jkxr/Projects/Android/jni/JKVR/VrCompositor.cpp
Simon adfc6da46d Many many changes
- 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
2022-09-27 23:19:12 +01:00

202 lines
5.9 KiB
C++

/************************************************************************************
Filename : VrCompositor.c
*************************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include <unistd.h>
#include <pthread.h>
#include <sys/prctl.h> // for prctl( PR_SET_NAME )
#include <android/log.h>
#include <android/window.h> // for AWINDOW_FLAG_KEEP_SCREEN_ON
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#include <GLES/gl2ext.h>
#include <VrApi.h>
#include <VrApi_Helpers.h>
#include "VrCompositor.h"
/*
================================================================================
renderState
================================================================================
*/
void getCurrentRenderState( renderState * state)
{
state->VertexBuffer = 0;
state->IndexBuffer = 0;
state->VertexArrayObject = 0;
state->Program = 0;
glGetIntegerv(GL_ARRAY_BUFFER, &state->VertexBuffer );
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER, &state->IndexBuffer );
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &state->VertexArrayObject );
glGetIntegerv(GL_CURRENT_PROGRAM, &state->Program );
}
void restoreRenderState( renderState * state )
{
GL( glUseProgram( state->Program ) );
GL( glBindVertexArray( state->VertexArrayObject ) );
GL( glBindBuffer( GL_ARRAY_BUFFER, state->VertexBuffer ) );
GL( glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, state->IndexBuffer ) );
}
/*
================================================================================
ovrScene
================================================================================
*/
void ovrScene_Clear( ovrScene * scene )
{
scene->CreatedScene = false;
ovrRenderer_Clear( &scene->CylinderRenderer );
scene->CylinderWidth = 0;
scene->CylinderHeight = 0;
}
bool ovrScene_IsCreated( ovrScene * scene )
{
return scene->CreatedScene;
}
void ovrScene_Create( int width, int height, ovrScene * scene, const ovrJava * java )
{
// Create Cylinder renderer
{
scene->CylinderWidth = width;
scene->CylinderHeight = height;
//Create cylinder renderer
ovrRenderer_Create( width, height, &scene->CylinderRenderer, java );
}
scene->CreatedScene = true;
}
void ovrScene_Destroy( ovrScene * scene )
{
ovrRenderer_Destroy( &scene->CylinderRenderer );
scene->CreatedScene = false;
}
/*
================================================================================
ovrRenderer
================================================================================
*/
// Assumes landscape cylinder shape.
static ovrMatrix4f CylinderModelMatrix( const int texWidth, const int texHeight,
const ovrVector3f translation,
const float rotateYaw,
const float rotatePitch,
const float radius,
const float density )
{
const ovrMatrix4f scaleMatrix = ovrMatrix4f_CreateScale( radius, radius * (float)texHeight * VRAPI_PI / density, radius );
const ovrMatrix4f transMatrix = ovrMatrix4f_CreateTranslation( translation.x, translation.y, translation.z );
const ovrMatrix4f rotXMatrix = ovrMatrix4f_CreateRotation( rotateYaw, 0.0f, 0.0f );
const ovrMatrix4f rotYMatrix = ovrMatrix4f_CreateRotation( 0.0f, rotatePitch, 0.0f );
const ovrMatrix4f m0 = ovrMatrix4f_Multiply( &transMatrix, &scaleMatrix );
const ovrMatrix4f m1 = ovrMatrix4f_Multiply( &rotXMatrix, &m0 );
const ovrMatrix4f m2 = ovrMatrix4f_Multiply( &rotYMatrix, &m1 );
return m2;
}
extern cvar_t *vr_screen_dist;
ovrLayerCylinder2 BuildCylinderLayer( ovrRenderer * cylinderRenderer,
const int textureWidth, const int textureHeight,
const ovrTracking2 * tracking, float rotatePitch )
{
ovrLayerCylinder2 layer = vrapi_DefaultLayerCylinder2();
const float fadeLevel = 1.0f;
layer.Header.ColorScale.x =
layer.Header.ColorScale.y =
layer.Header.ColorScale.z =
layer.Header.ColorScale.w = fadeLevel;
layer.Header.SrcBlend = VRAPI_FRAME_LAYER_BLEND_SRC_ALPHA;
layer.Header.DstBlend = VRAPI_FRAME_LAYER_BLEND_ONE_MINUS_SRC_ALPHA;
//layer.Header.Flags = VRAPI_FRAME_LAYER_FLAG_CLIP_TO_TEXTURE_RECT;
layer.HeadPose = tracking->HeadPose;
const float density = 4500.0f;
const float rotateYaw = 0.0f;
const float radius = 2.0f;
//GB Hacky Override
float screen_offset = 0;
if(textureWidth > 1900)
{
screen_offset = -2.625f;
}
const float distance = vr_screen_dist ? -vr_screen_dist->value + screen_offset : -3.5f + screen_offset;
const ovrVector3f translation = { 0.0f, playerHeight/2, distance };
ovrMatrix4f cylinderTransform =
CylinderModelMatrix( textureWidth, textureHeight, translation,
rotateYaw, rotatePitch, radius, density );
const float circScale = density * 0.5f / textureWidth;
const float circBias = -circScale * ( 0.5f * ( 1.0f - 1.0f / circScale ) );
for ( int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++ )
{
ovrFramebuffer * cylinderFrameBuffer = &cylinderRenderer->FrameBuffer[eye];
ovrMatrix4f modelViewMatrix = ovrMatrix4f_Multiply( &tracking->Eye[eye].ViewMatrix, &cylinderTransform );
layer.Textures[eye].TexCoordsFromTanAngles = ovrMatrix4f_Inverse( &modelViewMatrix );
layer.Textures[eye].ColorSwapChain = cylinderFrameBuffer->ColorTextureSwapChain;
layer.Textures[eye].SwapChainIndex = cylinderFrameBuffer->ReadyTextureSwapChainIndex;
// Texcoord scale and bias is just a representation of the aspect ratio. The positioning
// of the cylinder is handled entirely by the TexCoordsFromTanAngles matrix.
const float texScaleX = circScale;
const float texBiasX = circBias;
const float texScaleY = -0.5f;
const float texBiasY = texScaleY * ( 0.5f * ( 1.0f - ( 1.0f / texScaleY ) ) );
layer.Textures[eye].TextureMatrix.M[0][0] = texScaleX;
layer.Textures[eye].TextureMatrix.M[0][2] = texBiasX;
layer.Textures[eye].TextureMatrix.M[1][1] = texScaleY;
layer.Textures[eye].TextureMatrix.M[1][2] = -texBiasY;
layer.Textures[eye].TextureRect.width = 1.0f;
layer.Textures[eye].TextureRect.height = 1.0f;
}
return layer;
}