Old code removed

This commit is contained in:
Lubos 2022-04-22 18:41:26 +02:00
parent 4d2644cae2
commit 3c26e08f01

View file

@ -488,118 +488,4 @@ void VR_DrawFrame( engine_t* engine ) {
endFrameInfo.layers = layers;
OXR(xrEndFrame(engine->appState.Session, &endFrameInfo));
//TODO
/*
if (!engine->ovr)
{
return;
}
++engine->frameIndex;
engine->predictedDisplayTime = vrapi_GetPredictedDisplayTime(engine->ovr, engine->frameIndex);
engine->tracking = vrapi_GetPredictedTracking2(engine->ovr, engine->predictedDisplayTime);
float fov_y = vrapi_GetSystemPropertyInt( engine->ovr, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_Y);
float fov_x = vrapi_GetSystemPropertyInt( engine->ovr, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_X);
if (vr.weapon_zoomed) {
vr.weapon_zoomLevel += 0.05;
if (vr.weapon_zoomLevel > 2.5f)
vr.weapon_zoomLevel = 2.5f;
}
else {
//Zoom back out quicker
vr.weapon_zoomLevel -= 0.25f;
if (vr.weapon_zoomLevel < 1.0f)
vr.weapon_zoomLevel = 1.0f;
}
const ovrMatrix4f projectionMatrix = ovrMatrix4f_CreateProjectionFov(
fov_x / vr.weapon_zoomLevel, fov_y / vr.weapon_zoomLevel, 0.0f, 0.0f, 1.0f, 0.0f );
//Projection used for drawing HUD models etc
const ovrMatrix4f monoVRMatrix = ovrMatrix4f_CreateProjectionFov(
30.0f, 30.0f, 0.0f, 0.0f, 1.0f, 0.0f );
int eyeW, eyeH;
VR_GetResolution(engine, &eyeW, &eyeH);
if (VR_useScreenLayer() ||
(cl.snap.ps.pm_flags & PMF_FOLLOW && vr.follow_mode == VRFM_FIRSTPERSON))
{
static ovrLayer_Union2 cylinderLayer;
memset( &cylinderLayer, 0, sizeof( ovrLayer_Union2 ) );
// Add a simple cylindrical layer
cylinderLayer.Cylinder =
BuildCylinderLayer(engine, eyeW, eyeW * 0.75f, &engine->tracking, radians(vr.menuYaw) );
const ovrLayerHeader2* layers[] = {
&cylinderLayer.Header
};
// Set up the description for this frame.
ovrSubmitFrameDescription2 frameDesc = { 0 };
frameDesc.Flags = 0;
frameDesc.SwapInterval = 1;
frameDesc.FrameIndex = engine->frameIndex;
frameDesc.DisplayTime = engine->predictedDisplayTime;
frameDesc.LayerCount = 1;
frameDesc.Layers = layers;
re.SetVRHeadsetParms(&projectionMatrix->M, monoVRMatrix->M,
engine->framebuffers.framebuffers[engine->framebuffers.swapchainIndex]);
Com_Frame();
engine->framebuffers.swapchainIndex = (engine->framebuffers.swapchainIndex + 1) %
engine->framebuffers.swapchainLength;
// Hand over the eye images to the time warp.
vrapi_SubmitFrame2(engine->ovr, &frameDesc);
}
else
{
vr.menuYaw = vr.hmdorientation[YAW];
ovrLayerProjection2 layer = vrapi_DefaultLayerProjection2();
layer.HeadPose = engine->tracking.HeadPose;
const ovrMatrix4f defaultProjection = ovrMatrix4f_CreateProjectionFov(
fov_x, fov_y, 0.0f, 0.0f, 1.0f, 0.0f );
for (int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; ++eye) {
layer.Textures[eye].ColorSwapChain = engine->framebuffers.colorTexture;
layer.Textures[eye].SwapChainIndex = engine->framebuffers.swapchainIndex;
layer.Textures[eye].TexCoordsFromTanAngles = ovrMatrix4f_TanAngleMatrixFromProjection(&defaultProjection);
}
layer.Header.Flags |= VRAPI_FRAME_LAYER_FLAG_CHROMATIC_ABERRATION_CORRECTION;
VR_ClearFrameBuffer(engine->framebuffers.framebuffers[engine->framebuffers.swapchainIndex], eyeW, eyeH);
re.SetVRHeadsetParms(&projectionMatrix->M, monoVRMatrix->M,
engine->framebuffers.framebuffers[engine->framebuffers.swapchainIndex]);
Com_Frame();
engine->framebuffers.swapchainIndex = (engine->framebuffers.swapchainIndex + 1) %
engine->framebuffers.swapchainLength;
const ovrLayerHeader2* layers[] = {
&layer.Header
};
ovrSubmitFrameDescription2 frameDesc = { 0 };
frameDesc.Flags = 0;
frameDesc.SwapInterval = 1;
frameDesc.FrameIndex = engine->frameIndex;
frameDesc.DisplayTime = engine->predictedDisplayTime;
frameDesc.LayerCount = 1;
frameDesc.Layers = layers;
vrapi_SubmitFrame2(engine->ovr, &frameDesc);
}*/
}