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https://github.com/DrBeef/Raze.git
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578f7cfbcd
Was the fact that the controller was actually in a different sector to the player actor.
452 lines
14 KiB
C++
452 lines
14 KiB
C++
/*
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** hw_vrmodes.cpp
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** Matrix handling for stereo 3D rendering
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**
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**---------------------------------------------------------------------------
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** Copyright 2015 Christopher Bruns
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** Copyright 2016-2021 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "vectors.h" // RAD2DEG
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#include "hw_cvars.h"
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#include "hw_vrmodes.h"
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#include "v_video.h"
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#include "v_draw.h"
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#include "version.h"
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#include "i_interface.h"
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#include "RazeXR/mathlib.h"
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extern vec3_t hmdPosition;
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extern vec3_t hmdOrigin;
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extern vec3_t hmdorientation;
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extern vec3_t weaponangles;
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float RazeXR_GetFOV();
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void VR_GetMove(float *joy_forward, float *joy_side, float *hmd_forward, float *hmd_side, float *up,
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float *yaw, float *pitch, float *roll);
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void get_weapon_pos_and_angle(float &x, float &y, float &z1, float &z2, float &pitch, float &yaw);
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// Set up 3D-specific console variables:
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CVAR(Int, vr_mode, 15, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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// switch left and right eye views
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CVAR(Bool, vr_swap_eyes, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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// intraocular distance in meters
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CVAR(Float, vr_ipd, 0.062f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // METERS
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// distance between viewer and the display screen
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CVAR(Float, vr_screendist, 0.80f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
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//If the following is 0 then it uses the default for the game, this gives player the opportunity to override it themselves
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CVAR(Float, vr_units_per_meter, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
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CVAR(Float, vr_height_adjust, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
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CVAR(Int, vr_control_scheme, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CVAR(Bool, vr_move_use_offhand, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_teleport, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_weaponRotate, -30, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_weaponScale, 1.02f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_snapTurn, 45.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, vr_move_speed, 19, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_run_multiplier, 1.5, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_switch_sticks, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_secondary_button_mappings, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_two_handed_weapons, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_positional_tracking, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_crouch_use_button, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_6dof_weapons, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_6dof_crosshair, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_pickup_haptic_level, 0.2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_quake_haptic_level, 0.8, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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//HUD control
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CVAR(Float, vr_hud_scale, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_stereo, 2.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_rotate, 0.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_pitch, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_roll, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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int playerHeight = 0;
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extern int g_gameType;
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enum
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{
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GAMEFLAG_DUKE = 0x00000001,
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GAMEFLAG_NAM = 0x00000002,
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GAMEFLAG_NAPALM = 0x00000004,
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GAMEFLAG_WW2GI = 0x00000008,
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GAMEFLAG_ADDON = 0x00000010,
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GAMEFLAG_SHAREWARE = 0x00000020,
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GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta
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GAMEFLAG_PLUTOPAK = 0x00000080,
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GAMEFLAG_RR = 0x00000100,
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GAMEFLAG_RRRA = 0x00000200,
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GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
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GAMEFLAG_BLOOD = 0x00000800,
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GAMEFLAG_SW = 0x00001000,
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GAMEFLAG_POWERSLAVE = 0x00002000,
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GAMEFLAG_EXHUMED = 0x00004000,
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GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher.
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GAMEFLAG_WORLDTOUR = 0x00008000,
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GAMEFLAG_DUKEDC = 0x00010000,
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GAMEFLAG_DUKENW = 0x00020000,
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GAMEFLAG_DUKEVACA = 0x00040000,
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GAMEFLAG_BLOODCP = 0x00080000,
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GAMEFLAG_ROUTE66 = 0x00100000,
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GAMEFLAG_SWWANTON = 0x00200000,
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GAMEFLAG_SWTWINDRAG = 0x00400000,
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GAMEFLAG_DUKECOMPAT = GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL,
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GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
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// We still need these for the parsers.
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GAMEFLAG_FURY = 0,
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GAMEFLAG_DEER = 0,
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};
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inline bool isDuke()
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{
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return g_gameType & (GAMEFLAG_DUKECOMPAT | GAMEFLAG_DUKEBETA | GAMEFLAG_WORLDTOUR | GAMEFLAG_DUKEDC | GAMEFLAG_DUKENW | GAMEFLAG_DUKEVACA);
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}
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float vr_hunits_per_meter()
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{
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if (vr_units_per_meter != 0.0)
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{
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return vr_units_per_meter;
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}
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if (isDuke())
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{
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return 24.0f;
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}
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return 41.0f;
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}
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float getHmdAdjustedHeightInMapUnit()
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{
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if (playerHeight != 0)
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{
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return ((hmdPosition[1] + vr_height_adjust) * vr_hunits_per_meter()) -
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playerHeight;
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}
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//Just use offset from origin
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return ((hmdPosition[1] - hmdOrigin[1]) * vr_hunits_per_meter());
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}
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#define isqrt2 0.7071067812f
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static VRMode vrmi_mono = { 1, 1.f, 1.f, 1.f,{ { 0.f, 1.f },{ 0.f, 0.f } } };
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static VRMode vrmi_stereo = { 2, 1.f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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static VRMode vrmi_sbsfull = { 2, .5f, 1.f, 2.f,{ { -.5f, .5f },{ .5f, .5f } } };
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static VRMode vrmi_sbssquished = { 2, .5f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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static VRMode vrmi_lefteye = { 1, 1.f, 1.f, 1.f, { { -.5f, 1.f },{ 0.f, 0.f } } };
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static VRMode vrmi_righteye = { 1, 1.f, 1.f, 1.f,{ { .5f, 1.f },{ 0.f, 0.f } } };
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static VRMode vrmi_topbottom = { 2, 1.f, .5f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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static VRMode vrmi_checker = { 2, isqrt2, isqrt2, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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const VRMode *VRMode::GetVRMode(bool toscreen)
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{
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int mode = !toscreen || (sysCallbacks.DisableTextureFilter && sysCallbacks.DisableTextureFilter()) ? 0 : vr_mode;
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switch (mode)
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{
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default:
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case VR_MONO:
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return &vrmi_mono;
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case VR_GREENMAGENTA:
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case VR_REDCYAN:
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case VR_QUADSTEREO:
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case VR_AMBERBLUE:
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case VR_SIDEBYSIDELETTERBOX:
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case VR_OPENXR:
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return &vrmi_stereo;
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case VR_SIDEBYSIDESQUISHED:
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case VR_COLUMNINTERLEAVED:
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return &vrmi_sbssquished;
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case VR_SIDEBYSIDEFULL:
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return &vrmi_sbsfull;
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case VR_TOPBOTTOM:
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case VR_ROWINTERLEAVED:
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return &vrmi_topbottom;
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case VR_LEFTEYEVIEW:
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return &vrmi_lefteye;
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case VR_RIGHTEYEVIEW:
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return &vrmi_righteye;
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case VR_CHECKERINTERLEAVED:
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return &vrmi_checker;
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}
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}
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void VRMode::AdjustViewport(DFrameBuffer *screen) const
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{
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screen->mSceneViewport.height = (int)(screen->mSceneViewport.height * mVerticalViewportScale);
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screen->mSceneViewport.top = (int)(screen->mSceneViewport.top * mVerticalViewportScale);
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screen->mSceneViewport.width = (int)(screen->mSceneViewport.width * mHorizontalViewportScale);
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screen->mSceneViewport.left = (int)(screen->mSceneViewport.left * mHorizontalViewportScale);
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screen->mScreenViewport.height = (int)(screen->mScreenViewport.height * mVerticalViewportScale);
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screen->mScreenViewport.top = (int)(screen->mScreenViewport.top * mVerticalViewportScale);
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screen->mScreenViewport.width = (int)(screen->mScreenViewport.width * mHorizontalViewportScale);
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screen->mScreenViewport.left = (int)(screen->mScreenViewport.left * mHorizontalViewportScale);
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}
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extern float gameYaw;
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float getViewpointYaw()
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{
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return gameYaw;
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}
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VSMatrix VREyeInfo::GetHUDProjection(int width, int height) const
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{
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// now render the main view
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float fovratio;
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float ratio = ActiveRatio(width, height);
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if (ratio >= 1.33f)
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{
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fovratio = 1.33f;
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}
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else
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{
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fovratio = ratio;
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}
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VSMatrix new_projection;
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new_projection.loadIdentity();
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float stereo_separation = (vr_ipd * 0.5) * vr_hunits_per_meter() * vr_hud_stereo * (getEye() == 1 ? 1.0 : -1.0);
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new_projection.translate(stereo_separation, 0, 0);
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// doom_units from meters
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new_projection.scale(
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-vr_hunits_per_meter(),
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vr_hunits_per_meter(),
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-vr_hunits_per_meter());
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if (vr_hud_fixed_roll)
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{
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new_projection.rotate(-hmdorientation[ROLL], 0, 0, 1);
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}
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new_projection.rotate(vr_hud_rotate, 1, 0, 0);
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if (vr_hud_fixed_pitch)
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{
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new_projection.rotate(-hmdorientation[PITCH], 1, 0, 0);
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}
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// hmd coordinates (meters) from ndc coordinates
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// const float weapon_distance_meters = 0.55f;
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// const float weapon_width_meters = 0.3f;
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new_projection.translate(0.0, 0.0, 1.0);
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new_projection.scale(
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-vr_hud_scale,
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vr_hud_scale,
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-vr_hud_scale);
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// ndc coordinates from pixel coordinates
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new_projection.translate(-1.0, 1.0, 0);
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new_projection.scale(2.0 / width, -2.0 / height, -1.0);
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VSMatrix proj = GetProjection(RazeXR_GetFOV(), ratio, fovratio);
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proj.multMatrix(new_projection);
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new_projection = proj;
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return new_projection;
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}
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VSMatrix VREyeInfo::GetPlayerSpriteProjection(int width, int height) const
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{
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// now render the main view
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float fovratio;
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float ratio = ActiveRatio(width, height);
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if (ratio >= 1.33f)
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{
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fovratio = 1.33f;
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}
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else
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{
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fovratio = ratio;
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}
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VSMatrix new_projection;
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new_projection.loadIdentity();
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float weapon_stereo_effect = 2.8f;
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float stereo_separation = (vr_ipd * 0.5) * vr_hunits_per_meter() * weapon_stereo_effect * (getEye() == 1 ? -1.0 : 1.0);
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new_projection.translate(stereo_separation, 0, 0);
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// doom_units from meters
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new_projection.scale(
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-vr_hunits_per_meter(),
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vr_hunits_per_meter(),
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-vr_hunits_per_meter());
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if (vr_6dof_weapons)
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{
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new_projection.rotate(-hmdorientation[PITCH], 1, 0, 0);
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new_projection.rotate(-hmdorientation[ROLL], 0, 0, 1);
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float x, y, z1, z2, pitch, yaw;
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get_weapon_pos_and_angle(x, y, z1, z2, pitch, yaw);
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new_projection.translate(-x * weapon_stereo_effect, z2 * weapon_stereo_effect, -y * weapon_stereo_effect);
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new_projection.rotate(weaponangles[YAW] - hmdorientation[YAW], 0, 1, 0);
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new_projection.rotate(weaponangles[PITCH], 1, 0, 0);
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float weapon_scale = 0.6f;
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new_projection.scale(-weapon_scale, weapon_scale, -weapon_scale);
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// ndc coordinates from pixel coordinates
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new_projection.translate(-1.5, 1.5, 0.0);
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}
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else
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{
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new_projection.rotate(-hmdorientation[ROLL], 0, 0, 1);
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new_projection.translate(0.0, 0.0, 1.0);
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float weapon_scale = 0.7f;
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new_projection.scale(-weapon_scale, weapon_scale, -weapon_scale);
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// ndc coordinates from pixel coordinates
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new_projection.translate(-1.0, 1.0, 0);
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}
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new_projection.scale(2.0 / width, -2.0 / height, -1.0);
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VSMatrix proj = GetProjection(RazeXR_GetFOV(), ratio, fovratio);
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proj.multMatrix(new_projection);
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new_projection = proj;
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return new_projection;
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}
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float VREyeInfo::getShift() const
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{
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return mShiftFactor * vr_ipd * vr_hunits_per_meter();
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}
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int VREyeInfo::getEye() const
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{
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return mShiftFactor < 0 ? 0 : 1;
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}
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bool VR_GetVRProjection(int eye, float zNear, float zFar, float* projection);
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VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const
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{
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VSMatrix result;
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if (mShiftFactor == 0)
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{
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float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
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result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar());
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return result;
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}
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else
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{
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double zNear = screen->GetZNear();
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double zFar = screen->GetZFar();
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// For stereo 3D, use asymmetric frustum shift in projection matrix
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// Q: shouldn't shift vary with roll angle, at least for desktop display?
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// A: No. (lab) roll is not measured on desktop display (yet)
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double frustumShift = zNear * getShift() / vr_screendist; // meters cancel, leaving doom units
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// double frustumShift = 0; // Turning off shift for debugging
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double fH = zNear * tan(DEG2RAD(fov) / 2) / fovRatio;
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double fW = fH * aspectRatio * mScaleFactor;
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double left = -fW - frustumShift;
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double right = fW - frustumShift;
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double bottom = -fH;
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double top = fH;
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VSMatrix result(1);
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result.frustum((float)left, (float)right, (float)bottom, (float)top, (float)zNear, (float)zFar);
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float m[16];
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VR_GetVRProjection(getEye(), zNear, zFar, m);
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result.loadMatrix(m);
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return result;
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}
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}
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/* virtual */
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DVector3 VREyeInfo::GetViewShift(FRotator viewAngles) const
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{
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if (mShiftFactor == 0)
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{
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// pass-through for Mono view
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return { 0,0,0 };
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}
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else
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{
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vec3_t angles;
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VectorSet(angles, viewAngles.Pitch.Degrees(), viewAngles.Yaw.Degrees(), viewAngles.Roll.Degrees());
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vec3_t v_forward, v_right, v_up;
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AngleVectors(angles, v_forward, v_right, v_up);
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vec3_t tmp;
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VectorScale(v_right, getShift(), tmp);
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float posforward=0;
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float posside=0;
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float dummy=0;
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VR_GetMove(&dummy, &dummy, &posforward, &posside, &dummy, &dummy, &dummy, &dummy);
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DVector3 eyeOffset(tmp[0], tmp[1], tmp[2]);
|
|
|
|
if (vr_positional_tracking)
|
|
{
|
|
eyeOffset[1] += -posforward * vr_hunits_per_meter();
|
|
eyeOffset[0] += posside * vr_hunits_per_meter();
|
|
eyeOffset[2] += getHmdAdjustedHeightInMapUnit();
|
|
}
|
|
|
|
return {eyeOffset[1], eyeOffset[0], eyeOffset[2]};
|
|
}
|
|
}
|
|
|