#include #include #include #include #include #include #include // for prctl( PR_SET_NAME ) #include #include // for native window JNI #include #include "argtable3.h" #include "VrCommon.h" #include "../darkplaces/qtypes.h" #include "../darkplaces/quakedef.h" #include "../darkplaces/menu.h" //#define ENABLE_GL_DEBUG #define ENABLE_GL_DEBUG_VERBOSE 1 //Let's go to the maximum! extern int NUM_MULTI_SAMPLES; extern int REFRESH ; extern float SS_MULTIPLIER ; /* global arg_xxx structs */ struct arg_dbl *ss; struct arg_int *cpu; struct arg_int *gpu; struct arg_int *msaa; struct arg_int *refresh; struct arg_end *end; char **argv; int argc=0; float playerHeight; float playerYaw; extern float worldPosition[3]; float hmdPosition[3]; float playerHeight; float positionDeltaThisFrame[3]; vec3_t hmdorientation; extern float gunangles[3]; float weaponOffset[3]; float weaponVelocity[3]; qboolean weapon_stabilised; int bigScreen = 1; extern client_static_t cls; extern int stereoMode; extern cvar_t vr_worldscale; extern cvar_t r_lasersight; extern cvar_t cl_movementspeed; extern cvar_t cl_walkdirection; extern cvar_t cl_controllerdeadzone; extern cvar_t cl_righthanded; extern cvar_t vr_weaponpitchadjust; extern cvar_t slowmo; extern cvar_t bullettime; extern cvar_t cl_trackingmode; ovrInputStateTrackedRemote leftTrackedRemoteState_old; ovrInputStateTrackedRemote leftTrackedRemoteState_new; ovrTrackedController leftRemoteTracking_new; ovrInputStateTrackedRemote rightTrackedRemoteState_old; ovrInputStateTrackedRemote rightTrackedRemoteState_new; ovrTrackedController rightRemoteTracking_new; void QC_BeginFrame(); void QC_DrawFrame(int eye, int x, int y); void QC_EndFrame(); void QC_KeyEvent(int state,int key,int character); void QC_MoveEvent(float yaw, float pitch, float roll); void QC_SetResolution(int width, int height); void QC_Analog(int enable,float x,float y); void QC_MotionEvent(float delta, float dx, float dy); int main (int argc, char **argv); extern int key_consoleactive; static bool quake_initialised = false; /* ================================================================================ QuakeQuest Stuff ================================================================================ */ bool VR_UseScreenLayer() { return (bigScreen != 0 || cls.demoplayback || key_consoleactive); } float VR_GetScreenLayerDistance() { return (4.5f); } void BigScreenMode(int mode) { if (bigScreen != 2) { bigScreen = mode; } } static void UnEscapeQuotes( char *arg ) { char *last = NULL; while( *arg ) { if( *arg == '"' && *last == '\\' ) { char *c_curr = arg; char *c_last = last; while( *c_curr ) { *c_last = *c_curr; c_last = c_curr; c_curr++; } *c_last = '\0'; } last = arg; arg++; } } static int ParseCommandLine(char *cmdline, char **argv) { char *bufp; char *lastp = NULL; int argc, last_argc; argc = last_argc = 0; for ( bufp = cmdline; *bufp; ) { while ( isspace(*bufp) ) { ++bufp; } if ( *bufp == '"' ) { ++bufp; if ( *bufp ) { if ( argv ) { argv[argc] = bufp; } ++argc; } while ( *bufp && ( *bufp != '"' || *lastp == '\\' ) ) { lastp = bufp; ++bufp; } } else { if ( *bufp ) { if ( argv ) { argv[argc] = bufp; } ++argc; } while ( *bufp && ! isspace(*bufp) ) { ++bufp; } } if ( *bufp ) { if ( argv ) { *bufp = '\0'; } ++bufp; } if( argv && last_argc != argc ) { UnEscapeQuotes( argv[last_argc] ); } last_argc = argc; } if ( argv ) { argv[argc] = NULL; } return(argc); } void VR_SetHMDOrientation(float pitch, float yaw, float roll) { VectorSet(hmdorientation, pitch, yaw, roll); if (!VR_UseScreenLayer()) { playerYaw = yaw; } } void VR_SetHMDPosition(float x, float y, float z ) { positionDeltaThisFrame[0] = (worldPosition[0] - x); positionDeltaThisFrame[1] = (worldPosition[1] - y); positionDeltaThisFrame[2] = (worldPosition[2] - z); worldPosition[0] = x; worldPosition[1] = y; worldPosition[2] = z; static bool s_useScreen = false; VectorSet(hmdPosition, x, y, z); if (s_useScreen != VR_UseScreenLayer()) { s_useScreen = VR_UseScreenLayer(); //Record player height on transition playerHeight = y; } } void VR_Init() { //init randomiser srand(time(NULL)); chdir("/sdcard/QuakeQuest"); } extern int runStatus; void QC_exit(int exitCode) { runStatus = exitCode; } void * AppThreadFunction(void * parm ) { gAppThread = (ovrAppThread *) parm; java.Vm = gAppThread->JavaVm; (*java.Vm)->AttachCurrentThread( java.Vm, &java.Env, NULL ); java.ActivityObject = gAppThread->ActivityObject; // Note that AttachCurrentThread will reset the thread name. prctl(PR_SET_NAME, (long) "AppThreadFunction", 0, 0, 0); gAppState.MainThreadTid = gettid(); TBXR_InitialiseOpenXR(); VR_Init(); TBXR_EnterVR(); TBXR_InitRenderer(); TBXR_InitActions(); TBXR_WaitForSessionActive(); //start { ALOGV( " Initialising Quake Engine" ); QC_SetResolution((int)gAppState.Width, (int)gAppState.Height); if (argc != 0) { main(argc, argv); } else { int argc = 1; char *argv[] = { "quake" }; main(argc, argv); } quake_initialised = true; //Ensure game starts with credits active MR_ToggleMenu(2); } while (runStatus == -1) { TBXR_FrameSetup(); //Set move information - if showing menu, don't pass head orientation through if (m_state == m_none) QC_MoveEvent(hmdorientation[YAW], hmdorientation[PITCH], hmdorientation[ROLL]); else QC_MoveEvent(0, 0, 0); //Set everything up QC_BeginFrame(/* true to stop time if needed in future */ false); // Render the eye images. for ( int eye = 0; eye < ovrMaxNumEyes; eye++ ) { TBXR_prepareEyeBuffer(eye); //Now do the drawing for this eye QC_DrawFrame(eye, 0, 0); TBXR_finishEyeBuffer(eye); } QC_EndFrame(); //Now trigger any haptics for this frame - QuakeQuest does this a bit differently //so we don't bother to provide any params VR_HapticEvent(NULL, 0, 0, 0, 0, 0); TBXR_submitFrame(); } { TBXR_LeaveVR(); //Ask Java to shut down VR_Shutdown(); exit(0); // in case Java doesn't do the job } return NULL; } //All the stuff we want to do each frame specifically for this game void VR_FrameSetup() { } bool VR_GetVRProjection(int eye, float zNear, float zFar, float* projection) { #ifdef PICO_XR XrMatrix4x4f_CreateProjectionFov( &(gAppState.ProjectionMatrices[eye]), GRAPHICS_OPENGL_ES, gAppState.Projections[eye].fov, zNear, zFar); #endif #ifdef META_QUEST XrFovf fov = {}; for (int eye = 0; eye < ovrMaxNumEyes; eye++) { fov.angleLeft += gAppState.Projections[eye].fov.angleLeft / 2.0f; fov.angleRight += gAppState.Projections[eye].fov.angleRight / 2.0f; fov.angleUp += gAppState.Projections[eye].fov.angleUp / 2.0f; fov.angleDown += gAppState.Projections[eye].fov.angleDown / 2.0f; } XrMatrix4x4f_CreateProjectionFov( &(gAppState.ProjectionMatrices[eye]), GRAPHICS_OPENGL_ES, fov, zNear, zFar); #endif memcpy(projection, gAppState.ProjectionMatrices[eye].m, 16 * sizeof(float)); return true; } /* * 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_UseScreenLayer()) { return; } qboolean isFirePressed = false; if (cl_righthanded.integer) { //Fire isFirePressed = rightTrackedRemoteState_new.Buttons & xrButton_Trigger; } else { isFirePressed = leftTrackedRemoteState_new.Buttons & xrButton_Trigger; } if (isFirePressed) { static double timeLastHaptic = 0; double timeNow = TBXR_GetTimeInMilliSeconds(); float hapticInterval = 0; float hapticLevel = 0; float hapticLength = 0; switch (cl.stats[STAT_ACTIVEWEAPON]) { case IT_SHOTGUN: { hapticInterval = 500; hapticLevel = 0.7f; hapticLength = 150; } break; case IT_SUPER_SHOTGUN: { hapticInterval = 700; hapticLevel = 0.8f; hapticLength = 200; } break; case IT_NAILGUN: { hapticInterval = 100; hapticLevel = 0.6f; hapticLength = 50; } break; case IT_SUPER_NAILGUN: { hapticInterval = 80; hapticLevel = 0.9f; hapticLength = 50; } break; case IT_GRENADE_LAUNCHER: { hapticInterval = 600; hapticLevel = 0.7f; hapticLength = 100; } break; case IT_ROCKET_LAUNCHER: { hapticInterval = 800; hapticLevel = 1.0f; hapticLength = 300; } break; case IT_LIGHTNING: { hapticInterval = 100; hapticLevel = lhrandom(0.0, 0.8f); hapticLength = 80; } break; case IT_SUPER_LIGHTNING: { hapticInterval = 100; hapticLevel = lhrandom(0.3, 1.0f); hapticLength = 60; } break; case IT_AXE: { hapticInterval = 500; hapticLevel = 0.6f; hapticLength = 100; } break; } if ((timeNow - timeLastHaptic) > hapticInterval) { timeLastHaptic = timeNow; int channel = weapon_stabilised ? 3 : (cl_righthanded.integer ? 2 : 1); TBXR_Vibrate(hapticLength, channel, hapticLevel); } } } //Text Input stuff bool textInput = false; int shift = 0; int left_grid = 0; char left_lower[3][10] = {"bcfihgdae", "klorqpmjn", "tuwzyxvs "}; char left_shift[3][10] = {"BCFIHGDAE", "KLORQPMJN", "TUWZYXVS "}; int right_grid = 0; char right_lower[3][10] = {"236987415", "+-)]&[(?0", { K_F1, K_F2, K_F3, K_F4, K_F5, K_F6, K_F7, K_F8, 0}}; char right_shift[3][10] = {"\"*:|._~/#", "%^}>,<{\\@", { 0, K_F9, 0, K_F12, 0, K_F10, 0, K_F11, 0}}; char left_grid_map[2][3][3][9] = { { { "a b c", "j k l", "s t u" }, { "d e f", "m n o", "v w" }, { "g h i", "p q r", "x y z" }, }, { { "A B C", "J K L", "S T U" }, { "D E F", "M N O", "V W" }, { "G H I", "P Q R", "X Y Z" }, } }; char right_grid_map[2][3][3][9] = { { { "1 2 3", "? + -", "F1 F2 F3" }, { "4 5 6", "( 0 )", "F8 F4" }, { "7 8 9", "[ & ]", "F7 F6 F5" }, }, { { "/ \" *", "\\ % ^", " F9 " }, { "~ # :", "{ @ }", "F12 F10" }, { "_ . |", "< , >", " F11 " }, } }; static int getCharacter(float x, float y) { int c = 8; if (x < -0.3f || x > 0.3f || y < -0.3f || y > 0.3f) { if (x == 0.0f) { if (y > 0.0f) { c = 0; } else { c = 4; } } else { float angle = atanf(y / x) / ((float)M_PI / 180.0f); if (x > 0.0f) { c = (int)(((90.0f - angle) + 22.5f) / 45.0f); } else { c = (int)(((90.0f - angle) + 22.5f) / 45.0f) + 4; if (c == 8) c = 0; } } } return c; } int breakHere = 0; #define NLF_DEADZONE 0.1 #define NLF_POWER 2.2 float nonLinearFilter(float in) { float val = 0.0f; if (in > NLF_DEADZONE) { val = in; val -= NLF_DEADZONE; val /= (1.0f - NLF_DEADZONE); val = powf(val, NLF_POWER); } else if (in < -NLF_DEADZONE) { val = in; val += NLF_DEADZONE; val /= (1.0f - NLF_DEADZONE); val = -powf(fabsf(val), NLF_POWER); } return val; } float GetSysTicrate() { return 1.0F / (float)(TBXR_GetRefresh()); } float length(float x, float y) { return sqrtf(powf(x, 2.0f) + powf(y, 2.0f)); } //Timing stuff for joypad control static long oldtime=0; long delta=0; static void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteState, ovrInputStateTrackedRemote * prevTrackedRemoteState, uint32_t button, int key) { if ((trackedRemoteState->Buttons & button) != (prevTrackedRemoteState->Buttons & button)) { QC_KeyEvent((trackedRemoteState->Buttons & button) > 0 ? 1 : 0, key, 0); } } static void rotateAboutOrigin(float v1, float v2, float rotation, vec2_t out) { vec3_t temp; temp[0] = v1; temp[1] = v2; vec3_t v; matrix4x4_t matrix; Matrix4x4_CreateFromQuakeEntity(&matrix, 0.0f, 0.0f, 0.0f, 0.0f, rotation, 0.0f, 1.0f); Matrix4x4_Transform(&matrix, temp, v); out[0] = v[0]; out[1] = v[1]; } static void HandleInput_Default( ) { float remote_movementSideways = 0.0f; float remote_movementForward = 0.0f; float positional_movementSideways = 0.0f; float positional_movementForward = 0.0f; float controllerAngles[3]; //The amount of yaw changed by controller float yawOffset = cl.viewangles[YAW] - hmdorientation[YAW]; ovrInputStateTrackedRemote *dominantTrackedRemoteState = cl_righthanded.integer ? &rightTrackedRemoteState_new : &leftTrackedRemoteState_new; ovrInputStateTrackedRemote *dominantTrackedRemoteStateOld = cl_righthanded.integer ? &rightTrackedRemoteState_old : &leftTrackedRemoteState_old; ovrTrackedController *dominantRemoteTracking = cl_righthanded.integer ? &rightRemoteTracking_new : &leftRemoteTracking_new; ovrInputStateTrackedRemote *offHandTrackedRemoteState = !cl_righthanded.integer ? &rightTrackedRemoteState_new : &leftTrackedRemoteState_new; ovrInputStateTrackedRemote *offHandTrackedRemoteStateOld = !cl_righthanded.integer ? &rightTrackedRemoteState_old : &leftTrackedRemoteState_old; ovrTrackedController *offHandRemoteTracking = !cl_righthanded.integer ? &rightRemoteTracking_new : &leftRemoteTracking_new; if (textInput) { //Toggle text input if ((leftTrackedRemoteState_new.Buttons & xrButton_Y) && (leftTrackedRemoteState_new.Buttons & xrButton_Y) != (leftTrackedRemoteState_old.Buttons & xrButton_Y)) { textInput = !textInput; SCR_CenterPrint("Text Input: Disabled"); } int left_char_index = getCharacter(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y); int right_char_index = getCharacter(rightTrackedRemoteState_new.Joystick.x, rightTrackedRemoteState_new.Joystick.y); //Toggle Shift if ((leftTrackedRemoteState_new.Buttons & xrButton_X) && (leftTrackedRemoteState_new.Buttons & xrButton_X) != (leftTrackedRemoteState_old.Buttons & xrButton_X)) { shift = 1 - shift; } //Cycle Left Grid if ((leftTrackedRemoteState_new.Buttons & xrButton_GripTrigger) && (leftTrackedRemoteState_new.Buttons & xrButton_GripTrigger) != (leftTrackedRemoteState_old.Buttons & xrButton_GripTrigger)) { left_grid = (++left_grid) % 3; } //Cycle Right Grid if ((rightTrackedRemoteState_new.Buttons & xrButton_GripTrigger) && (rightTrackedRemoteState_new.Buttons & xrButton_GripTrigger) != (rightTrackedRemoteState_old.Buttons & xrButton_GripTrigger)) { right_grid = (++right_grid) % 3; } char left_char; char right_char; if (shift) { left_char = left_shift[left_grid][left_char_index]; right_char = right_shift[right_grid][right_char_index]; } else{ left_char = left_lower[left_grid][left_char_index]; right_char = right_lower[right_grid][right_char_index]; } //Enter if ((rightTrackedRemoteState_new.Buttons & xrButton_A) != (rightTrackedRemoteState_old.Buttons & xrButton_A)) { QC_KeyEvent((rightTrackedRemoteState_new.Buttons & xrButton_A) > 0 ? 1 : 0, K_ENTER, 0); } //Delete if ((rightTrackedRemoteState_new.Buttons & xrButton_B) != (rightTrackedRemoteState_old.Buttons & xrButton_B)) { QC_KeyEvent((rightTrackedRemoteState_new.Buttons & xrButton_B) > 0 ? 1 : 0, K_BACKSPACE, 0); } //Use Left Character if ((leftTrackedRemoteState_new.Buttons & xrButton_Trigger) != (leftTrackedRemoteState_old.Buttons & xrButton_Trigger)) { QC_KeyEvent((leftTrackedRemoteState_new.Buttons & xrButton_Trigger) > 0 ? 1 : 0, left_char, left_char); } //Use Right Character if ((rightTrackedRemoteState_new.Buttons & xrButton_Trigger) != (rightTrackedRemoteState_old.Buttons & xrButton_Trigger)) { QC_KeyEvent((rightTrackedRemoteState_new.Buttons & xrButton_Trigger) > 0 ? 1 : 0, right_char, right_char); } //Menu button - could be on left or right controller handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, xrButton_Enter, K_ESCAPE); handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, xrButton_Enter, K_ESCAPE); if (textInput) { //Draw grid maps to screen char buffer[256]; //Give the user an idea of what the buttons are dpsnprintf(buffer, 256, " %s %s\n %s %s\n %s %s\n\nText Input: %c %c", left_grid_map[shift][0][left_grid], right_grid_map[shift][0][right_grid], left_grid_map[shift][1][left_grid], right_grid_map[shift][1][right_grid], left_grid_map[shift][2][left_grid], right_grid_map[shift][2][right_grid], left_char, right_char); SCR_CenterPrint(buffer); } //Save state leftTrackedRemoteState_old = leftTrackedRemoteState_new; rightTrackedRemoteState_old = rightTrackedRemoteState_new; } else { float distance = sqrtf(powf(offHandRemoteTracking->Pose.position.x - dominantRemoteTracking->Pose.position.x, 2) + powf(offHandRemoteTracking->Pose.position.y - dominantRemoteTracking->Pose.position.y, 2) + powf(offHandRemoteTracking->Pose.position.z - dominantRemoteTracking->Pose.position.z, 2)); //dominant hand stuff first weapon_stabilised = distance < 0.5f && (offHandTrackedRemoteState->Buttons & xrButton_GripTrigger) && cl.stats[STAT_ACTIVEWEAPON] != IT_AXE; { weaponOffset[0] = dominantRemoteTracking->Pose.position.x - hmdPosition[0]; weaponOffset[1] = dominantRemoteTracking->Pose.position.y - hmdPosition[1]; weaponOffset[2] = dominantRemoteTracking->Pose.position.z - hmdPosition[2]; weaponVelocity[0] = dominantRemoteTracking->Velocity.linearVelocity.x; weaponVelocity[1] = dominantRemoteTracking->Velocity.linearVelocity.y; weaponVelocity[2] = dominantRemoteTracking->Velocity.linearVelocity.z; ///Weapon location relative to view vec2_t v; rotateAboutOrigin(weaponOffset[0], weaponOffset[2], -yawOffset, v); weaponOffset[0] = v[0]; weaponOffset[2] = v[1]; //Set gun angles const XrQuaternionf quatRemote = dominantRemoteTracking->Pose.orientation; vec3_t rotation = {vr_weaponpitchadjust.value, 0, 0}; QuatToYawPitchRoll(quatRemote, rotation, gunangles); if (weapon_stabilised) { float z = offHandRemoteTracking->Pose.position.z - dominantRemoteTracking->Pose.position.z; float x = offHandRemoteTracking->Pose.position.x - dominantRemoteTracking->Pose.position.x; float y = offHandRemoteTracking->Pose.position.y - dominantRemoteTracking->Pose.position.y; float zxDist = length(x, z); if (zxDist != 0.0f && z != 0.0f) { VectorSet(gunangles, -RAD2DEG(atanf(y / zxDist)), -RAD2DEG(atan2f(x, -z)), gunangles[ROLL]); } } gunangles[YAW] += yawOffset; //Change laser sight on joystick click if ((dominantTrackedRemoteState->Buttons & xrButton_Joystick) && (dominantTrackedRemoteState->Buttons & xrButton_Joystick) != (dominantTrackedRemoteStateOld->Buttons & xrButton_Joystick)) { Cvar_SetValueQuick(&r_lasersight, (r_lasersight.integer + 1) % 3); } } //off-hand stuff float controllerYawHeading; float hmdYawHeading; { vec3_t rotation = {0, 0, 0}; QuatToYawPitchRoll(offHandRemoteTracking->Pose.orientation, rotation, controllerAngles); controllerYawHeading = controllerAngles[YAW] - gunangles[YAW] + yawOffset; hmdYawHeading = hmdorientation[YAW] - gunangles[YAW] + yawOffset; } //Right-hand specific stuff { ALOGE(" Right-Controller-Position: %f, %f, %f", rightRemoteTracking_new.Pose.position.x, rightRemoteTracking_new.Pose.position.y, rightRemoteTracking_new.Pose.position.z); //This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the //player is facing for positional tracking float multiplier = (float)(2300.0f * (TBXR_GetRefresh() / 72.0) ) / (cl_movementspeed.value * ((offHandTrackedRemoteState->Buttons & xrButton_Trigger) ? cl_movespeedkey.value : 1.0f)); vec2_t v; rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier, positionDeltaThisFrame[2] * multiplier, yawOffset - gunangles[YAW], v); positional_movementSideways = v[0]; positional_movementForward = v[1]; long t = (long)TBXR_GetTimeInMilliSeconds(); delta = t - oldtime; oldtime = t; if (delta > 1000) delta = 1000; QC_MotionEvent(delta, rightTrackedRemoteState_new.Joystick.x, rightTrackedRemoteState_new.Joystick.y); if (bigScreen != 0) { int rightJoyState = (rightTrackedRemoteState_new.Joystick.x > 0.7f ? 1 : 0); if (rightJoyState != (rightTrackedRemoteState_old.Joystick.x > 0.7f ? 1 : 0)) { QC_KeyEvent(rightJoyState, 'd', 0); } rightJoyState = (rightTrackedRemoteState_new.Joystick.x < -0.7f ? 1 : 0); if (rightJoyState != (rightTrackedRemoteState_old.Joystick.x < -0.7f ? 1 : 0)) { QC_KeyEvent(rightJoyState, 'a', 0); } rightJoyState = (rightTrackedRemoteState_new.Joystick.y < -0.7f ? 1 : 0); if (rightJoyState != (rightTrackedRemoteState_old.Joystick.y < -0.7f ? 1 : 0)) { QC_KeyEvent(rightJoyState, K_DOWNARROW, 0); } rightJoyState = (rightTrackedRemoteState_new.Joystick.y > 0.7f ? 1 : 0); if (rightJoyState != (rightTrackedRemoteState_old.Joystick.y > 0.7f ? 1 : 0)) { QC_KeyEvent(rightJoyState, K_UPARROW, 0); } //Click an option handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, xrButton_A, K_ENTER); //Back button handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, xrButton_B, K_ESCAPE); } else { //Jump handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, xrButton_A, K_SPACE); //Adjust weapon aim pitch if ((rightTrackedRemoteState_new.Buttons & xrButton_B) && (rightTrackedRemoteState_new.Buttons & xrButton_B) != (rightTrackedRemoteState_old.Buttons & xrButton_B)) { //Unused } { //Weapon/Inventory Chooser int rightJoyState = (rightTrackedRemoteState_new.Joystick.y < -0.7f ? 1 : 0); if (rightJoyState != (rightTrackedRemoteState_old.Joystick.y < -0.7f ? 1 : 0)) { QC_KeyEvent(rightJoyState, '/', 0); } rightJoyState = (rightTrackedRemoteState_new.Joystick.y > 0.7f ? 1 : 0); if (rightJoyState != (rightTrackedRemoteState_old.Joystick.y > 0.7f ? 1 : 0)) { QC_KeyEvent(rightJoyState, '#', 0); } } } if (cl_righthanded.integer) { //Fire handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, xrButton_Trigger, K_MOUSE1); } else { //Run handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, xrButton_Trigger, K_SHIFT); } rightTrackedRemoteState_old = rightTrackedRemoteState_new; } //Left-hand specific stuff { ALOGE(" Left-Controller-Position: %f, %f, %f", leftRemoteTracking_new.Pose.position.x, leftRemoteTracking_new.Pose.position.y, leftRemoteTracking_new.Pose.position.z); //Menu button handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, xrButton_Enter, K_ESCAPE); if (bigScreen != 0) { int leftJoyState = (leftTrackedRemoteState_new.Joystick.x > 0.7f ? 1 : 0); if (leftJoyState != (leftTrackedRemoteState_old.Joystick.x > 0.7f ? 1 : 0)) { QC_KeyEvent(leftJoyState, 'd', 0); } leftJoyState = (leftTrackedRemoteState_new.Joystick.x < -0.7f ? 1 : 0); if (leftJoyState != (leftTrackedRemoteState_old.Joystick.x < -0.7f ? 1 : 0)) { QC_KeyEvent(leftJoyState, 'a', 0); } leftJoyState = (leftTrackedRemoteState_new.Joystick.y < -0.7f ? 1 : 0); if (leftJoyState != (leftTrackedRemoteState_old.Joystick.y < -0.7f ? 1 : 0)) { QC_KeyEvent(leftJoyState, K_DOWNARROW, 0); } leftJoyState = (leftTrackedRemoteState_new.Joystick.y > 0.7f ? 1 : 0); if (leftJoyState != (leftTrackedRemoteState_old.Joystick.y > 0.7f ? 1 : 0)) { QC_KeyEvent(leftJoyState, K_UPARROW, 0); } } //Apply a filter and quadratic scaler so small movements are easier to make //and we don't get movement jitter when the joystick doesn't quite center properly float dist = length(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y); float nlf = nonLinearFilter(dist); float x = nlf * leftTrackedRemoteState_new.Joystick.x; float y = nlf * leftTrackedRemoteState_new.Joystick.y; //Adjust to be off-hand controller oriented vec2_t v; rotateAboutOrigin(x, y, cl_walkdirection.integer == 1 ? hmdYawHeading : controllerYawHeading, v); remote_movementSideways = v[0]; remote_movementForward = v[1]; if (cl_righthanded.integer) { //Run handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, xrButton_Trigger, K_SHIFT); } else { //Fire handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, xrButton_Trigger, K_MOUSE1); } static bool canUseQuickSave = false; if (canUseQuickSave) { if ((leftTrackedRemoteState_new.Buttons & xrButton_X) && (leftTrackedRemoteState_new.Buttons & xrButton_X) != (leftTrackedRemoteState_old.Buttons & xrButton_X)) { Cbuf_InsertText("save quick\n"); //Vibrate to let user know they successfully saved SCR_CenterPrint("Quick Saved"); TBXR_Vibrate(500, cl_righthanded.integer ? 1 : 2, 1.0); } if ((leftTrackedRemoteState_new.Buttons & xrButton_Y) && (leftTrackedRemoteState_new.Buttons & xrButton_Y) != (leftTrackedRemoteState_old.Buttons & xrButton_Y)) { Cbuf_InsertText("load quick"); } } else { #ifndef NDEBUG //Give all weapons and all ammo and god mode if ((leftTrackedRemoteState_new.Buttons & xrButton_X) && (leftTrackedRemoteState_new.Buttons & xrButton_X) != (leftTrackedRemoteState_old.Buttons & xrButton_X)) { Cbuf_InsertText("God\n"); Cbuf_InsertText("Impulse 9\n"); breakHere = 1; } #endif //Toggle text input if ((leftTrackedRemoteState_new.Buttons & xrButton_Y) && (leftTrackedRemoteState_new.Buttons & xrButton_Y) != (leftTrackedRemoteState_old.Buttons & xrButton_Y)) { textInput = !textInput; } } leftTrackedRemoteState_old = leftTrackedRemoteState_new; } QC_Analog(true, remote_movementSideways + positional_movementSideways, remote_movementForward + positional_movementForward); if (bullettime.integer) { float speed = powf(sqrtf(powf(leftTrackedRemoteState_new.Joystick.x, 2) + powf(leftTrackedRemoteState_new.Joystick.y, 2)), 1.1f); float movement = sqrtf(powf(positionDeltaThisFrame[0] * 80.0f, 2) + powf(positionDeltaThisFrame[1] * 80.0f, 2) + powf(positionDeltaThisFrame[2] * 80.0f, 2)); float weaponMovement = sqrtf(powf(weaponVelocity[0], 2) + powf(weaponVelocity[1], 2) + powf(weaponVelocity[2], 2)); float maximum = max(max(speed, movement), weaponMovement); speed = bound(0.12f, maximum, 1.0f); Cvar_SetValueQuick(&slowmo, speed); } } } void VR_HandleControllerInput() { TBXR_UpdateControllers(); HandleInput_Default(); } /* ================================================================================ Activity lifecycle ================================================================================ */ jmethodID android_shutdown; static JavaVM *jVM; static jobject jniCallbackObj=0; void jni_shutdown() { ALOGV("Calling: jni_shutdown"); JNIEnv *env; jobject tmp; if (((*jVM)->GetEnv(jVM, (void**) &env, JNI_VERSION_1_4))<0) { (*jVM)->AttachCurrentThread( jVM, &env, NULL ); } return (*env)->CallVoidMethod(env, jniCallbackObj, android_shutdown); } void VR_Shutdown() { jni_shutdown(); } int JNI_OnLoad(JavaVM* vm, void* reserved) { JNIEnv *env; jVM = vm; if((*vm)->GetEnv(vm, (void**) &env, JNI_VERSION_1_4) != JNI_OK) { ALOGE("Failed JNI_OnLoad"); return -1; } return JNI_VERSION_1_4; } JNIEXPORT jlong JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onCreate( JNIEnv * env, jclass activityClass, jobject activity, jstring commandLineParams) { ALOGV( " GLES3JNILib::onCreate()" ); /* the global arg_xxx structs are initialised within the argtable */ void *argtable[] = { ss = arg_dbl0("s", "supersampling", "", "super sampling value (default: Q1: 1.2, Q2: 1.35)"), cpu = arg_int0("c", "cpu", "", "CPU perf index 1-4 (default: 2)"), gpu = arg_int0("g", "gpu", "", "GPU perf index 1-4 (default: 3)"), msaa = arg_int0("m", "msaa", "", "MSAA (default: 1)"), refresh = arg_int0("r", "refresh", "", "Refresh Rate (default: Q1: 72, Q2: 72)"), end = arg_end(20) }; jboolean iscopy; const char *arg = (*env)->GetStringUTFChars(env, commandLineParams, &iscopy); char *cmdLine = NULL; if (arg && strlen(arg)) { cmdLine = strdup(arg); } (*env)->ReleaseStringUTFChars(env, commandLineParams, arg); ALOGV("Command line %s", cmdLine); argv = (char**)malloc(sizeof(char*) * 255); argc = ParseCommandLine(strdup(cmdLine), argv); /* verify the argtable[] entries were allocated sucessfully */ if (arg_nullcheck(argtable) == 0) { /* Parse the command line as defined by argtable[] */ arg_parse(argc, argv, argtable); if (ss->count > 0 && ss->dval[0] > 0.0) { SS_MULTIPLIER = ss->dval[0]; } if (msaa->count > 0 && msaa->ival[0] > 0 && msaa->ival[0] < 10) { NUM_MULTI_SAMPLES = msaa->ival[0]; } if (refresh->count > 0 && refresh->ival[0] > 0 && refresh->ival[0] <= 120) { REFRESH = refresh->ival[0]; } } ovrAppThread * appThread = (ovrAppThread *) malloc( sizeof( ovrAppThread ) ); ovrAppThread_Create( appThread, env, activity, activityClass ); surfaceMessageQueue_Enable(&appThread->MessageQueue, true); srufaceMessage message; surfaceMessage_Init(&message, MESSAGE_ON_CREATE, MQ_WAIT_PROCESSED); surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message); return (jlong)((size_t)appThread); } JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onStart( JNIEnv * env, jobject obj, jlong handle, jobject obj1) { ALOGV( " GLES3JNILib::onStart()" ); jniCallbackObj = (jobject)((*env)->NewGlobalRef(env, obj1)); jclass callbackClass = (*env)->GetObjectClass(env, jniCallbackObj); android_shutdown = (*env)->GetMethodID(env, callbackClass,"shutdown","()V"); ovrAppThread * appThread = (ovrAppThread *)((size_t)handle); srufaceMessage message; surfaceMessage_Init( &message, MESSAGE_ON_START, MQ_WAIT_PROCESSED ); surfaceMessageQueue_PostMessage( &appThread->MessageQueue, &message ); } JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onResume( JNIEnv * env, jobject obj, jlong handle ) { ALOGV( " GLES3JNILib::onResume()" ); ovrAppThread * appThread = (ovrAppThread *)((size_t)handle); srufaceMessage message; surfaceMessage_Init(&message, MESSAGE_ON_RESUME, MQ_WAIT_PROCESSED); surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message); } JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onPause( JNIEnv * env, jobject obj, jlong handle ) { ALOGV( " GLES3JNILib::onPause()" ); ovrAppThread * appThread = (ovrAppThread *)((size_t)handle); srufaceMessage message; surfaceMessage_Init(&message, MESSAGE_ON_PAUSE, MQ_WAIT_PROCESSED); surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message); } JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onStop( JNIEnv * env, jobject obj, jlong handle ) { ALOGV( " GLES3JNILib::onStop()" ); ovrAppThread * appThread = (ovrAppThread *)((size_t)handle); srufaceMessage message; surfaceMessage_Init(&message, MESSAGE_ON_STOP, MQ_WAIT_PROCESSED); surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message); } JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onDestroy( JNIEnv * env, jobject obj, jlong handle ) { ALOGV( " GLES3JNILib::onDestroy()" ); ovrAppThread * appThread = (ovrAppThread *)((size_t)handle); srufaceMessage message; surfaceMessage_Init(&message, MESSAGE_ON_DESTROY, MQ_WAIT_PROCESSED); surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message); surfaceMessageQueue_Enable(&appThread->MessageQueue, false); ovrAppThread_Destroy( appThread, env ); free( appThread ); } /* ================================================================================ Surface lifecycle ================================================================================ */ JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onSurfaceCreated( JNIEnv * env, jobject obj, jlong handle, jobject surface ) { ALOGV( " GLES3JNILib::onSurfaceCreated()" ); ovrAppThread * appThread = (ovrAppThread *)((size_t)handle); ANativeWindow * newNativeWindow = ANativeWindow_fromSurface( env, surface ); if ( ANativeWindow_getWidth( newNativeWindow ) < ANativeWindow_getHeight( newNativeWindow ) ) { // An app that is relaunched after pressing the home button gets an initial surface with // the wrong orientation even though android:screenOrientation="landscape" is set in the // manifest. The choreographer callback will also never be called for this surface because // the surface is immediately replaced with a new surface with the correct orientation. ALOGE( " Surface not in landscape mode!" ); } ALOGV( " NativeWindow = ANativeWindow_fromSurface( env, surface )" ); appThread->NativeWindow = newNativeWindow; srufaceMessage message; surfaceMessage_Init(&message, MESSAGE_ON_SURFACE_CREATED, MQ_WAIT_PROCESSED); surfaceMessage_SetPointerParm(&message, 0, appThread->NativeWindow); surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message); } JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onSurfaceChanged( JNIEnv * env, jobject obj, jlong handle, jobject surface ) { ALOGV( " GLES3JNILib::onSurfaceChanged()" ); ovrAppThread * appThread = (ovrAppThread *)((size_t)handle); ANativeWindow * newNativeWindow = ANativeWindow_fromSurface( env, surface ); if ( ANativeWindow_getWidth( newNativeWindow ) < ANativeWindow_getHeight( newNativeWindow ) ) { // An app that is relaunched after pressing the home button gets an initial surface with // the wrong orientation even though android:screenOrientation="landscape" is set in the // manifest. The choreographer callback will also never be called for this surface because // the surface is immediately replaced with a new surface with the correct orientation. ALOGE( " Surface not in landscape mode!" ); } if ( newNativeWindow != appThread->NativeWindow ) { if ( appThread->NativeWindow != NULL ) { srufaceMessage message; surfaceMessage_Init(&message, MESSAGE_ON_SURFACE_DESTROYED, MQ_WAIT_PROCESSED); surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message); ALOGV( " ANativeWindow_release( NativeWindow )" ); ANativeWindow_release( appThread->NativeWindow ); appThread->NativeWindow = NULL; } if ( newNativeWindow != NULL ) { ALOGV( " NativeWindow = ANativeWindow_fromSurface( env, surface )" ); appThread->NativeWindow = newNativeWindow; srufaceMessage message; surfaceMessage_Init(&message, MESSAGE_ON_SURFACE_CREATED, MQ_WAIT_PROCESSED); surfaceMessage_SetPointerParm(&message, 0, appThread->NativeWindow); surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message); } } else if ( newNativeWindow != NULL ) { ANativeWindow_release( newNativeWindow ); } } JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onSurfaceDestroyed( JNIEnv * env, jobject obj, jlong handle ) { ALOGV( " GLES3JNILib::onSurfaceDestroyed()" ); ovrAppThread * appThread = (ovrAppThread *)((size_t)handle); srufaceMessage message; surfaceMessage_Init(&message, MESSAGE_ON_SURFACE_DESTROYED, MQ_WAIT_PROCESSED); surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message); ALOGV( " ANativeWindow_release( NativeWindow )" ); ANativeWindow_release( appThread->NativeWindow ); appThread->NativeWindow = NULL; }