jkxr/Projects/Android/jni/OpenJK/JKXR/windows/JKXR_SurfaceView.cpp

480 lines
14 KiB
C++

#include <stdio.h>
#include <ctype.h>
#include <stdlib.h>
#include <time.h>
#include "VrInput.h"
#include "VrCvars.h"
#include <client/client.h>
#include <client/client_ui.h>
#ifdef JK2_MODE
#include "game/weapons.h"
#else
#include "game/weapons.h"
#include "game/g_vehicles.h"
#endif
/*
================================================================================
JKXR Stuff
================================================================================
*/
bool VR_UseScreenLayer()
{
vr.using_screen_layer = _UI_IsFullscreen() ||
(bool)((vr.cin_camera && !vr.immersive_cinematics) ||
vr.misc_camera ||
(CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) ||
(cls.state == CA_CINEMATIC) ||
(cls.state == CA_LOADING) ||
( Key_GetCatcher( ) & KEYCATCH_UI ) ||
( Key_GetCatcher( ) & KEYCATCH_CONSOLE ));
return vr.using_screen_layer;
}
float VR_GetScreenLayerDistance()
{
return (2.0f + vr_screen_dist->value);
}
void VR_SetHMDOrientation(float pitch, float yaw, float roll)
{
//Orientation
VectorSet(vr.hmdorientation, pitch, yaw, roll);
VectorSubtract(vr.hmdorientation_last, vr.hmdorientation, vr.hmdorientation_delta);
//Keep this for our records
VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
if (!vr.third_person && !vr.remote_npc && !vr.remote_turret
#ifndef JK2_MODE
&& !vr.in_vehicle
#endif
)
{
VectorCopy(vr.hmdorientation, vr.hmdorientation_first);
}
if (!vr.remote_turret)
{
VectorCopy(vr.weaponangles[ANGLES_ADJUSTED], vr.weaponangles_first[ANGLES_ADJUSTED]);
}
// View yaw delta
float clientview_yaw = vr.clientviewangles[YAW] - vr.hmdorientation[YAW];
vr.clientview_yaw_delta = vr.clientview_yaw_last - clientview_yaw;
vr.clientview_yaw_last = clientview_yaw;
// Max-height is set only once on start, or after re-calibration
// (ignore too low value which is sometimes provided on start)
if (!vr.maxHeight || vr.maxHeight < 1.0) {
vr.maxHeight = vr.hmdposition[1];
}
//GB Instantiate initial velocity
if(!vr.tempWeaponVelocity)
{
vr.tempWeaponVelocity = 400.0f;
}
vr.curHeight = vr.hmdposition[1];
}
void VR_SetHMDPosition(float x, float y, float z )
{
static bool s_useScreen = qfalse;
VectorSet(vr.hmdposition, x, y, z);
//Can be set elsewhere
vr.take_snap |= s_useScreen != VR_UseScreenLayer();
if (vr.take_snap)
{
s_useScreen = VR_UseScreenLayer();
//Record player position on transition
VectorSet(vr.hmdposition_snap, x, y, z);
VectorCopy(vr.hmdorientation, vr.hmdorientation_snap);
if (vr.cin_camera)
{
//Reset snap turn too if in a cinematic
vr.snapTurn = 0;
}
vr.take_snap = false;
}
VectorSubtract(vr.hmdposition, vr.hmdposition_snap, vr.hmdposition_offset);
//Position
VectorSubtract(vr.hmdposition_last, vr.hmdposition, vr.hmdposition_delta);
//Keep this for our records
VectorCopy(vr.hmdposition, vr.hmdposition_last);
}
void VR_GetMove(float *forward, float *side, float *pos_forward, float *pos_side, float *up,
float *yaw, float *pitch, float *roll)
{
if (vr.remote_turret) {
*forward = 0.0f;
*pos_forward = 0.0f;
*up = 0.0f;
*side = 0.0f;
*pos_side = 0.0f;
*yaw = vr.snapTurn + vr.hmdorientation_first[YAW] +
vr.weaponangles[ANGLES_ADJUSTED][YAW] - vr.weaponangles_first[ANGLES_ADJUSTED][YAW];
*pitch = vr.weaponangles[ANGLES_ADJUSTED][PITCH];
*roll = 0.0f;
}
else if (vr.cgzoommode == 2 || vr.cgzoommode == 4)
{
*forward = 0.0f;
*pos_forward = 0.0f;
*up = 0.0f;
*side = 0.0f;
*pos_side = 0.0f;
*yaw = vr.snapTurn;
*pitch = vr.weaponangles[ANGLES_ADJUSTED][PITCH];
*roll = 0.0f;//vr.hmdorientation[ROLL];
}
else if (vr.remote_npc) {
*forward = remote_movementForward;
*pos_forward = 0.0f;
*up = 0.0f;
*side = remote_movementSideways;
*pos_side = 0.0f;
*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
*pitch = vr.hmdorientation[PITCH];
*roll = 0.0f;
}
#ifndef JK2_MODE
//Special code for JKA's vehicles
else if (vr.in_vehicle) {
//in vehicle
*forward = remote_movementForward;
*pos_forward = 0.0f;
*up = 0.0f;
*side = remote_movementSideways;
*pos_side = 0.0f;
if (vr_vehicle_use_hmd_direction->integer)
{
*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
*pitch = vr.hmdorientation[PITCH];
}
else
{
*yaw = vr.snapTurn + vr.hmdorientation_first[YAW];
if (vr.vehicle_type == VH_FIGHTER || vr.vehicle_type == VH_FLIER)
{
*pitch = (vr.weaponangles[ANGLES_ADJUSTED][PITCH] + vr.offhandangles[ANGLES_ADJUSTED][PITCH]) / 2.0f;
}
else
{
*pitch = 0.0f;
}
}
*roll = 0.0f;
}
#endif
else if (!vr.third_person) {
*forward = remote_movementForward;
*pos_forward = positional_movementForward;
*up = remote_movementUp;
*side = remote_movementSideways;
*pos_side = positional_movementSideways;
*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
*pitch = vr.hmdorientation[PITCH];
*roll = 0.0f;//vr.hmdorientation[ROLL];
} else {
//in third person just send the bare minimum
*forward = remote_movementForward;
*pos_forward = 0.0f;
*up = 0.0f;
*side = remote_movementSideways;
*pos_side = 0.0f;
*yaw = vr.snapTurn + vr.hmdorientation_first[YAW];
*pitch = 0.0f;
*roll = 0.0f;
}
}
void VR_Init()
{
GlInitExtensions();
//First - all the OpenXR stuff and nonsense
TBXR_InitialiseOpenXR();
TBXR_EnterVR();
TBXR_InitRenderer();
TBXR_InitActions();
TBXR_WaitForSessionActive();
//Initialise all our variables
remote_movementSideways = 0.0f;
remote_movementForward = 0.0f;
remote_movementUp = 0.0f;
positional_movementSideways = 0.0f;
positional_movementForward = 0.0f;
vr.snapTurn = 0.0f;
vr.immersive_cinematics = true;
vr.move_speed = 1; // Default to full speed now
//init randomiser
srand(time(NULL));
//Create Cvars
vr_turn_mode = Cvar_Get( "vr_turn_mode", "0", CVAR_ARCHIVE); // 0 = snap, 1 = smooth (3rd person only), 2 = smooth (all modes)
vr_turn_angle = Cvar_Get( "vr_turn_angle", "45", CVAR_ARCHIVE);
vr_positional_factor = Cvar_Get( "vr_positional_factor", "12", CVAR_ARCHIVE);
vr_walkdirection = Cvar_Get( "vr_walkdirection", "1", CVAR_ARCHIVE);
vr_weapon_pitchadjust = Cvar_Get( "vr_weapon_pitchadjust", "-20.0", CVAR_ARCHIVE);
vr_virtual_stock = Cvar_Get( "vr_virtual_stock", "0", CVAR_ARCHIVE);
//Defaults
vr_control_scheme = Cvar_Get( "vr_control_scheme", "0", CVAR_ARCHIVE);
vr_switch_sticks = Cvar_Get( "vr_switch_sticks", "0", CVAR_ARCHIVE);
vr_immersive_cinematics = Cvar_Get("vr_immersive_cinematics", "1", CVAR_ARCHIVE);
vr_screen_dist = Cvar_Get( "vr_screen_dist", "3.5", CVAR_ARCHIVE);
vr_weapon_velocity_trigger = Cvar_Get( "vr_weapon_velocity_trigger", "2.0", CVAR_ARCHIVE);
vr_force_velocity_trigger = Cvar_Get( "vr_force_velocity_trigger", "2.09", CVAR_ARCHIVE);
vr_force_distance_trigger = Cvar_Get( "vr_force_distance_trigger", "0.15", CVAR_ARCHIVE);
vr_two_handed_weapons = Cvar_Get ("vr_two_handed_weapons", "1", CVAR_ARCHIVE);
vr_force_motion_controlled = Cvar_Get ("vr_force_motion_controlled", "1", CVAR_ARCHIVE);
vr_force_motion_push = Cvar_Get ("vr_force_motion_push", "3", CVAR_ARCHIVE);
vr_force_motion_pull = Cvar_Get ("vr_force_motion_pull", "4", CVAR_ARCHIVE);
vr_motion_enable_saber = Cvar_Get ("vr_motion_enable_saber", "0", CVAR_ARCHIVE);
vr_crouch_toggle = Cvar_Get ("vr_crouch_toggle", "0", CVAR_ARCHIVE);
vr_irl_crouch_enabled = Cvar_Get ("vr_irl_crouch_enabled", "0", CVAR_ARCHIVE);
vr_irl_crouch_to_stand_ratio = Cvar_Get ("vr_irl_crouch_to_stand_ratio", "0.65", CVAR_ARCHIVE);
vr_saber_block_debounce_time = Cvar_Get ("vr_saber_block_debounce_time", "200", CVAR_ARCHIVE);
vr_haptic_intensity = Cvar_Get ("vr_haptic_intensity", "1.0", CVAR_ARCHIVE);
vr_comfort_vignette = Cvar_Get ("vr_comfort_vignette", "0.0", CVAR_ARCHIVE);
vr_saber_3rdperson_mode = Cvar_Get ("vr_saber_3rdperson_mode", "1", CVAR_ARCHIVE);
vr_vehicle_use_hmd_direction = Cvar_Get ("vr_vehicle_use_hmd_direction", "0", CVAR_ARCHIVE);
vr_vehicle_use_3rd_person = Cvar_Get ("vr_vehicle_use_3rd_person", "0", CVAR_ARCHIVE);
vr_vehicle_use_controller_for_speed = Cvar_Get ("vr_vehicle_use_controller_for_speed", "1", CVAR_ARCHIVE);
vr_gesture_triggered_use = Cvar_Get ("vr_gesture_triggered_use", "1", CVAR_ARCHIVE);
vr_use_gesture_boundary = Cvar_Get ("vr_use_gesture_boundary", "0.35", CVAR_ARCHIVE);
vr_align_weapons = Cvar_Get ("vr_align_weapons", "0", CVAR_ARCHIVE);
vr_refresh = Cvar_Get ("vr_refresh", "72", CVAR_ARCHIVE);
cvar_t *expanded_menu_enabled = Cvar_Get ("expanded_menu_enabled", "0", CVAR_ARCHIVE);
if (FS_FileExists("expanded_menu.pk3") || FS_BaseFileExists("expanded_menu.pk3")) {
Cvar_Set( "expanded_menu_enabled", "1" );
} else {
Cvar_Set( "expanded_menu_enabled", "0" );
}
vr.menu_right_handed = vr_control_scheme->integer == 0;
}
int VR_SetRefreshRate(int refreshRate)
{
return 0;
}
//All the stuff we want to do each frame specifically for this game
void VR_FrameSetup()
{
static float refresh = 0;
if (refresh != vr_refresh->value)
{
refresh = vr_refresh->value;
VR_SetRefreshRate(vr_refresh->value);
}
//get any cvar values required here
vr.immersive_cinematics = (vr_immersive_cinematics->value != 0.0f);
}
bool VR_GetVRProjection(int eye, float zNear, float zFar, float zZoomX, float zZoomY, float* projection)
{
//Don't use our projection if playing a cinematic and we are not immersive
if (vr.cin_camera && !vr.immersive_cinematics)
{
return false;
}
//Just use game-calculated FOV when showing the quad screen
if (vr.using_screen_layer)
{
return false;
}
XrFovf fov = gAppState.Views[eye].fov;
fov.angleLeft = atanf((tanf(fov.angleLeft) / zZoomX));
fov.angleRight = atanf((tanf(fov.angleRight) / zZoomX));
fov.angleUp = atanf((tanf(fov.angleUp) / zZoomY));
fov.angleDown = atanf((tanf(fov.angleDown) / zZoomY));
XrMatrix4x4f_CreateProjectionFov(
(XrMatrix4x4f*)projection, GRAPHICS_OPENGL,
fov, zNear, zFar);
return true;
}
void VR_ExternalHapticEvent(const char* event, int position, int flags, int intensity, float angle, float yHeight )
{
}
void VR_HapticUpdateEvent(const char* event, int intensity, float angle )
{
}
void VR_HapticEndFrame()
{
}
void VR_HapticStopEvent(const char* event)
{
}
void VR_HapticEnable()
{
}
void VR_HapticDisable()
{
}
/*
* event - name of event
* position - for the use of external haptics providers to indicate which bit of haptic hardware should be triggered
* flags - a way for the code to specify which controller to produce haptics on, if 0 then weaponFireChannel is calculated in this function
* intensity - 0-100
* angle - yaw angle (again for external haptics devices) to place the feedback correctly
* yHeight - for external haptics devices to place the feedback correctly
*/
void VR_HapticEvent(const char* event, int position, int flags, int intensity, float angle, float yHeight )
{
if (vr_haptic_intensity->value == 0.0f)
{
return;
}
//Pass on to any external services
VR_ExternalHapticEvent(event, position, flags, intensity, angle, yHeight);
float fIntensity = intensity / 100.0f;
//Controller Haptic Support
int weaponFireChannel = vr.weapon_stabilised ? 3 : (vr_control_scheme->integer ? 2 : 1);
if (flags != 0)
{
weaponFireChannel = flags;
}
if (strcmp(event, "pickup_shield") == 0 ||
strcmp(event, "pickup_weapon") == 0 ||
strstr(event, "pickup_item") != NULL)
{
TBXR_Vibrate(100, 3, 1.0);
}
else if (strcmp(event, "weapon_switch") == 0)
{
TBXR_Vibrate(250, vr_control_scheme->integer ? 2 : 1, 0.8);
}
else if (strcmp(event, "shotgun") == 0 || strcmp(event, "fireball") == 0)
{
TBXR_Vibrate(400, 3, fIntensity);
}
else if (strcmp(event, "bullet") == 0)
{
TBXR_Vibrate(150, 3, fIntensity);
}
else if (strcmp(event, "chainsaw_fire") == 0) // Saber
{
//Special handling for dual sabers / melee
if (vr.dualsabers || cl.frame.ps.weapon == WP_MELEE)
{
if (position == 4 ||
position == 0) // both hands
{
weaponFireChannel = 3;
}
else if (position == 1) // left hand
{
weaponFireChannel = 2;
}
else if (position == 2) // right hand
{
weaponFireChannel = 1;
}
else
{
//no longer need to trigger haptic
return;
}
}
TBXR_Vibrate(300, weaponFireChannel, fIntensity);
}
else if (strcmp(event, "RTCWQuest:fire_tesla") == 0) // Weapon power build up
{
TBXR_Vibrate(500, weaponFireChannel, fIntensity);
}
else if (strcmp(event, "machinegun_fire") == 0 || strcmp(event, "plasmagun_fire") == 0)
{
TBXR_Vibrate(90, weaponFireChannel, fIntensity);
}
else if (strcmp(event, "shotgun_fire") == 0)
{
TBXR_Vibrate(250, weaponFireChannel, fIntensity);
}
else if (strcmp(event, "rocket_fire") == 0 ||
strcmp(event, "RTCWQuest:fire_sniper") == 0 ||
strcmp(event, "bfg_fire") == 0 ||
strcmp(event, "handgrenade_fire") == 0 )
{
TBXR_Vibrate(400, weaponFireChannel, fIntensity);
}
else if (strcmp(event, "selector_icon") == 0 ||
strcmp(event, "use_button") == 0 )
{
//Quick blip
TBXR_Vibrate(50, flags, fIntensity);
}
}
void VR_HandleControllerInput() {
TBXR_UpdateControllers();
//Call additional control schemes here
switch (vr_control_scheme->integer)
{
case RIGHT_HANDED_DEFAULT:
HandleInput_Default(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, &rightRemoteTracking_new,
&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, &leftRemoteTracking_new,
xrButton_A, xrButton_B, xrButton_X, xrButton_Y);
break;
case LEFT_HANDED_DEFAULT:
HandleInput_Default(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, &leftRemoteTracking_new,
&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, &rightRemoteTracking_new,
xrButton_X, xrButton_Y, xrButton_A, xrButton_B);
break;
case WEAPON_ALIGN:
HandleInput_WeaponAlign(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, &rightRemoteTracking_new,
&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, &leftRemoteTracking_new,
xrButton_A, xrButton_B, xrButton_X, xrButton_Y);
break;
}
}