Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 581af95e7b | |||
| 824b4a2506 |
@@ -171,7 +171,7 @@ android {
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"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
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"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
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"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
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"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_overlay.c;${projectDir}/src/main/cpp/xr_swapchain.c"
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"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_overlay.c;${projectDir}/src/main/cpp/xr_swapchain.c;${projectDir}/src/main/cpp/xr_mouse.c"
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abiFilters 'arm64-v8a'
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abiFilters 'arm64-v8a'
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}
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}
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}
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}
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+126
-129
@@ -7,6 +7,7 @@
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#include <GLES3/gl3.h>
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#include <GLES3/gl3.h>
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#include "xr_mouse.h"
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#include "xr_overlay.h"
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#include "xr_overlay.h"
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#include "xr_session.h"
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#include "xr_session.h"
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#include "xr_swapchain.h"
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#include "xr_swapchain.h"
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@@ -53,6 +54,7 @@ static XrSpace g_aim_space[2] = {XR_NULL_HANDLE, XR_NULL_HANDLE};
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static bool g_prev_select[2] = {false, false};
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static bool g_prev_select[2] = {false, false};
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static bool g_prev_menu = false;
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static bool g_prev_menu = false;
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static bool g_game_prev_hit[2] = {false, false};
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static bool g_game_prev_hit[2] = {false, false};
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static bool g_game_touch_active[2] = {false, false};
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static bool g_menu_prev_hit[2] = {false, false};
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static bool g_menu_prev_hit[2] = {false, false};
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static bool g_menu_touch_active[2] = {false, false};
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static bool g_menu_touch_active[2] = {false, false};
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static bool g_keyboard_prev_hit[2] = {false, false};
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static bool g_keyboard_prev_hit[2] = {false, false};
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@@ -70,9 +72,6 @@ static int g_keyboard_drag_hand = -1;
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static float g_keyboard_drag_offset_x = 0.0f;
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static float g_keyboard_drag_offset_x = 0.0f;
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static float g_keyboard_drag_offset_y = 0.0f;
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static float g_keyboard_drag_offset_y = 0.0f;
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static GLuint g_reticle_program = 0;
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static GLint g_reticle_color_loc = -1;
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// A "view" reference space, located once per frame (not per hand) to get
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// A "view" reference space, located once per frame (not per hand) to get
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// an approximate head position for the laser-beam billboard math below -
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// an approximate head position for the laser-beam billboard math below -
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// the only consumer of a head pose in this file. Both LOCAL (g_local_space,
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// the only consumer of a head pose in this file. Both LOCAL (g_local_space,
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@@ -82,9 +81,9 @@ static XrSpace g_view_space = XR_NULL_HANDLE;
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// Per-hand laser-beam state: a thin, billboarded quad spanning from the
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// Per-hand laser-beam state: a thin, billboarded quad spanning from the
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// controller to wherever that hand's ray currently crosses the plane of
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// controller to wherever that hand's ray currently crosses the plane of
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// whichever overlay (keyboard/menu) claimed it this frame - see
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// whichever target (keyboard, menu, or the game quad) claimed it this
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// xr_input_build_beam()/xr_input_get_beam_layer(). Each hand gets its own
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// frame - see xr_input_build_beam()/xr_input_get_beam_layer(). Each hand
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// tiny solid-color swapchain (no shared tint on XrCompositionLayerQuad,
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// gets its own tiny solid-color swapchain (no shared tint on XrCompositionLayerQuad,
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// so two separately-colored textures is simplest). g_beam_quad_valid is
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// so two separately-colored textures is simplest). g_beam_quad_valid is
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// reset to false at the top of every xr_input_sync_and_draw() call and
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// reset to false at the top of every xr_input_sync_and_draw() call and
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// only set back to true if that hand actually claims a beam this frame.
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// only set back to true if that hand actually claims a beam this frame.
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@@ -183,63 +182,6 @@ static void mat3_to_quat(const float x[3], const float y[3], const float z[3], X
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}
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}
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}
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}
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static GLuint compile_shader(GLenum type, const char *src) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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GLint compiled = GL_FALSE;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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char log[512];
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glGetShaderInfoLog(shader, sizeof(log), NULL, log);
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LOGE("XR: reticle shader compile failed: %s", log);
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}
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return shader;
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}
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// A standalone flat-color shader, independent of the engine's own
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// textureShaderProgram (OpenGL.cc is a separate, C++-only translation
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// unit, and shader state isn't shared across programs anyway) - position
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// is emitted directly in clip space, matching the same [-1,1] local quad
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// coordinates android_draw_surface_as_quad() (see android/engine-patches/
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// 11-android-openxr-present.patch) already uses for its own vertex
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// positions, so no view/projection matrix is needed here either.
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static const char *kVertexSrc = "attribute vec3 position;\n"
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"void main() { gl_Position = vec4(position, 1.0); }\n";
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static const char *kFragmentSrc = "precision mediump float;\n"
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"uniform vec4 color;\n"
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"void main() { gl_FragColor = color; }\n";
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// Attribute 0 to match kVertexSrc's single "position" attribute - fine to
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// reuse the same numeric index the engine's own immediate-mode drawing
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// treats specially, since that's a per-program binding and this program is
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// never current at the same time as gl4es's immediate-mode emulation runs;
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// xr_input_sync_and_draw() disables the array again right after drawing,
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// the same discipline android_draw_surface_as_quad() already established.
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#define RETICLE_POSITION_LOC 0
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static bool xr_input_init_reticle_program(void) {
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GLuint vs = compile_shader(GL_VERTEX_SHADER, kVertexSrc);
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GLuint fs = compile_shader(GL_FRAGMENT_SHADER, kFragmentSrc);
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g_reticle_program = glCreateProgram();
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glAttachShader(g_reticle_program, vs);
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glAttachShader(g_reticle_program, fs);
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glBindAttribLocation(g_reticle_program, RETICLE_POSITION_LOC, "position");
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glLinkProgram(g_reticle_program);
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GLint linked = GL_FALSE;
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glGetProgramiv(g_reticle_program, GL_LINK_STATUS, &linked);
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glDeleteShader(vs);
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glDeleteShader(fs);
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if (!linked) {
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char log[512];
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glGetProgramInfoLog(g_reticle_program, sizeof(log), NULL, log);
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LOGE("XR: reticle program link failed: %s", log);
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return false;
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}
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g_reticle_color_loc = glGetUniformLocation(g_reticle_program, "color");
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return true;
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}
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bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_format) {
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bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_format) {
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g_instance = instance;
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g_instance = instance;
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g_session = session;
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g_session = session;
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@@ -349,9 +291,6 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
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}
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}
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}
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}
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if (!xr_input_init_reticle_program())
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return false;
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LOGI("XR: input action set ready (aim pose + trigger + menu-toggle)");
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LOGI("XR: input action set ready (aim pose + trigger + menu-toggle)");
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return true;
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return true;
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}
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}
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@@ -361,10 +300,13 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
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// below. dragCapable enables the keyboard-only title-bar/drag-handle
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// below. dragCapable enables the keyboard-only title-bar/drag-handle
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// handling (see TITLE_BAR_V_FRACTION/CLOSE_BUTTON_U_FRACTION); the menu
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// handling (see TITLE_BAR_V_FRACTION/CLOSE_BUTTON_U_FRACTION); the menu
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// launcher has no title bar, so it's always false there and every hit is a
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// launcher has no title bar, so it's always false there and every hit is a
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// plain click. Returns true if this overlay is visible - claiming the
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// plain click. Returns true only when this hand's ray is actually
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// hand's ray processing for this frame, regardless of whether the ray
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// relevant to this overlay this frame - landing on it now, or continuing
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// actually hits it - so the caller should stop trying other targets (menu/
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// a touch/drag begun on a previous frame for this hand that hasn't been
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// keyboard/game quad are mutually exclusive per hand, per frame).
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// released yet - not merely because the overlay is visible. The caller
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// should only stop trying other targets (menu/keyboard/game quad) when
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// this returns true; a visible-but-unclaimed overlay falls through so a
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// lower-priority target (ultimately the game quad) can still be aimed at.
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static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
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static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
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const XrSpaceLocation *location, float fx, float fy, float fz,
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const XrSpaceLocation *location, float fx, float fy, float fz,
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bool selectDownEdge, bool selectUpEdge, bool *touchActive,
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bool selectDownEdge, bool selectUpEdge, bool *touchActive,
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@@ -375,6 +317,14 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
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if (!xr_overlay_is_visible(overlay))
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if (!xr_overlay_is_visible(overlay))
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return false;
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return false;
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// Captured before this call's own down/up-edge handling below can
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// mutate them, so a hand with a pending down-touch (waiting for its
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// matching up) or an in-progress drag on *this* overlay still claims
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// the ray this frame even if it has strayed off the panel's current
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// bounds - see `claims` below.
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bool hadTouch = *touchActive;
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bool hadDrag = dragCapable && g_keyboard_dragging && g_keyboard_drag_hand == hand;
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float quadCenterX, quadCenterY, distance, halfWidth, halfHeight;
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float quadCenterX, quadCenterY, distance, halfWidth, halfHeight;
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xr_overlay_get_quad_extent(overlay, &quadCenterX, &quadCenterY, &distance, &halfWidth,
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xr_overlay_get_quad_extent(overlay, &quadCenterX, &quadCenterY, &distance, &halfWidth,
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&halfHeight);
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&halfHeight);
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@@ -416,6 +366,12 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
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*outCursorV = v;
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*outCursorV = v;
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}
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}
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// Only claim (and thus route/beam) this hand's ray to this overlay
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// when it's actually relevant this frame: landing on it now, or
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// continuing a touch/drag that started on it - never merely because
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// it's visible.
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bool claims = hit || hadTouch || hadDrag;
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if (!dragCapable) {
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if (!dragCapable) {
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if (selectDownEdge && hit) {
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if (selectDownEdge && hit) {
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xr_overlay_touch(overlay, u, v, true);
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xr_overlay_touch(overlay, u, v, true);
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@@ -424,7 +380,7 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
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xr_overlay_touch(overlay, u, v, false);
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xr_overlay_touch(overlay, u, v, false);
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*touchActive = false;
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*touchActive = false;
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}
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}
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return true;
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return claims;
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}
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}
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bool onTitleBar = hit && v < TITLE_BAR_V_FRACTION;
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bool onTitleBar = hit && v < TITLE_BAR_V_FRACTION;
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@@ -457,7 +413,7 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
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xr_overlay_set_position(overlay, worldX - g_keyboard_drag_offset_x,
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xr_overlay_set_position(overlay, worldX - g_keyboard_drag_offset_x,
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worldY - g_keyboard_drag_offset_y);
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worldY - g_keyboard_drag_offset_y);
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}
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}
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return true;
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return claims;
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}
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}
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// Builds this hand's laser-beam quad - a thin, billboarded ribbon from the
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// Builds this hand's laser-beam quad - a thin, billboarded ribbon from the
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@@ -568,6 +524,48 @@ static void xr_input_build_beam(int hand, const XrSpaceLocation *location, float
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g_beam_quad_valid[hand] = true;
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g_beam_quad_valid[hand] = true;
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}
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}
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// Hit-tests this hand's ray against the game quad (xr_get_game_quad_extent())
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// - the lowest-priority target, tried only once neither the keyboard nor
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// menu overlay claimed the ray this frame (or, symmetrically, once this
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// hand already has a pending mouse-down on the game quad - see
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// g_game_touch_active and the keyboard/menu call sites in
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// xr_input_sync_and_draw()). outU/outV (only meaningful when the
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// returned hit is true) let the caller drive the game's own mouse cursor
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// via xr_mouse.h. Returns plain `hit` - drag/touch dispatch for actual
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// clicks is the caller's responsibility (xr_mouse_click()), not this
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// function's, unlike xr_input_try_overlay().
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static bool xr_input_try_game_quad(int hand, const XrSpaceLocation *location, float fx, float fy,
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float fz, bool *outPlaneHit, float *outPlaneDistance,
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float *outU, float *outV) {
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float distance, halfWidth, halfHeight;
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xr_get_game_quad_extent(&distance, &halfWidth, &halfHeight);
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bool planeHit = false, hit = false;
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float u = 0.0f, v = 0.0f, t = 0.0f;
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if (fabsf(fz) > 1e-5f) {
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t = (-distance - location->pose.position.z) / fz;
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if (t > 0.0f) {
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planeHit = true;
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float cx = (location->pose.position.x + t * fx) / halfWidth;
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float cy = (location->pose.position.y + t * fy) / halfHeight;
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hit = fabsf(cx) <= 1.0f && fabsf(cy) <= 1.0f;
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u = (cx + 1.0f) * 0.5f;
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v = (1.0f - cy) * 0.5f;
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}
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}
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*outPlaneHit = planeHit;
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*outPlaneDistance = t;
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*outU = u;
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*outV = v;
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if (hit != g_game_prev_hit[hand]) {
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LOGI("XR: %s aim ray %s game quad (u=%.2f v=%.2f)", kHandName[hand],
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hit ? "entered" : "left", u, v);
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g_game_prev_hit[hand] = hit;
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}
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return hit;
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}
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void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
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void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
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if (g_action_set == XR_NULL_HANDLE)
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if (g_action_set == XR_NULL_HANDLE)
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return;
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return;
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@@ -597,8 +595,10 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
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g_beam_quad_valid[LEFT] = g_beam_quad_valid[RIGHT] = false;
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g_beam_quad_valid[LEFT] = g_beam_quad_valid[RIGHT] = false;
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// The billboard math needs an approximate head position - only bother
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// The billboard math needs an approximate head position - only bother
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// locating it on frames where a beam could possibly be drawn at all.
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// locating it on frames where a beam could possibly be drawn at all
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bool needBeams = draw && (menuVisible || keyboardVisible);
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// (i.e. any drawn frame - the game quad can claim a beam on its own
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// even with both overlays closed).
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bool needBeams = draw;
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XrSpaceLocation headLoc = {XR_TYPE_SPACE_LOCATION};
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XrSpaceLocation headLoc = {XR_TYPE_SPACE_LOCATION};
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bool haveHead = false;
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bool haveHead = false;
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if (needBeams) {
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if (needBeams) {
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@@ -609,17 +609,6 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
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(headLoc.locationFlags & neededHead) == neededHead;
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(headLoc.locationFlags & neededHead) == neededHead;
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}
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}
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// The GL reticle is drawn directly into whatever framebuffer is
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// currently bound - the game quad's swapchain image (see xr_frame_end(),
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// which calls this while that image is still bound). That only makes
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// sense while aiming at the game quad; the menu/keyboard overlays' own
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// cursors are drawn by their Java views instead (see
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// xr_overlay_update_cursor() below), composited into their Bitmaps the
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// same way their other content is.
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bool drawReticle = draw && !menuVisible && !keyboardVisible;
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if (drawReticle)
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glUseProgram(g_reticle_program);
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// Fed to xr_overlay_update_cursor() after the loop below - whichever
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// Fed to xr_overlay_update_cursor() after the loop below - whichever
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// hand's ray hits a given overlay last wins if both do, good enough
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// hand's ray hits a given overlay last wins if both do, good enough
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// for a single on-quad cursor per overlay (only ever updated when hit
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// for a single on-quad cursor per overlay (only ever updated when hit
|
||||||
@@ -686,15 +675,23 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
|
|||||||
quat_rotate_vec(&location.pose.orientation, 0.0f, 0.0f, -1.0f, &fx, &fy, &fz);
|
quat_rotate_vec(&location.pose.orientation, 0.0f, 0.0f, -1.0f, &fx, &fy, &fz);
|
||||||
|
|
||||||
// Keyboard first (it's the more likely target while it's up), then
|
// Keyboard first (it's the more likely target while it's up), then
|
||||||
// the menu launcher, then - only if neither is visible - the game
|
// the menu launcher, then - only once neither actually claims the
|
||||||
// quad's own reticle below. A single ray only ever interacts with
|
// ray this frame (not merely "isn't visible" - see
|
||||||
// one target per hand per frame. Whichever overlay claims the ray
|
// xr_input_try_overlay()'s doc comment) - the game quad itself.
|
||||||
// also gets a laser-beam quad built for it (if a head pose is
|
// Whichever target claims the ray gets a laser-beam quad built for
|
||||||
// available and the ray actually crosses that overlay's plane) -
|
// it (if a head pose is available and the ray actually crosses
|
||||||
// see xr_input_build_beam().
|
// that target's plane) - see xr_input_build_beam(). Keyboard/menu
|
||||||
|
// are additionally gated on !g_game_touch_active[hand]: a pending
|
||||||
|
// mouse-down on the game quad (trigger still held since a
|
||||||
|
// down-edge dispatched there) must keep claiming the ray even if
|
||||||
|
// it strays onto another panel before release, the cross-target
|
||||||
|
// analogue of xr_input_try_overlay()'s own hadTouch/hadDrag - the
|
||||||
|
// eventual mouse-up has to reach the game quad, not whatever the
|
||||||
|
// ray happens to be over on the release frame.
|
||||||
bool keyboardPlaneHit = false;
|
bool keyboardPlaneHit = false;
|
||||||
float keyboardPlaneDistance = 0.0f;
|
float keyboardPlaneDistance = 0.0f;
|
||||||
if (xr_input_try_overlay(keyboardOverlay, true, hand, &location, fx, fy, fz,
|
if (!g_game_touch_active[hand] &&
|
||||||
|
xr_input_try_overlay(keyboardOverlay, true, hand, &location, fx, fy, fz,
|
||||||
selectDownEdge, selectUpEdge, &g_keyboard_touch_active[hand],
|
selectDownEdge, selectUpEdge, &g_keyboard_touch_active[hand],
|
||||||
&g_keyboard_prev_hit[hand], "keyboard", &keyboardCursorU,
|
&g_keyboard_prev_hit[hand], "keyboard", &keyboardCursorU,
|
||||||
&keyboardCursorV, &keyboardCursorHit, &keyboardPlaneHit,
|
&keyboardCursorV, &keyboardCursorHit, &keyboardPlaneHit,
|
||||||
@@ -706,7 +703,8 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
|
|||||||
}
|
}
|
||||||
bool menuPlaneHit = false;
|
bool menuPlaneHit = false;
|
||||||
float menuPlaneDistance = 0.0f;
|
float menuPlaneDistance = 0.0f;
|
||||||
if (xr_input_try_overlay(menuOverlay, false, hand, &location, fx, fy, fz, selectDownEdge,
|
if (!g_game_touch_active[hand] &&
|
||||||
|
xr_input_try_overlay(menuOverlay, false, hand, &location, fx, fy, fz, selectDownEdge,
|
||||||
selectUpEdge, &g_menu_touch_active[hand], &g_menu_prev_hit[hand],
|
selectUpEdge, &g_menu_touch_active[hand], &g_menu_prev_hit[hand],
|
||||||
"menu", &menuCursorU, &menuCursorV, &menuCursorHit, &menuPlaneHit,
|
"menu", &menuCursorU, &menuCursorV, &menuCursorHit, &menuPlaneHit,
|
||||||
&menuPlaneDistance)) {
|
&menuPlaneDistance)) {
|
||||||
@@ -716,40 +714,42 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
float distance, halfWidth, halfHeight;
|
// Lowest priority (for a fresh hit): the game quad itself - drives
|
||||||
xr_get_game_quad_extent(&distance, &halfWidth, &halfHeight);
|
// the engine's own mouse cursor/clicks via xr_mouse.h, exactly
|
||||||
|
// like a desktop mouse (absolute position + left button), plus the
|
||||||
bool hit = false;
|
// same laser-beam visual the other two targets get.
|
||||||
float u = 0.0f, v = 0.0f, cx = 0.0f, cy = 0.0f;
|
bool gamePlaneHit = false;
|
||||||
if (fabsf(fz) > 1e-5f) {
|
float gamePlaneDistance = 0.0f, gameU = 0.0f, gameV = 0.0f;
|
||||||
float t = (-distance - location.pose.position.z) / fz;
|
bool gameHit = xr_input_try_game_quad(hand, &location, fx, fy, fz, &gamePlaneHit,
|
||||||
if (t > 0.0f) {
|
&gamePlaneDistance, &gameU, &gameV);
|
||||||
cx = (location.pose.position.x + t * fx) / halfWidth;
|
if (gameHit) {
|
||||||
cy = (location.pose.position.y + t * fy) / halfHeight;
|
int gameWidth, gameHeight;
|
||||||
hit = fabsf(cx) <= 1.0f && fabsf(cy) <= 1.0f;
|
xr_get_game_resolution(&gameWidth, &gameHeight);
|
||||||
u = (cx + 1.0f) * 0.5f;
|
int px = (int)(gameU * (float)gameWidth);
|
||||||
v = (1.0f - cy) * 0.5f;
|
int py = (int)(gameV * (float)gameHeight);
|
||||||
}
|
if (px < 0)
|
||||||
|
px = 0;
|
||||||
|
else if (px >= gameWidth)
|
||||||
|
px = gameWidth - 1;
|
||||||
|
if (py < 0)
|
||||||
|
py = 0;
|
||||||
|
else if (py >= gameHeight)
|
||||||
|
py = gameHeight - 1;
|
||||||
|
xr_mouse_move(px, py);
|
||||||
}
|
}
|
||||||
|
if (selectDownEdge && gameHit) {
|
||||||
if (hit != g_game_prev_hit[hand]) {
|
xr_mouse_click(true);
|
||||||
LOGI("XR: %s aim ray %s game quad (u=%.2f v=%.2f)", kHandName[hand],
|
g_game_touch_active[hand] = true;
|
||||||
hit ? "entered" : "left", u, v);
|
} else if (selectUpEdge && g_game_touch_active[hand]) {
|
||||||
g_game_prev_hit[hand] = hit;
|
xr_mouse_click(false);
|
||||||
|
g_game_touch_active[hand] = false;
|
||||||
}
|
}
|
||||||
|
// gameHit implies gamePlaneHit (both only ever set together above),
|
||||||
if (!hit || !drawReticle)
|
// kept as a separate out-param for symmetry with
|
||||||
continue;
|
// xr_input_try_overlay()'s outPlaneHit/outPlaneDistance pair.
|
||||||
|
if (haveHead && gameHit)
|
||||||
const float kSize = 0.03f;
|
xr_input_build_beam(hand, &location, fx, fy, fz,
|
||||||
const float verts[] = {
|
fminf(gamePlaneDistance, MAX_BEAM_LENGTH_METERS), &headLoc);
|
||||||
cx - kSize, cy, 0.0f, cx + kSize, cy, 0.0f, cx, cy - kSize, 0.0f, cx, cy + kSize, 0.0f,
|
|
||||||
};
|
|
||||||
glUniform4fv(g_reticle_color_loc, 1, kHandColor[hand]);
|
|
||||||
glEnableVertexAttribArray(RETICLE_POSITION_LOC);
|
|
||||||
glVertexAttribPointer(RETICLE_POSITION_LOC, 3, GL_FLOAT, GL_FALSE, 0, verts);
|
|
||||||
glDrawArrays(GL_LINES, 0, 4);
|
|
||||||
glDisableVertexAttribArray(RETICLE_POSITION_LOC);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (menuVisible)
|
if (menuVisible)
|
||||||
@@ -783,14 +783,11 @@ void xr_input_shutdown(void) {
|
|||||||
g_select_click_action = XR_NULL_HANDLE;
|
g_select_click_action = XR_NULL_HANDLE;
|
||||||
g_menu_toggle_action = XR_NULL_HANDLE;
|
g_menu_toggle_action = XR_NULL_HANDLE;
|
||||||
|
|
||||||
if (g_reticle_program != 0)
|
|
||||||
glDeleteProgram(g_reticle_program);
|
|
||||||
g_reticle_program = 0;
|
|
||||||
|
|
||||||
g_instance = XR_NULL_HANDLE;
|
g_instance = XR_NULL_HANDLE;
|
||||||
g_session = XR_NULL_HANDLE;
|
g_session = XR_NULL_HANDLE;
|
||||||
memset(g_prev_select, 0, sizeof(g_prev_select));
|
memset(g_prev_select, 0, sizeof(g_prev_select));
|
||||||
memset(g_game_prev_hit, 0, sizeof(g_game_prev_hit));
|
memset(g_game_prev_hit, 0, sizeof(g_game_prev_hit));
|
||||||
|
memset(g_game_touch_active, 0, sizeof(g_game_touch_active));
|
||||||
memset(g_menu_prev_hit, 0, sizeof(g_menu_prev_hit));
|
memset(g_menu_prev_hit, 0, sizeof(g_menu_prev_hit));
|
||||||
memset(g_menu_touch_active, 0, sizeof(g_menu_touch_active));
|
memset(g_menu_touch_active, 0, sizeof(g_menu_touch_active));
|
||||||
memset(g_keyboard_prev_hit, 0, sizeof(g_keyboard_prev_hit));
|
memset(g_keyboard_prev_hit, 0, sizeof(g_keyboard_prev_hit));
|
||||||
|
|||||||
@@ -1,16 +1,25 @@
|
|||||||
// Controller input for questshock's immersive Quest build: one OpenXR
|
// Controller input for questshock's immersive Quest build: one OpenXR
|
||||||
// action set (aim pose + trigger click per hand, a menu-toggle button on
|
// action set (aim pose + trigger click per hand, a menu-toggle button on
|
||||||
// the left controller) plus ray/quad hit-testing. While neither the menu
|
// the left controller) plus ray/quad hit-testing. Each hand's ray is
|
||||||
// launcher nor keyboard overlay (see xr_overlay.h, xr_session.c) is
|
// tried against the keyboard overlay, then the menu overlay (see
|
||||||
// visible, this tests against the game quad xr_session.c submits and draws
|
// xr_overlay.h, xr_session.c), then - only if neither actually claims it
|
||||||
// a small reticle where each hand's aim ray crosses it; while either
|
// this frame (landing on it now, or continuing a touch/drag begun on a
|
||||||
// overlay is visible, it tests against that overlay's quad instead (the
|
// previous frame - not merely because that overlay happens to be visible)
|
||||||
// keyboard is tried first), forwards trigger edges as synthetic touches,
|
// - the game quad xr_session.c submits, forwarding trigger edges to
|
||||||
// and - since neither overlay's own on-quad cursor gives any feedback
|
// whichever overlay claims the ray as synthetic touches. The game quad
|
||||||
// while the ray is short of actually landing on it - builds a thin,
|
// itself acts as a plain desktop-style mouse pointer into the engine's
|
||||||
|
// own UI (see xr_mouse.h) - absolute cursor position while the ray hits
|
||||||
|
// it, plus a left click on the trigger edge; a pending click there
|
||||||
|
// likewise keeps claiming the ray ahead of the keyboard/menu until
|
||||||
|
// released, so the eventual mouse-up isn't lost if the ray strays. Since
|
||||||
|
// none of the three targets' own feedback (the overlays' on-quad cursor,
|
||||||
|
// drawn by their Java views; the engine's own mouse cursor sprite for the
|
||||||
|
// game quad) gives any indication while the ray is short of actually
|
||||||
|
// landing on something, every claimed target also builds a thin,
|
||||||
// billboarded laser-beam quad per hand from the controller to wherever
|
// billboarded laser-beam quad per hand from the controller to wherever
|
||||||
// the ray currently crosses that overlay's plane (see
|
// the ray currently crosses that target's plane (see
|
||||||
// xr_input_get_beam_layer()).
|
// xr_input_get_beam_layer()) - so aiming looks and behaves the same
|
||||||
|
// whether the target is an overlay or the game quad itself.
|
||||||
#ifndef QUESTSHOCK_XR_INPUT_H
|
#ifndef QUESTSHOCK_XR_INPUT_H
|
||||||
#define QUESTSHOCK_XR_INPUT_H
|
#define QUESTSHOCK_XR_INPUT_H
|
||||||
|
|
||||||
@@ -38,17 +47,18 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
|
|||||||
// Call once per frame from xr_frame_end(), before releasing the acquired
|
// Call once per frame from xr_frame_end(), before releasing the acquired
|
||||||
// swapchain image - syncs this frame's action states (always, so edge
|
// swapchain image - syncs this frame's action states (always, so edge
|
||||||
// detection stays correct even on frames with nothing to draw), handles
|
// detection stays correct even on frames with nothing to draw), handles
|
||||||
// the menu_toggle button's edge, and either draws a game-quad reticle or
|
// the menu_toggle button's edge, and hit-tests/dispatches each hand's ray
|
||||||
// forwards menu-quad touches, per the menu's current visibility (see the
|
// against keyboard/menu/game quad in that priority order (see the file
|
||||||
// file comment above). draw gates only the reticle - if false (nothing to
|
// comment above). draw gates only the laser-beam visuals (and the
|
||||||
// draw into this frame, e.g. no swapchain image was acquired), hit-testing
|
// head-pose locate that feeds them) - if false (nothing to draw into this
|
||||||
// and touch-forwarding still run. baseSpace/time must match whatever
|
// frame, e.g. no swapchain image was acquired), hit-testing and
|
||||||
|
// touch-forwarding still run. baseSpace/time must match whatever
|
||||||
// xr_frame_begin() used to predict this frame.
|
// xr_frame_begin() used to predict this frame.
|
||||||
void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw);
|
void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw);
|
||||||
|
|
||||||
// Call once per hand (hand: 0=left, 1=right) after xr_input_sync_and_draw()
|
// Call once per hand (hand: 0=left, 1=right) after xr_input_sync_and_draw()
|
||||||
// in the same frame - if that hand's ray claimed the keyboard or menu
|
// in the same frame - if that hand's ray claimed the keyboard, menu, or
|
||||||
// overlay this frame (see the file comment above), fills *out_quad's
|
// game quad this frame (see the file comment above), fills *out_quad's
|
||||||
// subImage/pose/size for its laser-beam ribbon and returns true.
|
// subImage/pose/size for its laser-beam ribbon and returns true.
|
||||||
// space/eyeVisibility/layerFlags are left for the caller to set, same
|
// space/eyeVisibility/layerFlags are left for the caller to set, same
|
||||||
// convention as xr_overlay_render_and_build_layer(). Returns false
|
// convention as xr_overlay_render_and_build_layer(). Returns false
|
||||||
|
|||||||
@@ -0,0 +1,20 @@
|
|||||||
|
#include "xr_mouse.h"
|
||||||
|
|
||||||
|
#include <SDL.h>
|
||||||
|
|
||||||
|
#include "mouse.h" // engine/src/Libraries/INPUT/Source/mouse.h - mouse_put_xy()
|
||||||
|
|
||||||
|
void xr_mouse_move(int x, int y) { mouse_put_xy((short)x, (short)y); }
|
||||||
|
|
||||||
|
void xr_mouse_click(bool down) {
|
||||||
|
SDL_Event event;
|
||||||
|
SDL_zero(event);
|
||||||
|
event.type = down ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP;
|
||||||
|
event.button.timestamp = SDL_GetTicks();
|
||||||
|
event.button.windowID = 0;
|
||||||
|
event.button.which = 0;
|
||||||
|
event.button.button = SDL_BUTTON_LEFT;
|
||||||
|
event.button.state = down ? SDL_PRESSED : SDL_RELEASED;
|
||||||
|
event.button.clicks = 1;
|
||||||
|
SDL_PushEvent(&event);
|
||||||
|
}
|
||||||
@@ -0,0 +1,35 @@
|
|||||||
|
// Bridges VR aim-ray hit-testing (xr_input.c) to the vendored engine's
|
||||||
|
// mouse input (engine/src/Libraries/INPUT/Source/mouse.h) - lets the
|
||||||
|
// controller's laser pointer drive the game's own UI (inventory, menus,
|
||||||
|
// dialogs) exactly like a desktop mouse: absolute cursor position plus a
|
||||||
|
// single left button, no relative/mouselook mode, no right button.
|
||||||
|
#ifndef QUESTSHOCK_XR_MOUSE_H
|
||||||
|
#define QUESTSHOCK_XR_MOUSE_H
|
||||||
|
|
||||||
|
#include <stdbool.h>
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
extern "C" {
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Sets the engine's absolute mouse position (mouse_put_xy()) - call every
|
||||||
|
// frame the aim ray is actually hitting the game quad; x/y are pixel
|
||||||
|
// coordinates in the game's own logical resolution (see
|
||||||
|
// xr_get_game_resolution() in xr_session.h), already clamped by the
|
||||||
|
// caller. Do not call on frames the ray isn't hitting the game quad - the
|
||||||
|
// cursor should hold its last position, not snap elsewhere.
|
||||||
|
void xr_mouse_move(int x, int y);
|
||||||
|
|
||||||
|
// Pushes a synthetic SDL_MOUSEBUTTONDOWN/UP (SDL_BUTTON_LEFT) - matches
|
||||||
|
// KeyboardOverlay's nativeSendPrintableChar() in questshock_native.c: a
|
||||||
|
// plain SDL_Event built by hand and handed to the public SDL_PushEvent(),
|
||||||
|
// no engine patch needed. pump_events() (sdl_events.c) reads whatever
|
||||||
|
// mouse_put_xy() last set, not any x/y carried on the event itself - call
|
||||||
|
// xr_mouse_move() first if position needs updating this frame.
|
||||||
|
void xr_mouse_click(bool down);
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -350,14 +350,13 @@ void xr_frame_end(void) {
|
|||||||
if (g_session == XR_NULL_HANDLE)
|
if (g_session == XR_NULL_HANDLE)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Draw the laser-pointer reticle into the still-bound game swapchain
|
// Syncs actions and hit-tests/dispatches each hand's ray against
|
||||||
// framebuffer before releasing it, so it composites on top of whatever
|
// keyboard/menu/game quad (see xr_input.c) before the game swapchain
|
||||||
// this frame's game content already drew there. Syncing actions
|
// image is released below - this always runs, even when there's
|
||||||
// happens even when there's nothing to draw (no acquired image this
|
// nothing to draw (no acquired image this frame), so edge detection
|
||||||
// frame), so edge detection (trigger/menu-button clicks) doesn't miss a
|
// (trigger/menu-button clicks) doesn't miss a frame. Any resulting
|
||||||
// frame. Only ever draws while neither overlay is visible (see
|
// laser-beam quads are submitted as their own composition layers
|
||||||
// xr_input.c) - the menu/keyboard render into their own independent
|
// further down, not drawn into the game swapchain itself.
|
||||||
// swapchain images below.
|
|
||||||
if (xr_is_session_running())
|
if (xr_is_session_running())
|
||||||
xr_input_sync_and_draw(g_local_space, g_predicted_display_time,
|
xr_input_sync_and_draw(g_local_space, g_predicted_display_time,
|
||||||
g_have_acquired_game_image);
|
g_have_acquired_game_image);
|
||||||
@@ -374,8 +373,8 @@ void xr_frame_end(void) {
|
|||||||
// xr_overlay_render_and_build_layer()) any time before xrEndFrame,
|
// xr_overlay_render_and_build_layer()) any time before xrEndFrame,
|
||||||
// unlike the game quad there's no per-frame engine rendering to wrap
|
// unlike the game quad there's no per-frame engine rendering to wrap
|
||||||
// around here, just each overlay's own blit - and, per hand, a
|
// around here, just each overlay's own blit - and, per hand, a
|
||||||
// laser-beam quad while that hand's ray is aimed at one of those two
|
// laser-beam quad while that hand's ray is aimed at the keyboard,
|
||||||
// overlays (see xr_input_get_beam_layer()).
|
// menu, or the game quad itself (see xr_input_get_beam_layer()).
|
||||||
XrCompositionLayerQuad gameQuad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
|
XrCompositionLayerQuad gameQuad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
|
||||||
gameQuad.space = g_local_space;
|
gameQuad.space = g_local_space;
|
||||||
gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
||||||
@@ -470,3 +469,8 @@ void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half
|
|||||||
*half_height_m =
|
*half_height_m =
|
||||||
QUAD_WIDTH_METERS * 0.5f * (float)g_game_swapchain.height / (float)g_game_swapchain.width;
|
QUAD_WIDTH_METERS * 0.5f * (float)g_game_swapchain.height / (float)g_game_swapchain.width;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void xr_get_game_resolution(int *width, int *height) {
|
||||||
|
*width = g_game_swapchain.width;
|
||||||
|
*height = g_game_swapchain.height;
|
||||||
|
}
|
||||||
|
|||||||
@@ -74,6 +74,13 @@ void xr_shutdown(void);
|
|||||||
// laser pointer always matches whatever's actually visible.
|
// laser pointer always matches whatever's actually visible.
|
||||||
void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half_height_m);
|
void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half_height_m);
|
||||||
|
|
||||||
|
// Pixel resolution of the game quad's own swapchain - i.e. game_width/
|
||||||
|
// game_height as passed to xr_init() (grd_cap->w/h, see Shock.c's
|
||||||
|
// InitSDL()) - the logical coordinate space xr_input.c needs to convert a
|
||||||
|
// game-quad ray hit's normalized u,v into engine mouse coordinates (see
|
||||||
|
// xr_mouse.h).
|
||||||
|
void xr_get_game_resolution(int *width, int *height);
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -146,8 +146,7 @@ bool xr_swapchain_acquire(XrInstance instance, XrSwapchainState *state) {
|
|||||||
// gl4es's own (linked, not dlsym'd) bind - this targets an FBO id gl4es
|
// gl4es's own (linked, not dlsym'd) bind - this targets an FBO id gl4es
|
||||||
// itself created (see xr_swapchain_create()), so its own "current FBO"
|
// itself created (see xr_swapchain_create()), so its own "current FBO"
|
||||||
// bookkeeping updates correctly and its immediate-mode draw calls
|
// bookkeeping updates correctly and its immediate-mode draw calls
|
||||||
// (android_draw_surface_as_quad(), the laser reticle) land in the right
|
// (android_draw_surface_as_quad()) land in the right place.
|
||||||
// place.
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, state->fbos[imageIndex]);
|
glBindFramebuffer(GL_FRAMEBUFFER, state->fbos[imageIndex]);
|
||||||
glViewport(0, 0, state->width, state->height);
|
glViewport(0, 0, state->width, state->height);
|
||||||
return true;
|
return true;
|
||||||
|
|||||||
Reference in New Issue
Block a user