This commit is contained in:
Grant Bagwell 2022-02-16 19:04:39 +01:00
commit ebcec93abc
9 changed files with 106 additions and 75 deletions

View file

@ -2,8 +2,8 @@
<manifest xmlns:android="http://schemas.android.com/apk/res/android" <manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.drbeef.ioq3quest" package="com.drbeef.ioq3quest"
android:installLocation="preferExternal" android:installLocation="preferExternal"
android:versionCode="16" android:versionCode="17"
android:versionName="0.11.0"> android:versionName="0.12.0">
<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />
<uses-feature android:glEsVersion="0x00030001" /> <uses-feature android:glEsVersion="0x00030001" />
@ -21,6 +21,7 @@
android:hasCode="true"> android:hasCode="true">
<meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/>
<meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2"/> <meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2"/>
<meta-data android:name="com.oculus.ossplash" android:value="true"/>
<activity android:name="com.drbeef.ioq3quest.MainActivity" <activity android:name="com.drbeef.ioq3quest.MainActivity"
android:label="@string/app_name" android:label="@string/app_name"
android:screenOrientation="landscape" android:screenOrientation="landscape"

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View file

@ -2,10 +2,10 @@
setlocal setlocal
set BUILD_TYPE=debug set BUILD_TYPE=release
set KEYSTORE= set KEYSTORE=
set KEYSTORE_PASS= set KEYSTORE_PASS=
set VERSION=0.6.0 set VERSION=0.12.0
set ANDROID_SDK_ROOT=%AppData%\..\Local\Android\Sdk set ANDROID_SDK_ROOT=%AppData%\..\Local\Android\Sdk
set adb="%ANDROID_SDK_ROOT%\platform-tools\adb.exe" set adb="%ANDROID_SDK_ROOT%\platform-tools\adb.exe"
@ -16,6 +16,7 @@ set JAVA_HOME=C:\Program Files\Android\Android Studio\jre\jre
if "%1"=="clean" ( if "%1"=="clean" (
rm -rf .\build rm -rf .\build
rm -rf .\android\build rm -rf .\android\build
rm -rf .\android\app\src\main\jniLibs\arm64-v8a
) )
if %BUILD_TYPE%==release ( if %BUILD_TYPE%==release (
@ -60,6 +61,10 @@ if %BUILD_TYPE%==debug (
copy .\app\build\outputs\apk\%BUILD_TYPE%\app-%BUILD_TYPE%.apk %APK_LOCATION% copy .\app\build\outputs\apk\%BUILD_TYPE%\app-%BUILD_TYPE%.apk %APK_LOCATION%
) )
if "%1"=="nodeploy" (
goto :END
)
%adb% install -r %APK_LOCATION% %adb% install -r %APK_LOCATION%
if %ERRORLEVEL% NEQ 0 ( if %ERRORLEVEL% NEQ 0 (
%adb% uninstall %PACKAGE_NAME% %adb% uninstall %PACKAGE_NAME%
@ -72,28 +77,30 @@ if %ERRORLEVEL% NEQ 0 (
) )
) )
%adb% shell mkdir -p %ANDROID_STORAGE_LOCATION% @REM %adb% shell mkdir -p %ANDROID_STORAGE_LOCATION%
%adb% push --sync "D:\Program Files (x86)\Steam\steamapps\common\Quake 3 Arena\baseq3" %ANDROID_STORAGE_LOCATION% @REM %adb% push --sync "D:\Program Files (x86)\Steam\steamapps\common\Quake 3 Arena\baseq3" %ANDROID_STORAGE_LOCATION%
if %ERRORLEVEL% NEQ 0 ( @REM if %ERRORLEVEL% NEQ 0 (
popd @REM popd
popd @REM popd
echo "Failed to transfer files." @REM echo "Failed to transfer files."
exit /b 1 @REM exit /b 1
) @REM )
%adb% push --sync ..\code\renderergl2\glsl %ANDROID_STORAGE_LOCATION%/baseq3/
if %ERRORLEVEL% NEQ 0 ( @REM %adb% push --sync ..\code\renderergl2\glsl %ANDROID_STORAGE_LOCATION%/baseq3/
popd @REM if %ERRORLEVEL% NEQ 0 (
popd @REM popd
echo "Failed to transfer shaders." @REM popd
exit /b 1 @REM echo "Failed to transfer shaders."
) @REM exit /b 1
%adb% push --sync autoexec.cfg %ANDROID_STORAGE_LOCATION%/baseq3/ @REM )
if %ERRORLEVEL% NEQ 0 (
popd @REM %adb% push --sync autoexec.cfg %ANDROID_STORAGE_LOCATION%/baseq3/
popd @REM if %ERRORLEVEL% NEQ 0 (
echo "Failed to transfer autoexec." @REM popd
exit /b 1 @REM popd
) @REM echo "Failed to transfer autoexec."
@REM exit /b 1
@REM )
%adb% logcat -c %adb% logcat -c
%adb% shell am start -n %PACKAGE_NAME%/.MainActivity %adb% shell am start -n %PACKAGE_NAME%/.MainActivity
@ -104,4 +111,6 @@ if %ERRORLEVEL% NEQ 0 (
exit 1 exit 1
) )
%adb% logcat *:S Quake3:V SDL:V DEBUG:V %adb% logcat *:S Quake3:V SDL:V DEBUG:V
:END
endlocal endlocal

View file

@ -2685,20 +2685,28 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
cg.refdef.vieworg[2] -= PLAYER_HEIGHT; cg.refdef.vieworg[2] -= PLAYER_HEIGHT;
cg.refdef.vieworg[2] += vr->hmdposition[1] * worldscale; cg.refdef.vieworg[2] += vr->hmdposition[1] * worldscale;
} }
else if (trap_Cvar_VariableValue("vr_mp6DoF") == 1.0f) else
{ {
//If connected to external server, allow some amount of faked positional tracking //If connected to external server, allow some amount of faked positional tracking
cg.refdef.vieworg[2] -= PLAYER_HEIGHT; cg.refdef.vieworg[2] -= PLAYER_HEIGHT;
cg.refdef.vieworg[2] += vr->hmdposition[1] * worldscale; cg.refdef.vieworg[2] += vr->hmdposition[1] * worldscale;
if (cg.snap->ps.stats[STAT_HEALTH] > 0) if (cg.snap->ps.stats[STAT_HEALTH] > 0)
{ {
vec3_t pos, hmdposition; vec3_t pos, hmdposition, vieworg;
VectorClear(pos); VectorClear(pos);
VectorSubtract(vr->hmdposition, vr->hmdorigin, hmdposition); VectorSubtract(vr->hmdposition, vr->hmdorigin, hmdposition);
rotateAboutOrigin(hmdposition[2], hmdposition[0], rotateAboutOrigin(hmdposition[2], hmdposition[0],
cg.refdefViewAngles[YAW] - vr->weaponangles[YAW], pos); cg.refdefViewAngles[YAW] - vr->weaponangles[YAW], pos);
VectorScale(pos, worldscale, pos); VectorScale(pos, worldscale, pos);
VectorSubtract(cg.refdef.vieworg, pos, cg.refdef.vieworg); VectorSubtract(cg.refdef.vieworg, pos, vieworg);
//Prevent player clipping through solid objects
trace_t trace;
vec3_t mins = {-8, -8, -8};
vec3_t maxs = {8, 8, 8};
CG_Trace(&trace, cg.refdef.vieworg, mins, maxs, vieworg, cg.snap->ps.clientNum, CONTENTS_SOLID|CONTENTS_BODY);
VectorCopy(trace.endpos, cg.refdef.vieworg);
} }
} }

View file

@ -259,8 +259,7 @@ void CG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles, qboolean crossh
if (!cgs.localServer) if (!cgs.localServer)
{ {
if (trap_Cvar_VariableValue("vr_mp6DoF") == 1.0f && if (!crosshair)
!crosshair)
{ {
//Use absolute position for the faked 6DoF for multiplayer //Use absolute position for the faked 6DoF for multiplayer
vec3_t offset, weaponposition; vec3_t offset, weaponposition;
@ -275,14 +274,6 @@ void CG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles, qboolean crossh
{ {
vec3_t weaponoffset; vec3_t weaponoffset;
VectorSet(weaponoffset, 0.0f, 0.0f, 0.0f); VectorSet(weaponoffset, 0.0f, 0.0f, 0.0f);
//Fixed point
if (!crosshair) {
vec2_t temp;
rotateAboutOrigin(0.25f, -0.25f, -vr->hmdorientation[YAW], temp);
VectorSet(weaponoffset, temp[0], -0.3f, temp[1]);
}
CG_ConvertFromVR(weaponoffset, cg.refdef.vieworg, origin); CG_ConvertFromVR(weaponoffset, cg.refdef.vieworg, origin);
} }
} }
@ -1309,7 +1300,8 @@ static void CG_LightningBolt( centity_t *cent, vec3_t origin ) {
memset( &beam, 0, sizeof( beam ) ); memset( &beam, 0, sizeof( beam ) );
// CPMA "true" lightning // CPMA "true" lightning
if ((cent->currentState.number == cg.predictedPlayerState.clientNum) && (cg_trueLightning.value != 0)) { if (cent->currentState.number == cg.predictedPlayerState.clientNum)// && (cg_trueLightning.value != 0))
{
vec3_t angle; vec3_t angle;
CG_CalculateVRWeaponPosition(muzzlePoint, angle, qfalse); CG_CalculateVRWeaponPosition(muzzlePoint, angle, qfalse);
AngleVectors(angle, forward, NULL, NULL ); AngleVectors(angle, forward, NULL, NULL );

View file

@ -106,9 +106,19 @@ qboolean CheckGauntletAttack( gentity_t *ent ) {
int damage; int damage;
// set aiming directions // set aiming directions
vec3_t angles; vec3_t angles;
VectorCopy(vr->weaponangles, angles); if ( !( ent->r.svFlags & SVF_BOT ) &&
angles[YAW] += (ent->client->ps.viewangles[YAW] - vr->hmdorientation[YAW]); vr != NULL &&
(ent->client->ps.clientNum == vr->clientNum))
{
VectorCopy(vr->weaponangles, angles);
angles[YAW] += ent->client->ps.viewangles[YAW] - vr->hmdorientation[YAW];
}
else
{
VectorCopy( ent->client->ps.viewangles, angles );
}
AngleVectors (angles, forward, right, up); AngleVectors (angles, forward, right, up);
CalcMuzzlePoint ( ent, forward, right, up, muzzle ); CalcMuzzlePoint ( ent, forward, right, up, muzzle );
@ -805,7 +815,9 @@ set muzzle location relative to pivoting eye
=============== ===============
*/ */
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) { void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
if ( ( ent->r.svFlags & SVF_BOT ) ) if ( ( ent->r.svFlags & SVF_BOT ) ||
//Can't use the vr_clientinfo if this isn't the vr client
vr == NULL || (ent->client->ps.clientNum != vr->clientNum))
{ {
VectorCopy( ent->s.pos.trBase, muzzlePoint ); VectorCopy( ent->s.pos.trBase, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight; muzzlePoint[2] += ent->client->ps.viewheight;
@ -867,7 +879,9 @@ void FireWeapon( gentity_t *ent ) {
} }
vec3_t viewang; vec3_t viewang;
if ( !( ent->r.svFlags & SVF_BOT ) && vr != NULL) if ( !( ent->r.svFlags & SVF_BOT ) &&
vr != NULL &&
(ent->client->ps.clientNum == vr->clientNum))
{ {
VectorCopy(vr->weaponangles, viewang); VectorCopy(vr->weaponangles, viewang);
viewang[YAW] += ent->client->ps.viewangles[YAW] - vr->hmdorientation[YAW]; viewang[YAW] += ent->client->ps.viewangles[YAW] - vr->hmdorientation[YAW];

View file

@ -20,6 +20,13 @@ static engine_t vr_engine;
cvar_t *vr_worldscale = NULL; cvar_t *vr_worldscale = NULL;
cvar_t *vr_hudDepth = NULL; cvar_t *vr_hudDepth = NULL;
cvar_t *vr_righthanded = NULL;
cvar_t *vr_snapturn = NULL;
cvar_t *vr_heightAdjust = NULL;
cvar_t *vr_extralatencymode = NULL;
cvar_t *vr_directionMode = NULL;
cvar_t *vr_weaponPitch = NULL;
cvar_t *vr_twoHandedWeapons = NULL;
engine_t* VR_Init( ovrJava java ) engine_t* VR_Init( ovrJava java )
{ {
@ -41,6 +48,13 @@ void VR_InitCvars( void )
{ {
vr_worldscale = Cvar_Get ("vr_worldscale", "32.0", CVAR_ARCHIVE); vr_worldscale = Cvar_Get ("vr_worldscale", "32.0", CVAR_ARCHIVE);
vr_hudDepth = Cvar_Get ("vr_hudDepth", "3", CVAR_ARCHIVE); vr_hudDepth = Cvar_Get ("vr_hudDepth", "3", CVAR_ARCHIVE);
vr_righthanded = Cvar_Get ("vr_righthanded", "1", CVAR_ARCHIVE);
vr_snapturn = Cvar_Get ("vr_snapturn", "45", CVAR_ARCHIVE);
vr_extralatencymode = Cvar_Get ("vr_extralatencymode", "1", CVAR_ARCHIVE);
vr_directionMode = Cvar_Get ("vr_directionMode", "0", CVAR_ARCHIVE); // 0 = HMD, 1 = Off-hand
vr_weaponPitch = Cvar_Get ("vr_weaponPitch", "-20", CVAR_ARCHIVE);
vr_heightAdjust = Cvar_Get ("vr_heightAdjust", "0.0", CVAR_ARCHIVE);
vr_twoHandedWeapons = Cvar_Get ("vr_twoHandedWeapons", "1", CVAR_ARCHIVE);
// Values are: scale,right,up,forward,pitch,yaw,roll // Values are: scale,right,up,forward,pitch,yaw,roll
// VALUES PROVIDED BY SkillFur - Thank-you! // VALUES PROVIDED BY SkillFur - Thank-you!

View file

@ -48,10 +48,6 @@ extern cvar_t *cl_sensitivity;
extern cvar_t *m_pitch; extern cvar_t *m_pitch;
extern cvar_t *m_yaw; extern cvar_t *m_yaw;
cvar_t *vr_righthanded;
cvar_t *vr_snapturn;
float radians(float deg) { float radians(float deg) {
return (deg * M_PI) / 180.0; return (deg * M_PI) / 180.0;
} }
@ -65,9 +61,13 @@ float degrees(float rad) {
#define EPSILON 0.001f #define EPSILON 0.001f
#endif #endif
cvar_t *vr_extralatencymode = NULL; extern cvar_t *vr_righthanded;
cvar_t *vr_directionMode = NULL; extern cvar_t *vr_snapturn;
cvar_t *vr_mp6DoF = NULL; extern cvar_t *vr_extralatencymode;
extern cvar_t *vr_directionMode;
extern cvar_t *vr_weaponPitch;
extern cvar_t *vr_heightAdjust;
extern cvar_t *vr_twoHandedWeapons;
void rotateAboutOrigin(float x, float y, float rotation, vec2_t out) void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
{ {
@ -193,12 +193,6 @@ static float length(float x, float y)
void IN_VRInit( void ) void IN_VRInit( void )
{ {
vr_righthanded = Cvar_Get ("vr_righthanded", "1", CVAR_ARCHIVE);
vr_snapturn = Cvar_Get ("vr_snapturn", "45", CVAR_ARCHIVE);
vr_extralatencymode = Cvar_Get ("vr_extralatencymode", "1", CVAR_ARCHIVE);
vr_directionMode = Cvar_Get ("vr_directionMode", "0", CVAR_ARCHIVE); // 0 = HMD, 1 = Off-hand
vr_mp6DoF = Cvar_Get ("vr_mp6DoF", "1", CVAR_ARCHIVE); // if 0 then multiplayer will use only 3DoF for headset
memset(&vr, 0, sizeof(vr)); memset(&vr, 0, sizeof(vr));
} }
@ -209,7 +203,7 @@ static void IN_VRController( qboolean isRightController, ovrTracking remoteTrack
{ {
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick //Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
vec3_t rotation = {0}; vec3_t rotation = {0};
rotation[PITCH] =-20.0f; rotation[PITCH] = vr_weaponPitch->value;
QuatToYawPitchRoll(remoteTracking.HeadPose.Pose.Orientation, rotation, vr.weaponangles); QuatToYawPitchRoll(remoteTracking.HeadPose.Pose.Orientation, rotation, vr.weaponangles);
VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta); VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
@ -217,12 +211,12 @@ static void IN_VRController( qboolean isRightController, ovrTracking remoteTrack
///Weapon location relative to view ///Weapon location relative to view
vr.weaponposition[0] = remoteTracking.HeadPose.Pose.Position.x; vr.weaponposition[0] = remoteTracking.HeadPose.Pose.Position.x;
vr.weaponposition[1] = remoteTracking.HeadPose.Pose.Position.y; vr.weaponposition[1] = remoteTracking.HeadPose.Pose.Position.y + vr_heightAdjust->value;
vr.weaponposition[2] = remoteTracking.HeadPose.Pose.Position.z; vr.weaponposition[2] = remoteTracking.HeadPose.Pose.Position.z;
vr.weaponoffset[0] = remoteTracking.HeadPose.Pose.Position.x - vr.hmdposition[0]; vr.weaponoffset[0] = vr.weaponposition[0] - vr.hmdposition[0];
vr.weaponoffset[1] = remoteTracking.HeadPose.Pose.Position.y - vr.hmdposition[1]; vr.weaponoffset[1] = vr.weaponposition[1] - vr.hmdposition[1];
vr.weaponoffset[2] = remoteTracking.HeadPose.Pose.Position.z - vr.hmdposition[2]; vr.weaponoffset[2] = vr.weaponposition[2] - vr.hmdposition[2];
if (vr.virtual_screen || if (vr.virtual_screen ||
@ -233,20 +227,20 @@ static void IN_VRController( qboolean isRightController, ovrTracking remoteTrack
} }
} else { } else {
vec3_t rotation = {0}; vec3_t rotation = {0};
rotation[PITCH] =-20.0f; rotation[PITCH] = vr_weaponPitch->value;
QuatToYawPitchRoll(remoteTracking.HeadPose.Pose.Orientation, rotation, vr.offhandangles); QuatToYawPitchRoll(remoteTracking.HeadPose.Pose.Orientation, rotation, vr.offhandangles);
///location relative to view ///location relative to view
vr.offhandposition[0] = remoteTracking.HeadPose.Pose.Position.x; vr.offhandposition[0] = remoteTracking.HeadPose.Pose.Position.x;
vr.offhandposition[1] = remoteTracking.HeadPose.Pose.Position.y; vr.offhandposition[1] = remoteTracking.HeadPose.Pose.Position.y + vr_heightAdjust->value;
vr.offhandposition[2] = remoteTracking.HeadPose.Pose.Position.z; vr.offhandposition[2] = remoteTracking.HeadPose.Pose.Position.z;
vr.offhandoffset[0] = remoteTracking.HeadPose.Pose.Position.x - vr.hmdposition[0]; vr.offhandoffset[0] = vr.offhandposition[0] - vr.hmdposition[0];
vr.offhandoffset[1] = remoteTracking.HeadPose.Pose.Position.y - vr.hmdposition[1]; vr.offhandoffset[1] = vr.offhandposition[1] - vr.hmdposition[1];
vr.offhandoffset[2] = remoteTracking.HeadPose.Pose.Position.z - vr.hmdposition[2]; vr.offhandoffset[2] = vr.offhandposition[2] - vr.hmdposition[2];
} }
if (vr.weapon_stabilised) if (vr_twoHandedWeapons->integer && vr.weapon_stabilised)
{ {
float x = vr.offhandoffset[0] - vr.weaponoffset[0]; float x = vr.offhandoffset[0] - vr.weaponoffset[0];
float y = vr.offhandoffset[1] - vr.weaponoffset[1]; float y = vr.offhandoffset[1] - vr.weaponoffset[1];
@ -471,12 +465,11 @@ static void IN_VRButtonsChanged( qboolean isRightController, uint32_t buttons )
//Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_X, qfalse, 0, NULL); //Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_X, qfalse, 0, NULL);
} }
// Y button - unassigned right now
if ((buttons & ovrButton_Y) && !(controller->buttons & ovrButton_Y)) { if ((buttons & ovrButton_Y) && !(controller->buttons & ovrButton_Y)) {
int thirdPerson = Cvar_VariableIntegerValue("cg_thirdPerson"); Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qtrue, 0, NULL);
Cvar_SetValue("cg_thirdPerson", 1-thirdPerson);
//Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qtrue, 0, NULL);
} else if (!(buttons & ovrButton_Y) && (controller->buttons & ovrButton_Y)) { } else if (!(buttons & ovrButton_Y) && (controller->buttons & ovrButton_Y)) {
//Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qfalse, 0, NULL); Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qfalse, 0, NULL);
} }
controller->buttons = buttons; controller->buttons = buttons;
@ -514,7 +507,7 @@ void IN_VRInputFrame( void )
const ovrVector3f positionHmd = VR_GetEngine()->tracking.HeadPose.Pose.Position; const ovrVector3f positionHmd = VR_GetEngine()->tracking.HeadPose.Pose.Position;
vec3_t rotation = {0, 0, 0}; vec3_t rotation = {0, 0, 0};
QuatToYawPitchRoll(quatHmd, rotation, vr.hmdorientation); QuatToYawPitchRoll(quatHmd, rotation, vr.hmdorientation);
VectorSet(vr.hmdposition, positionHmd.x, positionHmd.y, positionHmd.z); VectorSet(vr.hmdposition, positionHmd.x, positionHmd.y + vr_heightAdjust->value, positionHmd.z);
//Position //Position
VectorSubtract(vr.hmdposition_last, vr.hmdposition, vr.hmdposition_delta); VectorSubtract(vr.hmdposition_last, vr.hmdposition, vr.hmdposition_delta);

View file

@ -244,7 +244,7 @@ void VR_DrawFrame( engine_t* engine ) {
const ovrMatrix4f projectionMatrix = ovrMatrix4f_CreateProjectionFov( const ovrMatrix4f projectionMatrix = ovrMatrix4f_CreateProjectionFov(
fov_x, fov_y, 0.0f, 0.0f, 1.0f, 0.0f ); fov_x, fov_y, 0.0f, 0.0f, 1.0f, 0.0f );
static int playerYaw = 0; static float playerYaw = 0;
int eyeW, eyeH; int eyeW, eyeH;
VR_GetResolution(engine, &eyeW, &eyeH); VR_GetResolution(engine, &eyeW, &eyeH);