mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-22 12:11:24 +00:00
adfc6da46d
- Added in a cheat menu (https://jkhub.org/files/file/3828-beta-ingame-customization-and-cheat-menu/) - Added and building source for JK2 - FIxed jittery head tracking - Started on motion controlled weapons (no sabers yet) - made cutscenes immersive (can be turned off) - Started on a visible HUD
202 lines
5.9 KiB
C++
202 lines
5.9 KiB
C++
/************************************************************************************
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Filename : VrCompositor.c
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*************************************************************************************/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <time.h>
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#include <unistd.h>
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#include <pthread.h>
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#include <sys/prctl.h> // for prctl( PR_SET_NAME )
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#include <android/log.h>
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#include <android/window.h> // for AWINDOW_FLAG_KEEP_SCREEN_ON
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#include <GLES/gl2ext.h>
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#include <VrApi.h>
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#include <VrApi_Helpers.h>
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#include "VrCompositor.h"
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/*
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================================================================================
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renderState
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================================================================================
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*/
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void getCurrentRenderState( renderState * state)
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{
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state->VertexBuffer = 0;
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state->IndexBuffer = 0;
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state->VertexArrayObject = 0;
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state->Program = 0;
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glGetIntegerv(GL_ARRAY_BUFFER, &state->VertexBuffer );
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER, &state->IndexBuffer );
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &state->VertexArrayObject );
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glGetIntegerv(GL_CURRENT_PROGRAM, &state->Program );
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}
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void restoreRenderState( renderState * state )
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{
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GL( glUseProgram( state->Program ) );
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GL( glBindVertexArray( state->VertexArrayObject ) );
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GL( glBindBuffer( GL_ARRAY_BUFFER, state->VertexBuffer ) );
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GL( glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, state->IndexBuffer ) );
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}
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/*
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================================================================================
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ovrScene
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================================================================================
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*/
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void ovrScene_Clear( ovrScene * scene )
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{
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scene->CreatedScene = false;
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ovrRenderer_Clear( &scene->CylinderRenderer );
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scene->CylinderWidth = 0;
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scene->CylinderHeight = 0;
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}
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bool ovrScene_IsCreated( ovrScene * scene )
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{
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return scene->CreatedScene;
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}
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void ovrScene_Create( int width, int height, ovrScene * scene, const ovrJava * java )
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{
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// Create Cylinder renderer
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{
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scene->CylinderWidth = width;
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scene->CylinderHeight = height;
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//Create cylinder renderer
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ovrRenderer_Create( width, height, &scene->CylinderRenderer, java );
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}
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scene->CreatedScene = true;
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}
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void ovrScene_Destroy( ovrScene * scene )
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{
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ovrRenderer_Destroy( &scene->CylinderRenderer );
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scene->CreatedScene = false;
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}
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/*
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================================================================================
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ovrRenderer
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================================================================================
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*/
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// Assumes landscape cylinder shape.
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static ovrMatrix4f CylinderModelMatrix( const int texWidth, const int texHeight,
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const ovrVector3f translation,
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const float rotateYaw,
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const float rotatePitch,
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const float radius,
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const float density )
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{
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const ovrMatrix4f scaleMatrix = ovrMatrix4f_CreateScale( radius, radius * (float)texHeight * VRAPI_PI / density, radius );
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const ovrMatrix4f transMatrix = ovrMatrix4f_CreateTranslation( translation.x, translation.y, translation.z );
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const ovrMatrix4f rotXMatrix = ovrMatrix4f_CreateRotation( rotateYaw, 0.0f, 0.0f );
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const ovrMatrix4f rotYMatrix = ovrMatrix4f_CreateRotation( 0.0f, rotatePitch, 0.0f );
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const ovrMatrix4f m0 = ovrMatrix4f_Multiply( &transMatrix, &scaleMatrix );
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const ovrMatrix4f m1 = ovrMatrix4f_Multiply( &rotXMatrix, &m0 );
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const ovrMatrix4f m2 = ovrMatrix4f_Multiply( &rotYMatrix, &m1 );
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return m2;
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}
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extern cvar_t *vr_screen_dist;
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ovrLayerCylinder2 BuildCylinderLayer( ovrRenderer * cylinderRenderer,
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const int textureWidth, const int textureHeight,
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const ovrTracking2 * tracking, float rotatePitch )
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{
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ovrLayerCylinder2 layer = vrapi_DefaultLayerCylinder2();
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const float fadeLevel = 1.0f;
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layer.Header.ColorScale.x =
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layer.Header.ColorScale.y =
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layer.Header.ColorScale.z =
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layer.Header.ColorScale.w = fadeLevel;
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layer.Header.SrcBlend = VRAPI_FRAME_LAYER_BLEND_SRC_ALPHA;
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layer.Header.DstBlend = VRAPI_FRAME_LAYER_BLEND_ONE_MINUS_SRC_ALPHA;
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//layer.Header.Flags = VRAPI_FRAME_LAYER_FLAG_CLIP_TO_TEXTURE_RECT;
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layer.HeadPose = tracking->HeadPose;
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const float density = 4500.0f;
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const float rotateYaw = 0.0f;
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const float radius = 2.0f;
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//GB Hacky Override
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float screen_offset = 0;
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if(textureWidth > 1900)
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{
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screen_offset = -2.625f;
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}
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const float distance = vr_screen_dist ? -vr_screen_dist->value + screen_offset : -3.5f + screen_offset;
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const ovrVector3f translation = { 0.0f, playerHeight/2, distance };
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ovrMatrix4f cylinderTransform =
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CylinderModelMatrix( textureWidth, textureHeight, translation,
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rotateYaw, rotatePitch, radius, density );
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const float circScale = density * 0.5f / textureWidth;
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const float circBias = -circScale * ( 0.5f * ( 1.0f - 1.0f / circScale ) );
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for ( int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++ )
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{
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ovrFramebuffer * cylinderFrameBuffer = &cylinderRenderer->FrameBuffer[eye];
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ovrMatrix4f modelViewMatrix = ovrMatrix4f_Multiply( &tracking->Eye[eye].ViewMatrix, &cylinderTransform );
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layer.Textures[eye].TexCoordsFromTanAngles = ovrMatrix4f_Inverse( &modelViewMatrix );
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layer.Textures[eye].ColorSwapChain = cylinderFrameBuffer->ColorTextureSwapChain;
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layer.Textures[eye].SwapChainIndex = cylinderFrameBuffer->ReadyTextureSwapChainIndex;
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// Texcoord scale and bias is just a representation of the aspect ratio. The positioning
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// of the cylinder is handled entirely by the TexCoordsFromTanAngles matrix.
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const float texScaleX = circScale;
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const float texBiasX = circBias;
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const float texScaleY = -0.5f;
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const float texBiasY = texScaleY * ( 0.5f * ( 1.0f - ( 1.0f / texScaleY ) ) );
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layer.Textures[eye].TextureMatrix.M[0][0] = texScaleX;
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layer.Textures[eye].TextureMatrix.M[0][2] = texBiasX;
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layer.Textures[eye].TextureMatrix.M[1][1] = texScaleY;
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layer.Textures[eye].TextureMatrix.M[1][2] = -texBiasY;
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layer.Textures[eye].TextureRect.width = 1.0f;
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layer.Textures[eye].TextureRect.height = 1.0f;
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}
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return layer;
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}
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