Comfort vignette

This commit is contained in:
Petr Bartos 2023-03-20 21:07:18 +01:00
parent 89cc849147
commit 0c564179ea
10 changed files with 133 additions and 2 deletions

View file

@ -855,6 +855,11 @@ void updateHMDOrientation()
//Keep this for our records
VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
// 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;
}
void setHMDPosition( float x, float y, float z )
@ -1489,6 +1494,7 @@ void RTCWVR_Init()
vr_lasersight = Cvar_Get( "vr_lasersight", "0", CVAR_ARCHIVE);
vr_teleport = Cvar_Get( "vr_teleport", "0", CVAR_ARCHIVE);
vr_virtual_stock = Cvar_Get( "vr_virtual_stock", "0", CVAR_ARCHIVE);
vr_comfort_vignette = Cvar_Get ("vr_comfort_vignette", "0.0", CVAR_ARCHIVE);
//Defaults
vr_control_scheme = Cvar_Get( "vr_control_scheme", "0", CVAR_ARCHIVE);

View file

@ -56,6 +56,10 @@ typedef struct {
vec3_t offhandoffset;
vec3_t clientviewangles; //orientation in the client - we use this in the cgame
float clientview_yaw_last; // Don't use this, it is just for calculating delta!
float clientview_yaw_delta;
//
// Teleport Stuff
//

View file

@ -9,6 +9,7 @@ cvar_t *vr_lasersight;
cvar_t *vr_control_scheme;
cvar_t *vr_teleport;
cvar_t *vr_virtual_stock;
cvar_t *vr_comfort_vignette;
cvar_t *vr_switch_sticks;
cvar_t *vr_cinematic_stereo;
cvar_t *vr_screen_dist;

View file

@ -3389,7 +3389,82 @@ static void CG_ScreenFade( void ) {
}
}
/*
==============
CG_DrawVignette
==============
*/
float currentComfortVignetteValue = 0.0f;
float filteredViewYawDelta = 0.0f;
static void CG_DrawVignette( void )
{
playerState_t *ps;
ps = &cg.snap->ps;
float vr_comfort_vignette = 0;
char buf[32];
trap_Cvar_VariableStringBuffer("vr_comfort_vignette", buf, sizeof(buf)); // defined in VrCvars.h
vr_comfort_vignette = atof(buf);
if (vr_comfort_vignette <= 0.0f || vr_comfort_vignette > 1.0f || cg.zoomedScope || cg.zoomedBinoc)
{
return;
}
qboolean isMoving = VectorLength(cg.predictedPlayerState.velocity) > 30.0;
// When player is in the air, apply vignette (to prevent throbbing on top of jump)
qboolean isInAir = ps->groundEntityNum == ENTITYNUM_NONE;
int vr_turn_mode = trap_Cvar_VariableIntegerValue("vr_turn_mode"); // defined in VrCvars.h
// Apply only for smooth turn
qboolean isTurning = (vr_turn_mode == 2);
if (isTurning) {
float yawDelta = fabsf(cgVR->clientview_yaw_delta);
if (yawDelta > 180)
{
yawDelta = fabs(yawDelta - 360);
}
filteredViewYawDelta = filteredViewYawDelta * 0.75f + yawDelta * 0.25f;
isTurning = filteredViewYawDelta > 1;
}
if (isMoving || isInAir || isTurning)
{
if (currentComfortVignetteValue < vr_comfort_vignette)
{
currentComfortVignetteValue += vr_comfort_vignette * 0.05;
if (currentComfortVignetteValue > 1.0f)
currentComfortVignetteValue = 1.0f;
}
} else{
if (currentComfortVignetteValue > 0.0f)
currentComfortVignetteValue -= vr_comfort_vignette * 0.05;
}
if (currentComfortVignetteValue > 0.0f && currentComfortVignetteValue <= 1.0f)
{
int screenWidth = cg.refdef.width;
int screenHeight = cg.refdef.height;
int x = (int)(0 + currentComfortVignetteValue * screenWidth / 3.5f);
int w = (int)(screenWidth - 2 * x);
int y = (int)(0 + currentComfortVignetteValue * screenHeight / 3.5f);
int h = (int)(screenHeight - 2 * y);
vec4_t black = {0.0, 0.0, 0.0, 1};
trap_R_SetColor( black );
// sides
trap_R_DrawStretchPic( 0, 0, x, screenHeight, 0, 0, 1, 1, cgs.media.whiteShader );
trap_R_DrawStretchPic( screenWidth - x, 0, x, screenHeight, 0, 0, 1, 1, cgs.media.whiteShader );
// top/bottom
trap_R_DrawStretchPic( x, 0, screenWidth - x, y, 0, 0, 1, 1, cgs.media.whiteShader );
trap_R_DrawStretchPic( x, screenHeight - y, screenWidth - x, y, 0, 0, 1, 1, cgs.media.whiteShader );
// vignette
trap_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.vignetteShader );
trap_R_SetColor( NULL );
}
}
/*
=================
@ -3430,6 +3505,8 @@ static void CG_Draw2D( void ) {
// don't draw any status if dead
if ( cg.snap->ps.stats[STAT_HEALTH] > 0 ) {
CG_DrawVignette();
if (cg.zoomedScope || cg.zoomedBinoc || ( cg.snap->ps.eFlags & EF_MG42_ACTIVE )) {
CG_DrawCrosshair();
}

View file

@ -1471,6 +1471,9 @@ typedef struct {
qhandle_t selectCursor;
qhandle_t sizeCursor;
// comfort vignette
qhandle_t vignetteShader;
} cgMedia_t;

View file

@ -1566,6 +1566,9 @@ static void CG_RegisterGraphics( void ) {
// cgs.media.cursor = trap_R_RegisterShaderNoMip( "menu/art/3_cursor2" );
cgs.media.sizeCursor = trap_R_RegisterShaderNoMip( "ui/assets/sizecursor.tga" );
cgs.media.selectCursor = trap_R_RegisterShaderNoMip( "ui/assets/selectcursor.tga" );
cgs.media.vignetteShader = trap_R_RegisterShaderNoMip( "gfx/vignette" );
CG_LoadingString( " - game media done" );
}

View file

@ -29,6 +29,9 @@ If you have questions concerning this license or the applicable additional terms
// cl.input.c -- builds an intended movement command to send to the server
#include "client.h"
#include "../../../RTCWVR/VrClientInfo.h"
extern vr_client_info_t vr;
unsigned frame_msec;
int old_com_frameTime;
@ -445,6 +448,8 @@ void CL_AdjustAngles( void ) {
cl.viewangles[PITCH] = new_move.pitch;
cl.viewangles[ROLL] = new_move.roll;
VectorCopy(cl.viewangles, vr.clientviewangles);
}
/*

Binary file not shown.

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@ -327,7 +327,23 @@ itemDef
forecolor 1 1 1 1
visible 1
}
itemDef {
name vr
group grpControls
type ITEM_TYPE_SLIDER
text "Comfort Vignette:"
cvarfloat "vr_comfort_vignette" 0 0 1
rect 82 210 290 12
textalign ITEM_ALIGN_RIGHT
textalignx 142
textaligny 10
textscale .23
style WINDOW_STYLE_FILLED
backcolor 1 1 1 .07
forecolor 1 1 1 1
visible 1
}
// TOOLS MESSAGE //

View file

@ -300,7 +300,23 @@ itemDef
forecolor 1 1 1 1
visible 1
}
itemDef {
name ingame_vr
group grpControls
type ITEM_TYPE_SLIDER
text "Comfort Vignette:"
cvarfloat "vr_comfort_vignette" 0 0 1
rect 82 210 290 12
textalign ITEM_ALIGN_RIGHT
textalignx 142
textaligny 10
textscale .23
style WINDOW_STYLE_FILLED
backcolor 1 1 1 .07
forecolor 1 1 1 1
visible 1
}
itemDef {