ppsspp/Common/VR/PPSSPPVR.cpp
2022-09-01 18:08:08 +02:00

275 lines
7.8 KiB
C++

#include "Common/VR/PPSSPPVR.h"
#include "Common/VR/VRBase.h"
#include "Common/VR/VRInput.h"
#include "Common/VR/VRMath.h"
#include "Common/VR/VRRenderer.h"
#include "Common/VR/VRTweaks.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/Config.h"
#include "Core/KeyMap.h"
/*
================================================================================
VR button mapping
================================================================================
*/
struct ButtonMapping {
ovrButton ovr;
int keycode;
bool pressed;
int repeat;
ButtonMapping(int keycode, ovrButton ovr) {
this->keycode = keycode;
this->ovr = ovr;
pressed = false;
repeat = 0;
}
};
struct MouseActivator {
bool activate;
ovrButton ovr;
MouseActivator(bool activate, ovrButton ovr) {
this->activate = activate;
this->ovr = ovr;
}
};
static std::vector<ButtonMapping> leftControllerMapping = {
ButtonMapping(NKCODE_BUTTON_X, ovrButton_X),
ButtonMapping(NKCODE_BUTTON_Y, ovrButton_Y),
ButtonMapping(NKCODE_ALT_LEFT, ovrButton_GripTrigger),
ButtonMapping(NKCODE_DPAD_UP, ovrButton_Up),
ButtonMapping(NKCODE_DPAD_DOWN, ovrButton_Down),
ButtonMapping(NKCODE_DPAD_LEFT, ovrButton_Left),
ButtonMapping(NKCODE_DPAD_RIGHT, ovrButton_Right),
ButtonMapping(NKCODE_BUTTON_THUMBL, ovrButton_LThumb),
ButtonMapping(NKCODE_ENTER, ovrButton_Trigger),
ButtonMapping(NKCODE_BACK, ovrButton_Enter),
};
static std::vector<ButtonMapping> rightControllerMapping = {
ButtonMapping(NKCODE_BUTTON_A, ovrButton_A),
ButtonMapping(NKCODE_BUTTON_B, ovrButton_B),
ButtonMapping(NKCODE_ALT_RIGHT, ovrButton_GripTrigger),
ButtonMapping(NKCODE_DPAD_UP, ovrButton_Up),
ButtonMapping(NKCODE_DPAD_DOWN, ovrButton_Down),
ButtonMapping(NKCODE_DPAD_LEFT, ovrButton_Left),
ButtonMapping(NKCODE_DPAD_RIGHT, ovrButton_Right),
ButtonMapping(NKCODE_BUTTON_THUMBR, ovrButton_RThumb),
ButtonMapping(NKCODE_ENTER, ovrButton_Trigger),
};
static const int controllerIds[] = {DEVICE_ID_XR_CONTROLLER_LEFT, DEVICE_ID_XR_CONTROLLER_RIGHT};
static std::vector<ButtonMapping> controllerMapping[2] = {
leftControllerMapping,
rightControllerMapping
};
static int mouseController = -1;
static bool mousePressed[] = {false, false};
static std::vector<MouseActivator> mouseActivators = {
MouseActivator(true, ovrButton_Trigger),
MouseActivator(false, ovrButton_Up),
MouseActivator(false, ovrButton_Down),
MouseActivator(false, ovrButton_Left),
MouseActivator(false, ovrButton_Right),
};
/*
================================================================================
VR app flow integration
================================================================================
*/
bool IsVRBuild() {
return true;
}
void InitVROnAndroid(void* vm, void* activity, int version, char* name) {
ovrJava java;
java.Vm = (JavaVM*)vm;
java.ActivityObject = (jobject)activity;
java.AppVersion = version;
strcpy(java.AppName, name);
VR_Init(java);
__DisplaySetFramerate(72);
}
void EnterVR(bool firstStart) {
if (firstStart) {
VR_EnterVR(VR_GetEngine());
IN_VRInit(VR_GetEngine());
}
VR_InitRenderer(VR_GetEngine(), IsMultiviewSupported());
}
void GetVRResolutionPerEye(int* width, int* height) {
if (VR_GetEngine()->appState.Instance) {
VR_GetResolution(VR_GetEngine(), width, height);
}
}
void UpdateVRInput(bool(*NativeKey)(const KeyInput &key), bool(*NativeTouch)(const TouchInput &touch), bool haptics, float dp_xscale, float dp_yscale) {
//buttons
KeyInput keyInput = {};
for (int j = 0; j < 2; j++) {
int status = IN_VRGetButtonState(j);
for (ButtonMapping& m : controllerMapping[j]) {
bool pressed = status & m.ovr;
keyInput.flags = pressed ? KEY_DOWN : KEY_UP;
keyInput.keyCode = m.keycode;
keyInput.deviceId = controllerIds[j];
if (m.pressed != pressed) {
if (pressed && haptics) {
INVR_Vibrate(100, j, 1000);
}
NativeKey(keyInput);
m.pressed = pressed;
m.repeat = 0;
} else if (pressed && (m.repeat > 30)) {
keyInput.flags |= KEY_IS_REPEAT;
NativeKey(keyInput);
m.repeat = 0;
} else {
m.repeat++;
}
}
}
//enable or disable mouse
for (int j = 0; j < 2; j++) {
int status = IN_VRGetButtonState(j);
for (MouseActivator& m : mouseActivators) {
if (status & m.ovr) {
mouseController = m.activate ? j : -1;
}
}
}
//mouse cursor
if (mouseController >= 0) {
//get position on screen
XrPosef pose = IN_VRGetPose(mouseController);
XrVector3f angles = XrQuaternionf_ToEulerAngles(pose.orientation);
float width = (float)VR_GetConfig(VR_CONFIG_VIEWPORT_WIDTH);
float height = (float)VR_GetConfig(VR_CONFIG_VIEWPORT_HEIGHT);
float cx = width / 2;
float cy = height / 2;
float speed = (cx + cy) / 2;
float x = cx - tan(ToRadians(angles.y - (float)VR_GetConfig(VR_CONFIG_MENU_YAW))) * speed;
float y = cy - tan(ToRadians(angles.x)) * speed;
//set renderer
VR_SetConfig(VR_CONFIG_MOUSE_X, (int)x);
VR_SetConfig(VR_CONFIG_MOUSE_Y, (int)y);
VR_SetConfig(VR_CONFIG_MOUSE_SIZE, 6 * (int)pow(VR_GetConfig(VR_CONFIG_CANVAS_DISTANCE), 0.25f));
//inform engine about the status
TouchInput touch;
touch.id = mouseController;
touch.x = x * dp_xscale;
touch.y = (height - y - 1) * dp_yscale;
bool pressed = IN_VRGetButtonState(mouseController) & ovrButton_Trigger;
if (mousePressed[mouseController] != pressed) {
if (!pressed) {
touch.flags = TOUCH_DOWN;
NativeTouch(touch);
touch.flags = TOUCH_UP;
NativeTouch(touch);
}
mousePressed[mouseController] = pressed;
}
} else {
VR_SetConfig(VR_CONFIG_MOUSE_SIZE, 0);
}
}
void UpdateVRScreenKey(const KeyInput &key) {
std::vector<int> nativeKeys;
if (KeyMap::KeyToPspButton(key.deviceId, key.keyCode, &nativeKeys)) {
for (int& nativeKey : nativeKeys) {
if (nativeKey == CTRL_SCREEN) {
VR_SetConfig(VR_CONFIG_FORCE_2D, key.flags & KEY_DOWN);
}
}
}
}
/*
================================================================================
VR rendering integration
================================================================================
*/
void BindVRFramebuffer() {
VR_BindFramebuffer(VR_GetEngine());
}
bool PreVRRender() {
if (VR_BeginFrame(VR_GetEngine())) {
// Decide if the scene is 3D or not
if (g_Config.bEnableVR && !VR_GetConfig(VR_CONFIG_FORCE_2D) && (VR_GetConfig(VR_CONFIG_3D_GEOMETRY_COUNT) > 15)) {
VR_SetConfig(VR_CONFIG_MODE, g_Config.bEnableStereo ? VR_MODE_STEREO_6DOF : VR_MODE_MONO_6DOF);
} else {
VR_SetConfig(VR_CONFIG_MODE, VR_MODE_FLAT_SCREEN);
}
VR_SetConfig(VR_CONFIG_3D_GEOMETRY_COUNT, VR_GetConfig(VR_CONFIG_3D_GEOMETRY_COUNT) / 2);
// Set customizations
VR_SetConfig(VR_CONFIG_6DOF_ENABLED, g_Config.bEnable6DoF);
VR_SetConfig(VR_CONFIG_CANVAS_DISTANCE, g_Config.iCanvasDistance);
VR_SetConfig(VR_CONFIG_FOV_SCALE, g_Config.iFieldOfViewPercentage);
return true;
}
return false;
}
void PostVRRender() {
VR_EndFrame(VR_GetEngine());
}
bool IsMultiviewSupported() {
return false;
}
bool IsFlatVRScene() {
return VR_GetConfig(VR_CONFIG_MODE) == VR_MODE_FLAT_SCREEN;
}
bool Is2DVRObject(float* projMatrix, bool ortho) {
bool is2D = VR_TweakIsMatrixBigScale(projMatrix) ||
VR_TweakIsMatrixIdentity(projMatrix) ||
VR_TweakIsMatrixOneOrtho(projMatrix) ||
VR_TweakIsMatrixOneScale(projMatrix) ||
VR_TweakIsMatrixOneTransform(projMatrix);
if (!is2D && !ortho) {
VR_SetConfig(VR_CONFIG_3D_GEOMETRY_COUNT, VR_GetConfig(VR_CONFIG_3D_GEOMETRY_COUNT) + 1);
}
return is2D;
}
void UpdateVRProjection(float* projMatrix, float* leftEye, float* rightEye) {
VR_TweakProjection(projMatrix, leftEye, VR_PROJECTION_MATRIX_LEFT_EYE);
VR_TweakProjection(projMatrix, rightEye, VR_PROJECTION_MATRIX_RIGHT_EYE);
VR_TweakMirroring(projMatrix);
}
void UpdateVRView(float* projMatrix, float* leftEye, float* rightEye) {
VR_TweakView(leftEye, projMatrix, VR_VIEW_MATRIX_LEFT_EYE);
VR_TweakView(rightEye, projMatrix, VR_VIEW_MATRIX_RIGHT_EYE);
}