100.0f);
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// Object first appears directly in front of user.
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Matrix.setIdentityM(openGL.modelScreen, 0);
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Matrix.translateM(openGL.modelScreen, 0, 0, 0, -openGL.screenDistance);
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Matrix.scaleM(openGL.modelScreen, 0, openGL.screenScale*1.5f, openGL.screenScale*1.5f, 1.0f);
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// Set the position of the screen
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if (mShowingSpashScreen) {
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float mAngle = 180.0f * (float)((System.currentTimeMillis() % 2000) / 2000.0f);
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if (mAngle > 90.0f) mAngle += 180.0f;
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Matrix.rotateM(openGL.modelScreen, 0, mAngle, 0.0f, 1.0f, 0.0f);
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if (Natives.gameState() != 0 || mShowingSpashScreen) {
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Matrix.multiplyMM(openGL.view, 0, eye.getEyeView(), 0, openGL.camera, 0);
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}
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else {
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//centre eye view - no stereo depth required
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Matrix.multiplyMM(openGL.view, 0, openGL.headView, 0, openGL.camera, 0);
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}
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Matrix.multiplyMM(openGL.modelView, 0, openGL.view, 0, openGL.modelScreen, 0);
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Matrix.multiplyMM(openGL.modelView, 0, openGL.view, 0, modelScreen, 0);
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Matrix.multiplyMM(openGL.modelViewProjection, 0, perspective, 0, openGL.modelView, 0);
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GLES20.glVertexAttribPointer(openGL.positionParam, 3, GLES20.GL_FLOAT, false, 0, openGL.screenVertices);
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} else {
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float widthScaler = 0.76f;
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float heightScaler = 0.64f;
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// Create the triangles for orthographic projection
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int w = (int) (eye.getViewport().width * widthScaler);
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int h = (int) (eye.getViewport().height * heightScaler);
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int x = (int) (eye.getViewport().width * ((1.0f-widthScaler)/2.0f));;
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int y = (int) (eye.getViewport().height * ((1.0f-heightScaler)/2.0f));
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int pitchOffset = (int)(-(eulerAngles[0]/M_PI)*(eye.getViewport().height));
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int pitchWidthScaler = 0;
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float f = -(eulerAngles[0]/M_PI);
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if (f > 0.125f)
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pitchWidthScaler = (int)(((f - 0.125f)/2.0f) * eye.getViewport().width);
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int l = (int)lensCentreOffset;
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if (eye.getType() == Eye.Type.LEFT)
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l = -l;
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openGL.SetupTriangle(x + pitchWidthScaler, y, w - pitchWidthScaler * 2, h);
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// Calculate the projection and view transformation
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Matrix.orthoM(openGL.view, 0, 0, eye.getViewport().width, 0, eye.getViewport().height, 0, 50);
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//Translate so origin is centre of image
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Matrix.translateM(openGL.view, 0, eye.getViewport().width / 2, eye.getViewport().height / 2, 0);
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//rotate for head roll
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Matrix.rotateM(openGL.view, 0, (int) hmdRoll, 0, 0, 1);
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//translate back to where it was before
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Matrix.translateM(openGL.view, 0, (float)(Math.cos(eulerAngles[2]) * l) - eye.getViewport().width / 2,
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(float)(Math.sin(eulerAngles[2]) * l) - eye.getViewport().height / 2, 0);
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//Now apply head hmdPitch transformation
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Matrix.translateM(openGL.view, 0, 0, pitchOffset, 0);
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//Matrix.translateM(openGL.view, 0, l, 0, 0);
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Matrix.multiplyMM(openGL.modelViewProjection, 0, openGL.view, 0, openGL.camera, 0);
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// Prepare the triangle coordinate data
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GLES20.glVertexAttribPointer(openGL.positionParam, 3, GLES20.GL_FLOAT, false, 0, openGL.vertexBuffer);
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}
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// Prepare the texturecoordinates
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GLES20.glVertexAttribPointer(openGL.texCoordParam, 2, GLES20.GL_FLOAT, false, 0, openGL.uvBuffer);
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@ -487,6 +453,7 @@ public class MainActivity
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, splashTexture[0]);
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}
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else {
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//Actually Draw Doom
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, openGL.fbo[eye.getType()-1].ColorTexture[0]);
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}
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@ -852,18 +819,4 @@ public class MainActivity
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if (mAudioMgr != null)
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mAudioMgr.setMusicVolume(volume);
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}
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/**
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* Send a key event to the native layer
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*
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* @param type
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* @param sym
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*/
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private void sendNativeKeyEvent(int type, int sym) {
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try {
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Natives.keyEvent(type, sym);
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} catch (UnsatisfiedLinkError e) {
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Log.e(TAG, e.toString());
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}
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}
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}
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@ -40,6 +40,7 @@ public class OpenGL {
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camera = new float[16];
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view = new float[16];
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modelViewProjection = new float[16];
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headView = new float[16];
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modelView = new float[16];
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//Create the FBOs
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@ -144,11 +145,14 @@ public class OpenGL {
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public float[] modelScreen;
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public float[] camera;
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public float[] headView;
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public float[] view;
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public float[] modelViewProjection;
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public float[] modelView;
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public float screenDistance = 8f;
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public float screenDistance = -8f;
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public float splashScreenDistance = -12f;
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public float gameScreenDistance = -3.45f;
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public float screenScale = 3f;
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public static final String vs_Image =
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@ -241,10 +245,10 @@ public class OpenGL {
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};
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public static final float[] SCREEN_COORDS = new float[] {
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-1.3f, -1.0f, 0.0f,
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-1.3f, 1.0f, 0.0f,
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1.3f, 1.0f, 0.0f,
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1.3f, -1.0f, 0.0f
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-1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f
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};
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public FloatBuffer vertexBuffer;
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@ -211,8 +211,8 @@ public class WADChooser {
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// Object first appears directly in front of user.
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Matrix.setIdentityM(openGL.modelScreen, 0);
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Matrix.translateM(openGL.modelScreen, 0, 0, 0, -openGL.screenDistance);
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Matrix.scaleM(openGL.modelScreen, 0, openGL.screenScale, openGL.screenScale, 1.0f);
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Matrix.translateM(openGL.modelScreen, 0, 0, 0, openGL.screenDistance);
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Matrix.scaleM(openGL.modelScreen, 0, openGL.screenScale * 1.3f, openGL.screenScale, 1.0f);
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if (mTransitionStart != -1) {
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long transVal = System.currentTimeMillis() - mTransitionStart;
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@ -7,5 +7,6 @@
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# Location of the SDK. This is only used by Gradle.
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# For customization when using a Version Control System, please read the
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# header note.
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#Thu Mar 03 19:58:29 GMT 2016
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#Thu Mar 17 20:24:13 GMT 2016
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ndk.dir=C\:\\Android\\android-ndk-r10e
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sdk.dir=C\:\\Users\\Simon\\AppData\\Local\\Android\\sdk
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