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SpaceWarp drawing blurry HUD is better than no HUD
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46c7e3682a
commit
81dbbe7fd0
4 changed files with 14 additions and 10 deletions
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@ -767,7 +767,11 @@ static float CG_DrawFPS( float y ) {
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}
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fps = 1000 * FPS_FRAMES / total;
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s = va( "%ifps", fps );
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if ((int)trap_Cvar_VariableValue( "vr_spaceWarp" )) {
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s = va( "%ifps", fps + fps );
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} else {
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s = va( "%ifps", fps );
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}
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w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
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CG_DrawBigString( 635 - w, y + 2, s, 1.0F);
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@ -2955,7 +2959,7 @@ void CG_DrawActive( void ) {
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//Now draw the screen 2D stuff
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CG_DrawScreen2D();
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if (!vr->weapon_zoomed)
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if (!vr->weapon_zoomed && !vr->drawingMotionVector)
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{
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cg.drawingHUD = qtrue;
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@ -2963,10 +2967,7 @@ void CG_DrawActive( void ) {
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trap_R_HUDBufferStart(qtrue);
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// draw status bar and other floating elements
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if ((int)trap_Cvar_VariableValue( "vr_spaceWarp" ) == 0)
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{
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CG_DrawHUD2D(); //TODO: move rendering HUD into OpenXR render layer
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}
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CG_DrawHUD2D();
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trap_R_HUDBufferEnd();
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@ -566,6 +566,9 @@ Draws the last few lines of output transparently over the game top
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*/
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void Con_DrawNotify (void)
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{
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if (vr.drawingMotionVector)
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return;
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int x, v;
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short *text;
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int i;
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@ -63,6 +63,7 @@ typedef struct {
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int *menuCursorX;
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int *menuCursorY;
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qboolean menuLeftHanded;
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qboolean drawingMotionVector;
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float recenterYaw;
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} vr_clientinfo_t;
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@ -27,7 +27,6 @@ XrView* projections;
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XrPosef prevXrSpacePoseInWorld;
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qboolean fullscreenMode = qfalse;
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qboolean stageSupported = qfalse;
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qboolean renderMotionVector = qfalse;
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void VR_UpdateStageBounds(ovrApp* pappState) {
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XrExtent2Df stageBounds = {};
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@ -509,9 +508,9 @@ void VR_DrawFrame( engine_t* engine ) {
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}
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if (vr_spacewarp->integer) {
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renderMotionVector = qtrue;
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vr.drawingMotionVector = qtrue;
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VR_RenderScene( engine, fov, qtrue );
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renderMotionVector = qfalse;
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vr.drawingMotionVector = qfalse;
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VR_RenderScene( engine, fov, qfalse );
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} else {
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VR_RenderScene( engine, fov, qfalse );
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@ -628,5 +627,5 @@ void VR_DrawFrame( engine_t* engine ) {
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int VR_RenderMotionVector() {
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return renderMotionVector;
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return vr.drawingMotionVector;
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}
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