OpenXR - Introduce VR tweaks

This commit is contained in:
Lubos 2022-08-03 18:52:55 +02:00
parent cb6448ff2d
commit 3578656b8b
2 changed files with 9 additions and 64 deletions

View file

@ -1077,6 +1077,8 @@ if(ANDROID)
Common/VR/VRMath.h
Common/VR/VRRenderer.cpp
Common/VR/VRRenderer.h
Common/VR/VRTweaks.cpp
Common/VR/VRTweaks.h
)
set(nativeExtraLibs ${nativeExtraLibs} openxr)
endif()

View file

@ -53,6 +53,7 @@
#ifdef OPENXR
#include "VR/VRBase.h"
#include "VR/VRRenderer.h"
#include "VR/VRTweaks.h"
#endif
using namespace Lin;
@ -321,33 +322,14 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid, bool useBu
}
#ifdef OPENXR
float e = 0.00001f;
bool ortho = true;
bool identity = true;
bool oneTranslation = true;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
float value = gstate.projMatrix[i * 4 + j];
// Other number than zero on non-diagonale
if ((i != j) && (fabs(value) > e)) identity = false;
// Other number than one on diagonale
if ((i == j) && (fabs(value - 1.0f) > e)) identity = false;
// Special case detecting UI in Flatout
if ((i == j) && (i < 2) && (fabs(value) < 10.0f)) ortho = false;
// Special case detecting UI in Lego games
if (((i == 3) && (fabs(fabs(value) - 1.0f) > e))) oneTranslation = false;
}
}
// Count 3D objects
bool is2D = identity || oneTranslation || ortho;
// Count 3D instances
bool is2D = VR_TweakIs2D(gstate.projMatrix);
if (!is2D) {
VR_SetConfig(VR_CONFIG_3D_GEOMETRY_COUNT, VR_GetConfig(VR_CONFIG_3D_GEOMETRY_COUNT) + 1);
}
// Set HUD mode
if (is2D && (VR_GetConfig(VR_CONFIG_MODE) != VR_MODE_FLAT_SCREEN)) {
if (VR_TweakIsHUD(is2D, dirty & DIRTY_PROJTHROUGHMATRIX, dirty & DIRTY_PROJMATRIX)) {
float scale = 0.5f;
render_->SetUniformF1(&u_scaleX, scale);
render_->SetUniformF1(&u_scaleY, scale / 16.0f * 9.0f);
@ -364,34 +346,8 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid, bool useBu
if ((VR_GetConfig(VR_CONFIG_MODE) == VR_MODE_FLAT_SCREEN) || is2D) {
memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
} else {
// Update the projection matrix
ovrMatrix4f hmdProjection = VR_GetMatrix(VR_PROJECTION_MATRIX_LEFT_EYE);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if ((hmdProjection.M[i][j] > 0) != (gstate.projMatrix[i * 4 + j] > 0)) {
hmdProjection.M[i][j] *= -1.0f;
}
}
}
memcpy(&flippedMatrix, hmdProjection.M, 16 * sizeof(float));
// Assign axis mirroring
VR_SetConfig(VR_CONFIG_MIRROR_AXIS_X, gstate.projMatrix[0] < 0);
VR_SetConfig(VR_CONFIG_MIRROR_AXIS_Y, gstate.projMatrix[5] < 0);
VR_SetConfig(VR_CONFIG_MIRROR_AXIS_Z, gstate.projMatrix[10] > 0);
if (gstate.projMatrix[10] < 0) { //GTA
VR_SetConfig(VR_CONFIG_MIRROR_PITCH, false);
VR_SetConfig(VR_CONFIG_MIRROR_YAW, false);
VR_SetConfig(VR_CONFIG_MIRROR_ROLL, false);
} else if (gstate.projMatrix[5] < 0) { //PES
VR_SetConfig(VR_CONFIG_MIRROR_PITCH, true);
VR_SetConfig(VR_CONFIG_MIRROR_YAW, true);
VR_SetConfig(VR_CONFIG_MIRROR_ROLL, false);
} else { //Lego
VR_SetConfig(VR_CONFIG_MIRROR_PITCH, false);
VR_SetConfig(VR_CONFIG_MIRROR_YAW, true);
VR_SetConfig(VR_CONFIG_MIRROR_ROLL, true);
}
VR_TweakProjection(gstate.projMatrix, flippedMatrix.m, VR_PROJECTION_MATRIX_LEFT_EYE);
VR_TweakMirroring(gstate.projMatrix);
}
#else
memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
@ -556,22 +512,9 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid, bool useBu
if ((VR_GetConfig(VR_CONFIG_MODE) == VR_MODE_FLAT_SCREEN) || is2D) {
SetMatrix4x3(render_, &u_view, gstate.viewMatrix);
} else {
// Get view matrix from the game
float m4x4[16];
ovrMatrix4f gameView;
ConvertMatrix4x3To4x4Transposed(m4x4, gstate.viewMatrix);
memcpy(gameView.M, m4x4, 16 * sizeof(float));
// Set 6DoF scale
float scale = pow(fabs(gstate.projMatrix[14]), 1.15f);
VR_SetConfig(VR_CONFIG_6DOF_SCALE, (int)(scale * 1000));
// Get view matrix from the headset
ovrMatrix4f hmdView = VR_GetMatrix(VR_VIEW_MATRIX_LEFT_EYE);
// Combine the matrices
ovrMatrix4f renderView = ovrMatrix4f_Multiply(&hmdView, &gameView);
memcpy(m4x4, renderView.M, 16 * sizeof(float));
VR_TweakView(m4x4, gstate.projMatrix, VR_VIEW_MATRIX_LEFT_EYE);
render_->SetUniformM4x4(&u_view, m4x4);
}
#else