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v3.0.1
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920842a465
| Author | SHA1 | Date | |
|---|---|---|---|
| 920842a465 |
@@ -184,10 +184,15 @@ set only on the keyboard's layer - the menu launcher stays fully opaque)
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so whatever's behind it - the game quad, mid-play - stays visible while
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it's up.
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The laser
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pointer/cursor is currently only visible while
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actually aiming at the game or menu quad respectively - there's no visual
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feedback yet while aiming at empty space between them. (Only tested on
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While the menu launcher or keyboard is open, each hand also gets a thin,
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colored laser-beam quad (cyan left, amber right) from the controller to
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wherever its ray currently crosses that panel's plane - a second,
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billboarded `XrCompositionLayerQuad` per hand (`xr_input_build_beam()` in
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`xr_input.c`), oriented so it reads as a line from the viewer's eye
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regardless of angle, since the flat cross-shaped reticle used while
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aiming at the game quad is drawn directly into the game quad's own
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texture and can't represent a ray traversing real 3D space. Aiming at the
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game quad itself still uses that flat reticle, unchanged. (Only tested on
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Meta Quest so far -
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the steps below use Quest-specific tool names where relevant, but the
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same `adb install` flow applies to any Android headset with USB
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@@ -9,6 +9,7 @@
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#include "xr_overlay.h"
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#include "xr_session.h"
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#include "xr_swapchain.h"
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#define TAG "QuestShock"
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
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@@ -72,6 +73,29 @@ 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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// 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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// owned by xr_session.c) and VIEW reference spaces are mandated by core
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// OpenXR, so no capability check is needed to create this.
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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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// 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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// xr_input_build_beam()/xr_input_get_beam_layer(). Each hand gets its own
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// 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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// 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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#define BEAM_TEX_SIZE 2
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#define BEAM_THICKNESS_METERS 0.004f
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#define MAX_BEAM_LENGTH_METERS 2.0f
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static XrSwapchainState g_beam_swapchain[2];
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static XrCompositionLayerQuad g_beam_quad[2];
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static bool g_beam_quad_valid[2] = {false, false};
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static bool xr_check(XrResult result, const char *what) {
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if (XR_SUCCEEDED(result))
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return true;
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@@ -95,6 +119,70 @@ static void quat_rotate_vec(const XrQuaternionf *q, float vx, float vy, float vz
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*outz = vz + 2.0f * (q->x * cy - q->y * cx);
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}
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static void vec3_sub(const float a[3], const float b[3], float out[3]) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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}
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static float vec3_dot(const float a[3], const float b[3]) {
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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static void vec3_cross(const float a[3], const float b[3], float out[3]) {
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out[0] = a[1] * b[2] - a[2] * b[1];
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out[1] = a[2] * b[0] - a[0] * b[2];
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out[2] = a[0] * b[1] - a[1] * b[0];
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}
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// Returns false (out left untouched) if v is too close to zero-length to
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// normalize safely - callers use this to detect a degenerate billboard
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// axis and fall back to another reference vector.
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static bool vec3_normalize(const float v[3], float out[3]) {
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float len = sqrtf(vec3_dot(v, v));
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if (len < 1e-6f)
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return false;
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out[0] = v[0] / len;
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out[1] = v[1] / len;
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out[2] = v[2] / len;
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return true;
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}
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// Converts an orthonormal local->world rotation matrix (given as its
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// columns - x/y/z, each the world-space direction of that local axis) to
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// an XrQuaternionf, via the standard trace-based (Shepperd) method.
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static void mat3_to_quat(const float x[3], const float y[3], const float z[3], XrQuaternionf *q) {
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float m00 = x[0], m10 = x[1], m20 = x[2];
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float m01 = y[0], m11 = y[1], m21 = y[2];
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float m02 = z[0], m12 = z[1], m22 = z[2];
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float trace = m00 + m11 + m22;
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if (trace > 0.0f) {
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float s = sqrtf(trace + 1.0f) * 2.0f;
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q->w = 0.25f * s;
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q->x = (m21 - m12) / s;
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q->y = (m02 - m20) / s;
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q->z = (m10 - m01) / s;
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} else if (m00 > m11 && m00 > m22) {
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float s = sqrtf(1.0f + m00 - m11 - m22) * 2.0f;
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q->w = (m21 - m12) / s;
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q->x = 0.25f * s;
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q->y = (m01 + m10) / s;
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q->z = (m02 + m20) / s;
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} else if (m11 > m22) {
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float s = sqrtf(1.0f + m11 - m00 - m22) * 2.0f;
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q->w = (m02 - m20) / s;
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q->x = (m01 + m10) / s;
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q->y = 0.25f * s;
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q->z = (m12 + m21) / s;
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} else {
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float s = sqrtf(1.0f + m22 - m00 - m11) * 2.0f;
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q->w = (m10 - m01) / s;
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q->x = (m02 + m20) / s;
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q->y = (m12 + m21) / s;
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q->z = 0.25f * s;
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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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@@ -152,7 +240,7 @@ static bool xr_input_init_reticle_program(void) {
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return true;
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}
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bool xr_input_init(XrInstance instance, XrSession session) {
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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_session = session;
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@@ -246,6 +334,21 @@ bool xr_input_init(XrInstance instance, XrSession session) {
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if (!xr_check(xrAttachSessionActionSets(session, &attachInfo), "xrAttachSessionActionSets"))
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return false;
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XrReferenceSpaceCreateInfo viewSpaceInfo = {XR_TYPE_REFERENCE_SPACE_CREATE_INFO};
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viewSpaceInfo.referenceSpaceType = XR_REFERENCE_SPACE_TYPE_VIEW;
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viewSpaceInfo.poseInReferenceSpace.orientation.w = 1.0f;
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if (!xr_check(xrCreateReferenceSpace(session, &viewSpaceInfo, &g_view_space),
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"xrCreateReferenceSpace(view)"))
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return false;
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for (int hand = 0; hand < 2; hand++) {
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if (!xr_swapchain_create(instance, session, swapchain_format, BEAM_TEX_SIZE, BEAM_TEX_SIZE,
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&g_beam_swapchain[hand])) {
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LOGE("XR: beam swapchain setup failed for hand %d", hand);
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return false;
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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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@@ -266,7 +369,9 @@ 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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bool selectDownEdge, bool selectUpEdge, bool *touchActive,
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bool *prevHit, const char *quadName, float *outCursorU,
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float *outCursorV, bool *outCursorHit) {
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float *outCursorV, bool *outCursorHit, bool *outPlaneHit,
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float *outPlaneDistance) {
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*outPlaneHit = false;
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if (!xr_overlay_is_visible(overlay))
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return false;
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@@ -283,9 +388,9 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
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// view's pixel grid and the on-quad hit logs use) are only meaningful
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// within the quad's current bounds, unlike planeHit.
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bool planeHit = false, hit = false;
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float u = 0.0f, v = 0.0f, worldX = 0.0f, worldY = 0.0f;
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float u = 0.0f, v = 0.0f, worldX = 0.0f, worldY = 0.0f, t = 0.0f;
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if (fabsf(fz) > 1e-5f) {
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float t = (-distance - location->pose.position.z) / fz;
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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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worldX = location->pose.position.x + t * fx;
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@@ -297,6 +402,8 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
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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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if (hit != *prevHit) {
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LOGI("XR: %s aim ray %s %s quad (u=%.2f v=%.2f)", kHandName[hand],
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@@ -353,6 +460,114 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
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return true;
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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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// controller (location->pose.position) along the aim ray (fx,fy,fz,
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// already unit length) to length_m meters out, oriented so it reads as a
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// line from the viewer's eye (headLoc->pose.position) regardless of angle:
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// one in-plane axis follows the ray direction, the other is the thin
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// "width", and the quad's normal is billboarded toward the eye
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// (orthogonalized against the ray axis, so the ribbon only rotates around
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// its own long axis as the hand moves, never twists). Acquires/clears/
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// releases this hand's tiny beam swapchain and leaves g_beam_quad[hand]
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// ready for xr_input_get_beam_layer() - doesn't set space/eyeVisibility/
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// layerFlags (see that function's doc comment in xr_input.h).
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static void xr_input_build_beam(int hand, const XrSpaceLocation *location, float fx, float fy,
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float fz, float length_m, const XrSpaceLocation *headLoc) {
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float origin[3] = {location->pose.position.x, location->pose.position.y,
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location->pose.position.z};
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float dirY[3] = {fx, fy, fz};
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float endpoint[3] = {origin[0] + length_m * fx, origin[1] + length_m * fy,
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origin[2] + length_m * fz};
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float center[3] = {(origin[0] + endpoint[0]) * 0.5f, (origin[1] + endpoint[1]) * 0.5f,
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(origin[2] + endpoint[2]) * 0.5f};
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float head[3] = {headLoc->pose.position.x, headLoc->pose.position.y,
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headLoc->pose.position.z};
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float toEyeRaw[3], toEye[3];
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vec3_sub(head, center, toEyeRaw);
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if (!vec3_normalize(toEyeRaw, toEye)) {
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// Head is (almost) exactly at the beam's midpoint - astronomically
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// unlikely, but fall back to a fixed direction rather than divide
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// by ~0.
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toEye[0] = 0.0f;
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toEye[1] = 0.0f;
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toEye[2] = 1.0f;
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}
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// Orthogonalize toEye against the ray axis to get the billboard
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// normal - if the ray points almost straight at/away from the eye,
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// that leaves ~nothing to normalize, so fall back to world-up then
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// world-Z, each reprojected the same way.
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float normalZ[3];
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float d = vec3_dot(toEye, dirY);
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float proj[3] = {toEye[0] - dirY[0] * d, toEye[1] - dirY[1] * d, toEye[2] - dirY[2] * d};
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if (!vec3_normalize(proj, normalZ)) {
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static const float kWorldUp[3] = {0.0f, 1.0f, 0.0f};
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d = vec3_dot(kWorldUp, dirY);
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proj[0] = kWorldUp[0] - dirY[0] * d;
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proj[1] = kWorldUp[1] - dirY[1] * d;
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proj[2] = kWorldUp[2] - dirY[2] * d;
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if (!vec3_normalize(proj, normalZ)) {
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static const float kWorldZ[3] = {0.0f, 0.0f, 1.0f};
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d = vec3_dot(kWorldZ, dirY);
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proj[0] = kWorldZ[0] - dirY[0] * d;
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proj[1] = kWorldZ[1] - dirY[1] * d;
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proj[2] = kWorldZ[2] - dirY[2] * d;
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if (!vec3_normalize(proj, normalZ)) {
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// dirY parallel to both world-up and world-Z is impossible
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// for two non-parallel vectors - unreachable in practice,
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// but keep the beam well-defined regardless.
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normalZ[0] = 1.0f;
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normalZ[1] = 0.0f;
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normalZ[2] = 0.0f;
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}
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}
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}
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float axisX[3];
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vec3_cross(dirY, normalZ, axisX);
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if (!vec3_normalize(axisX, axisX)) {
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axisX[0] = 1.0f;
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axisX[1] = 0.0f;
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axisX[2] = 0.0f;
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}
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float axisZ[3];
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vec3_cross(axisX, dirY, axisZ); // already unit length - axisX/dirY are orthonormal
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XrQuaternionf orientation;
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mat3_to_quat(axisX, dirY, axisZ, &orientation);
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if (xr_swapchain_acquire(g_instance, &g_beam_swapchain[hand])) {
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// Premultiplied alpha (matches OverlayPanel.compositeAndPublish()'s
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// convention, and XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT's
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// assumption - see xr_session.c) - kHandColor's RGB scaled by this
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// beam's own alpha, not the opaque RGB itself.
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const float alpha = 0.55f;
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const float *c = kHandColor[hand];
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glClearColor(c[0] * alpha, c[1] * alpha, c[2] * alpha, alpha);
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glClear(GL_COLOR_BUFFER_BIT);
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xr_swapchain_release(g_instance, &g_beam_swapchain[hand]);
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}
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XrCompositionLayerQuad *quad = &g_beam_quad[hand];
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quad->type = XR_TYPE_COMPOSITION_LAYER_QUAD;
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quad->next = NULL;
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quad->subImage.swapchain = g_beam_swapchain[hand].swapchain;
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quad->subImage.imageRect.offset.x = 0;
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quad->subImage.imageRect.offset.y = 0;
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quad->subImage.imageRect.extent.width = BEAM_TEX_SIZE;
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quad->subImage.imageRect.extent.height = BEAM_TEX_SIZE;
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quad->subImage.imageArrayIndex = 0;
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quad->pose.position.x = center[0];
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quad->pose.position.y = center[1];
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quad->pose.position.z = center[2];
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quad->pose.orientation = orientation;
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quad->size.width = BEAM_THICKNESS_METERS;
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quad->size.height = length_m;
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g_beam_quad_valid[hand] = true;
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}
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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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return;
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@@ -375,6 +590,25 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
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g_keyboard_drag_hand = -1;
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}
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// A hand only ever gets a laser-beam quad this frame if it actually
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// claims the keyboard or menu overlay's ray below (see the
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// xr_input_build_beam() calls) - reset here so a hand that doesn't
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// claim one this frame doesn't keep showing last frame's beam.
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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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// 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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XrSpaceLocation headLoc = {XR_TYPE_SPACE_LOCATION};
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bool haveHead = false;
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if (needBeams) {
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const XrSpaceLocationFlags neededHead =
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XR_SPACE_LOCATION_POSITION_VALID_BIT | XR_SPACE_LOCATION_ORIENTATION_VALID_BIT;
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haveHead = xr_check(xrLocateSpace(g_view_space, baseSpace, time, &headLoc),
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"xrLocateSpace(view)") &&
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(headLoc.locationFlags & neededHead) == neededHead;
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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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@@ -454,16 +688,33 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
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// Keyboard first (it's the more likely target while it's up), then
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// the menu launcher, then - only if neither is visible - the game
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// quad's own reticle below. A single ray only ever interacts with
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// one target per hand per frame.
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// one target per hand per frame. Whichever overlay claims the ray
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// also gets a laser-beam quad built for it (if a head pose is
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// available and the ray actually crosses that overlay's plane) -
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// see xr_input_build_beam().
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bool keyboardPlaneHit = false;
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float keyboardPlaneDistance = 0.0f;
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if (xr_input_try_overlay(keyboardOverlay, true, hand, &location, fx, fy, fz,
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selectDownEdge, selectUpEdge, &g_keyboard_touch_active[hand],
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&g_keyboard_prev_hit[hand], "keyboard", &keyboardCursorU,
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&keyboardCursorV, &keyboardCursorHit))
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&keyboardCursorV, &keyboardCursorHit, &keyboardPlaneHit,
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&keyboardPlaneDistance)) {
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if (haveHead && keyboardPlaneHit)
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xr_input_build_beam(hand, &location, fx, fy, fz,
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fminf(keyboardPlaneDistance, MAX_BEAM_LENGTH_METERS), &headLoc);
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continue;
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}
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bool menuPlaneHit = false;
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float menuPlaneDistance = 0.0f;
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||||
if (xr_input_try_overlay(menuOverlay, false, hand, &location, fx, fy, fz, selectDownEdge,
|
||||
selectUpEdge, &g_menu_touch_active[hand], &g_menu_prev_hit[hand],
|
||||
"menu", &menuCursorU, &menuCursorV, &menuCursorHit))
|
||||
"menu", &menuCursorU, &menuCursorV, &menuCursorHit, &menuPlaneHit,
|
||||
&menuPlaneDistance)) {
|
||||
if (haveHead && menuPlaneHit)
|
||||
xr_input_build_beam(hand, &location, fx, fy, fz,
|
||||
fminf(menuPlaneDistance, MAX_BEAM_LENGTH_METERS), &headLoc);
|
||||
continue;
|
||||
}
|
||||
|
||||
float distance, halfWidth, halfHeight;
|
||||
xr_get_game_quad_extent(&distance, &halfWidth, &halfHeight);
|
||||
@@ -508,12 +759,23 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
|
||||
keyboardCursorHit);
|
||||
}
|
||||
|
||||
bool xr_input_get_beam_layer(int hand, XrCompositionLayerQuad *out_quad) {
|
||||
if (hand < 0 || hand > 1 || !g_beam_quad_valid[hand])
|
||||
return false;
|
||||
*out_quad = g_beam_quad[hand];
|
||||
return true;
|
||||
}
|
||||
|
||||
void xr_input_shutdown(void) {
|
||||
for (int hand = 0; hand < 2; hand++) {
|
||||
if (g_aim_space[hand] != XR_NULL_HANDLE)
|
||||
xrDestroySpace(g_aim_space[hand]);
|
||||
g_aim_space[hand] = XR_NULL_HANDLE;
|
||||
xr_swapchain_destroy(&g_beam_swapchain[hand]);
|
||||
}
|
||||
if (g_view_space != XR_NULL_HANDLE)
|
||||
xrDestroySpace(g_view_space);
|
||||
g_view_space = XR_NULL_HANDLE;
|
||||
if (g_action_set != XR_NULL_HANDLE)
|
||||
xrDestroyActionSet(g_action_set);
|
||||
g_action_set = XR_NULL_HANDLE;
|
||||
@@ -533,6 +795,7 @@ void xr_input_shutdown(void) {
|
||||
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_touch_active, 0, sizeof(g_keyboard_touch_active));
|
||||
g_beam_quad_valid[LEFT] = g_beam_quad_valid[RIGHT] = false;
|
||||
g_prev_menu = false;
|
||||
g_keyboard_dragging = false;
|
||||
g_keyboard_drag_hand = -1;
|
||||
|
||||
@@ -5,13 +5,17 @@
|
||||
// visible, this tests against the game quad xr_session.c submits and draws
|
||||
// a small reticle where each hand's aim ray crosses it; while either
|
||||
// overlay is visible, it tests against that overlay's quad instead (the
|
||||
// keyboard is tried first) and forwards trigger edges as synthetic touches
|
||||
// (no reticle - each overlay's own content comes from its Java view's
|
||||
// rendered Bitmap).
|
||||
// keyboard is tried first), forwards trigger edges as synthetic touches,
|
||||
// and - since neither overlay's own on-quad cursor gives any feedback
|
||||
// while the ray is short of actually landing on it - builds a thin,
|
||||
// billboarded laser-beam quad per hand from the controller to wherever
|
||||
// the ray currently crosses that overlay's plane (see
|
||||
// xr_input_get_beam_layer()).
|
||||
#ifndef QUESTSHOCK_XR_INPUT_H
|
||||
#define QUESTSHOCK_XR_INPUT_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#define XR_USE_PLATFORM_ANDROID 1
|
||||
#define XR_USE_GRAPHICS_API_OPENGL_ES 1
|
||||
@@ -24,10 +28,12 @@ extern "C" {
|
||||
// Call once, right after the session is created (see xr_session.c's
|
||||
// xr_create_instance_and_session()) - creates the action set/actions,
|
||||
// suggests Touch controller bindings, creates the per-hand aim action
|
||||
// spaces, and attaches the set to the session. Returns false (logged,
|
||||
// non-fatal - the caller keeps rendering without input) if any of that
|
||||
// fails.
|
||||
bool xr_input_init(XrInstance instance, XrSession session);
|
||||
// spaces and a view-space reference (for the laser-beam billboard math),
|
||||
// creates the two per-hand beam swapchains (swapchain_format - the same
|
||||
// format shared by the game swapchain and both overlays), and attaches
|
||||
// the action set to the session. Returns false (logged, non-fatal - the
|
||||
// caller keeps rendering without input) if any of that fails.
|
||||
bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_format);
|
||||
|
||||
// Call once per frame from xr_frame_end(), before releasing the acquired
|
||||
// swapchain image - syncs this frame's action states (always, so edge
|
||||
@@ -40,6 +46,16 @@ bool xr_input_init(XrInstance instance, XrSession session);
|
||||
// xr_frame_begin() used to predict this frame.
|
||||
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()
|
||||
// in the same frame - if that hand's ray claimed the keyboard or menu
|
||||
// overlay this frame (see the file comment above), fills *out_quad's
|
||||
// subImage/pose/size for its laser-beam ribbon and returns true.
|
||||
// space/eyeVisibility/layerFlags are left for the caller to set, same
|
||||
// convention as xr_overlay_render_and_build_layer(). Returns false
|
||||
// (out_quad untouched) if no beam should be shown for that hand this
|
||||
// frame.
|
||||
bool xr_input_get_beam_layer(int hand, XrCompositionLayerQuad *out_quad);
|
||||
|
||||
void xr_input_shutdown(void);
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
@@ -213,19 +213,16 @@ static bool xr_create_instance_and_session(int game_width, int game_height) {
|
||||
"xrCreateReferenceSpace"))
|
||||
return false;
|
||||
|
||||
// Non-fatal if it fails (e.g. no controllers bound yet) - rendering
|
||||
// keeps working either way, just without the laser pointer.
|
||||
xr_input_init(g_instance, g_session);
|
||||
|
||||
// Prefer a plain linear 8-bit format over GL_SRGB8_ALPHA8: the source
|
||||
// SDL surface pixels are already sRGB-encoded (as ordinary 8-bit image
|
||||
// data conventionally is) and get uploaded/sampled as plain linear
|
||||
// GL_RGBA with no decode step anywhere in this path, matching the
|
||||
// desktop SDL_RenderCopy path this replaces - an sRGB swapchain format
|
||||
// would auto-gamma-encode on write and double-encode already-encoded
|
||||
// data. Every swapchain below (game quad, menu/keyboard overlays)
|
||||
// shares this one choice - the compositor's supported format set
|
||||
// doesn't depend on swapchain size.
|
||||
// data. Every swapchain below (game quad, menu/keyboard overlays, and
|
||||
// - via xr_input_init() - the per-hand laser-beam overlays) shares
|
||||
// this one choice - the compositor's supported format set doesn't
|
||||
// depend on swapchain size.
|
||||
uint32_t formatCount = 0;
|
||||
xrEnumerateSwapchainFormats(g_session, 0, &formatCount, NULL);
|
||||
int64_t *formats = (int64_t *)malloc(sizeof(int64_t) * formatCount);
|
||||
@@ -240,6 +237,10 @@ static bool xr_create_instance_and_session(int game_width, int game_height) {
|
||||
}
|
||||
free(formats);
|
||||
|
||||
// Non-fatal if it fails (e.g. no controllers bound yet) - rendering
|
||||
// keeps working either way, just without the laser pointer/beams.
|
||||
xr_input_init(g_instance, g_session, chosenFormat);
|
||||
|
||||
if (!xr_swapchain_create(g_instance, g_session, chosenFormat, game_width, game_height,
|
||||
&g_game_swapchain)) {
|
||||
LOGE("XR: game swapchain setup failed");
|
||||
@@ -367,12 +368,14 @@ void xr_frame_end(void) {
|
||||
if (!xr_is_session_running())
|
||||
return;
|
||||
|
||||
// Up to 3 layers: the game quad (if a frame was actually rendered),
|
||||
// and, while visible, the menu launcher and keyboard overlays - each
|
||||
// gets its own acquire/render/release cycle against its own swapchain
|
||||
// (see xr_overlay_render_and_build_layer()) any time before xrEndFrame,
|
||||
// Up to 5 layers: the game quad (if a frame was actually rendered),
|
||||
// the menu launcher and keyboard overlays while visible - each gets
|
||||
// its own acquire/render/release cycle against its own swapchain (see
|
||||
// xr_overlay_render_and_build_layer()) any time before xrEndFrame,
|
||||
// unlike the game quad there's no per-frame engine rendering to wrap
|
||||
// around here, just each overlay's own blit.
|
||||
// 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
|
||||
// overlays (see xr_input_get_beam_layer()).
|
||||
XrCompositionLayerQuad gameQuad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
|
||||
gameQuad.space = g_local_space;
|
||||
gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
||||
@@ -385,7 +388,7 @@ void xr_frame_end(void) {
|
||||
gameQuad.size.height =
|
||||
QUAD_WIDTH_METERS * (float)g_game_swapchain.height / (float)g_game_swapchain.width;
|
||||
|
||||
const XrCompositionLayerBaseHeader *layers[3];
|
||||
const XrCompositionLayerBaseHeader *layers[5];
|
||||
uint32_t layerCount = 0;
|
||||
if (g_have_acquired_game_image)
|
||||
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&gameQuad;
|
||||
@@ -413,6 +416,20 @@ void xr_frame_end(void) {
|
||||
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&keyboardQuad;
|
||||
}
|
||||
|
||||
// Submitted last (frontmost) so a beam doesn't z-fight against the
|
||||
// panel surface it's aimed at/terminates on - see
|
||||
// xr_input_get_beam_layer(). Translucent for the same reason the
|
||||
// keyboard is (see comment above).
|
||||
XrCompositionLayerQuad beamQuad[2];
|
||||
for (int hand = 0; hand < 2; hand++) {
|
||||
if (xr_input_get_beam_layer(hand, &beamQuad[hand])) {
|
||||
beamQuad[hand].space = g_local_space;
|
||||
beamQuad[hand].eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
||||
beamQuad[hand].layerFlags = XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT;
|
||||
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&beamQuad[hand];
|
||||
}
|
||||
}
|
||||
|
||||
XrFrameEndInfo endInfo = {XR_TYPE_FRAME_END_INFO};
|
||||
endInfo.displayTime = g_predicted_display_time;
|
||||
endInfo.environmentBlendMode = XR_ENVIRONMENT_BLEND_MODE_OPAQUE;
|
||||
|
||||
Reference in New Issue
Block a user