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https://github.com/DrBeef/QuestZDoom.git
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HUD Defualts / Weapon Skew Fix / ScreenSize fix
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commit
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2 changed files with 8 additions and 4 deletions
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@ -226,7 +226,7 @@ namespace s3d
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OculusQuestMode::OculusQuestMode()
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OculusQuestMode::OculusQuestMode()
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: leftEyeView(0)
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: leftEyeView(0)
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, rightEyeView(1)
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, rightEyeView(1)
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, sceneWidth(0), sceneHeight(0)
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, sceneWidth(0), sceneHeight(0), cachedScreenBlocks(0)
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{
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{
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eye_ptrs.Push(&leftEyeView);
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eye_ptrs.Push(&leftEyeView);
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eye_ptrs.Push(&rightEyeView);
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eye_ptrs.Push(&rightEyeView);
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@ -289,6 +289,8 @@ namespace s3d
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|| (vr_control_scheme >= 10 && hand == 0)) {
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|| (vr_control_scheme >= 10 && hand == 0)) {
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mat->translate(-weaponoffset[0], (hmdPosition[1] + weaponoffset[1] + vr_height_adjust) / pixelstretch, weaponoffset[2]);
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mat->translate(-weaponoffset[0], (hmdPosition[1] + weaponoffset[1] + vr_height_adjust) / pixelstretch, weaponoffset[2]);
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mat->scale(1, 1 / pixelstretch, 1);
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mat->rotate(-90 + (doomYaw - hmdorientation[YAW]) + weaponangles[YAW], 0, 1, 0);
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mat->rotate(-90 + (doomYaw - hmdorientation[YAW]) + weaponangles[YAW], 0, 1, 0);
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mat->rotate(-weaponangles[PITCH], 1, 0, 0);
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mat->rotate(-weaponangles[PITCH], 1, 0, 0);
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mat->rotate(-weaponangles[ROLL], 0, 0, 1);
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mat->rotate(-weaponangles[ROLL], 0, 0, 1);
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@ -297,6 +299,8 @@ namespace s3d
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{
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{
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mat->translate(-offhandoffset[0], (hmdPosition[1] + offhandoffset[1] + vr_height_adjust) / pixelstretch, offhandoffset[2]);
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mat->translate(-offhandoffset[0], (hmdPosition[1] + offhandoffset[1] + vr_height_adjust) / pixelstretch, offhandoffset[2]);
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mat->scale(1, 1 / pixelstretch, 1);
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mat->rotate(-90 + (doomYaw - hmdorientation[YAW]) + offhandangles[YAW], 0, 1, 0);
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mat->rotate(-90 + (doomYaw - hmdorientation[YAW]) + offhandangles[YAW], 0, 1, 0);
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mat->rotate(-offhandangles[PITCH], 1, 0, 0);
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mat->rotate(-offhandangles[PITCH], 1, 0, 0);
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mat->rotate(-offhandangles[ROLL], 0, 0, 1);
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mat->rotate(-offhandangles[ROLL], 0, 0, 1);
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@ -583,7 +587,7 @@ namespace s3d
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/* virtual */
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/* virtual */
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void OculusQuestMode::TearDown() const
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void OculusQuestMode::TearDown() const
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{
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{
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if (gamestate == GS_LEVEL) {
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if (gamestate == GS_LEVEL && cachedScreenBlocks != 0) {
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screenblocks = cachedScreenBlocks;
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screenblocks = cachedScreenBlocks;
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}
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}
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super::TearDown();
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super::TearDown();
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@ -74,8 +74,8 @@ CVAR(Float, vr_quake_haptic_level, 0.8, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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//HUD control
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//HUD control
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CVAR(Float, vr_hud_scale, 0.3f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_scale, 0.3f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_stereo, 1.8f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_stereo, 1.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_rotate, 35.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_rotate, 13.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_pitch, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_pitch, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_roll, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_roll, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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