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https://github.com/DrBeef/ioq3quest.git
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Old code removed
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1 changed files with 0 additions and 114 deletions
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@ -488,118 +488,4 @@ void VR_DrawFrame( engine_t* engine ) {
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endFrameInfo.layers = layers;
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OXR(xrEndFrame(engine->appState.Session, &endFrameInfo));
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//TODO
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/*
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if (!engine->ovr)
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{
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return;
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}
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++engine->frameIndex;
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engine->predictedDisplayTime = vrapi_GetPredictedDisplayTime(engine->ovr, engine->frameIndex);
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engine->tracking = vrapi_GetPredictedTracking2(engine->ovr, engine->predictedDisplayTime);
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float fov_y = vrapi_GetSystemPropertyInt( engine->ovr, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_Y);
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float fov_x = vrapi_GetSystemPropertyInt( engine->ovr, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_X);
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if (vr.weapon_zoomed) {
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vr.weapon_zoomLevel += 0.05;
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if (vr.weapon_zoomLevel > 2.5f)
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vr.weapon_zoomLevel = 2.5f;
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}
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else {
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//Zoom back out quicker
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vr.weapon_zoomLevel -= 0.25f;
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if (vr.weapon_zoomLevel < 1.0f)
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vr.weapon_zoomLevel = 1.0f;
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}
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const ovrMatrix4f projectionMatrix = ovrMatrix4f_CreateProjectionFov(
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fov_x / vr.weapon_zoomLevel, fov_y / vr.weapon_zoomLevel, 0.0f, 0.0f, 1.0f, 0.0f );
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//Projection used for drawing HUD models etc
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const ovrMatrix4f monoVRMatrix = ovrMatrix4f_CreateProjectionFov(
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30.0f, 30.0f, 0.0f, 0.0f, 1.0f, 0.0f );
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int eyeW, eyeH;
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VR_GetResolution(engine, &eyeW, &eyeH);
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if (VR_useScreenLayer() ||
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(cl.snap.ps.pm_flags & PMF_FOLLOW && vr.follow_mode == VRFM_FIRSTPERSON))
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{
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static ovrLayer_Union2 cylinderLayer;
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memset( &cylinderLayer, 0, sizeof( ovrLayer_Union2 ) );
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// Add a simple cylindrical layer
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cylinderLayer.Cylinder =
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BuildCylinderLayer(engine, eyeW, eyeW * 0.75f, &engine->tracking, radians(vr.menuYaw) );
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const ovrLayerHeader2* layers[] = {
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&cylinderLayer.Header
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};
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// Set up the description for this frame.
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ovrSubmitFrameDescription2 frameDesc = { 0 };
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frameDesc.Flags = 0;
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frameDesc.SwapInterval = 1;
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frameDesc.FrameIndex = engine->frameIndex;
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frameDesc.DisplayTime = engine->predictedDisplayTime;
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frameDesc.LayerCount = 1;
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frameDesc.Layers = layers;
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re.SetVRHeadsetParms(&projectionMatrix->M, monoVRMatrix->M,
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engine->framebuffers.framebuffers[engine->framebuffers.swapchainIndex]);
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Com_Frame();
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engine->framebuffers.swapchainIndex = (engine->framebuffers.swapchainIndex + 1) %
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engine->framebuffers.swapchainLength;
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// Hand over the eye images to the time warp.
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vrapi_SubmitFrame2(engine->ovr, &frameDesc);
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}
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else
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{
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vr.menuYaw = vr.hmdorientation[YAW];
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ovrLayerProjection2 layer = vrapi_DefaultLayerProjection2();
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layer.HeadPose = engine->tracking.HeadPose;
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const ovrMatrix4f defaultProjection = ovrMatrix4f_CreateProjectionFov(
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fov_x, fov_y, 0.0f, 0.0f, 1.0f, 0.0f );
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for (int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; ++eye) {
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layer.Textures[eye].ColorSwapChain = engine->framebuffers.colorTexture;
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layer.Textures[eye].SwapChainIndex = engine->framebuffers.swapchainIndex;
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layer.Textures[eye].TexCoordsFromTanAngles = ovrMatrix4f_TanAngleMatrixFromProjection(&defaultProjection);
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}
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layer.Header.Flags |= VRAPI_FRAME_LAYER_FLAG_CHROMATIC_ABERRATION_CORRECTION;
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VR_ClearFrameBuffer(engine->framebuffers.framebuffers[engine->framebuffers.swapchainIndex], eyeW, eyeH);
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re.SetVRHeadsetParms(&projectionMatrix->M, monoVRMatrix->M,
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engine->framebuffers.framebuffers[engine->framebuffers.swapchainIndex]);
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Com_Frame();
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engine->framebuffers.swapchainIndex = (engine->framebuffers.swapchainIndex + 1) %
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engine->framebuffers.swapchainLength;
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const ovrLayerHeader2* layers[] = {
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&layer.Header
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};
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ovrSubmitFrameDescription2 frameDesc = { 0 };
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frameDesc.Flags = 0;
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frameDesc.SwapInterval = 1;
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frameDesc.FrameIndex = engine->frameIndex;
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frameDesc.DisplayTime = engine->predictedDisplayTime;
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frameDesc.LayerCount = 1;
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frameDesc.Layers = layers;
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vrapi_SubmitFrame2(engine->ovr, &frameDesc);
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}*/
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}
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