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OpenXR - Automatically switch between fullscreen/VR
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@ -10,6 +10,7 @@
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#ifdef OPENXR
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#include "VR/VRBase.h"
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#include "VR/VRInput.h"
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#include "VR/VRRenderer.h"
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#endif
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@ -209,6 +210,19 @@ bool GLRenderManager::ThreadFrame() {
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return false;
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#ifdef OPENXR
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VR_BeginFrame(VR_GetEngine());
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// Decide if the scene is 3D or not
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if (VR_GeView3DCount() > 100) {
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VR_SetMode(VR_MODE_MONO_6DOF);
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} else {
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VR_SetMode(VR_MODE_FLAT_SCREEN);
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}
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VR_SetView3DCount(VR_GeView3DCount() / 2);
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// hack to quick enable 2D mode in game
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if (IN_VRGetButtonState(0) & ovrButton_GripTrigger) {
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VR_SetMode(VR_MODE_FLAT_SCREEN);
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}
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#endif
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// In case of syncs or other partial completion, we keep going until we complete a frame.
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@ -51,6 +51,7 @@
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#ifdef OPENXR
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#include "VR/VRBase.h"
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#include "VR/VRRenderer.h"
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#endif
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@ -314,11 +315,23 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid, bool useBu
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render_->SetUniformUI1(&u_depal_mask_shift_off_fmt, val);
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}
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#ifdef OPENXR
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bool is2D = true;
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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if ((i != j) && (fabs(gstate.projMatrix[i * 4 + j]) > 0.0001f)) {
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VR_SetView3DCount(VR_GeView3DCount() + 1);
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is2D = false;
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}
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}
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}
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#endif
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// Update any dirty uniforms before we draw
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if (dirty & DIRTY_PROJMATRIX) {
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Matrix4x4 flippedMatrix;
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#ifdef OPENXR
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if (VR_GetMode() == VR_MODE_FLAT_SCREEN) {
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if ((VR_GetMode() == VR_MODE_FLAT_SCREEN) || is2D) {
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memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
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} else {
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ovrMatrix4f hmdProjection = VR_GetMatrix(VR_PROJECTION_MATRIX_LEFT_EYE);
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@ -484,7 +497,7 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid, bool useBu
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}
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if (dirty & DIRTY_VIEWMATRIX) {
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#ifdef OPENXR
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if (VR_GetMode() == VR_MODE_FLAT_SCREEN) {
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if ((VR_GetMode() == VR_MODE_FLAT_SCREEN) || is2D) {
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SetMatrix4x3(render_, &u_view, gstate.viewMatrix);
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} else {
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// Get view matrix from the game
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@ -96,12 +96,6 @@ using namespace std::placeholders;
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static AVIDump avi;
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#endif
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#ifdef OPENXR
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#include <VR/VRBase.h>
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#include <VR/VRInput.h>
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#include <VR/VRRenderer.h>
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#endif
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// TODO: Ugly!
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static bool frameStep_;
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static int lastNumFlips;
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@ -827,9 +821,6 @@ protected:
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};
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void EmuScreen::CreateViews() {
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#ifdef OPENXR
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VR_SetMode(VR_MODE_MONO_6DOF);
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#endif
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using namespace UI;
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auto dev = GetI18NCategory("Developer");
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@ -1014,17 +1005,6 @@ UI::EventReturn EmuScreen::OnReset(UI::EventParams ¶ms) {
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}
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void EmuScreen::update() {
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#ifdef OPENXR
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// hack to quick enable 2D mode in game and adjust the view
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bool leftPressed = IN_VRGetButtonState(0) & ovrButton_Left;
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bool rightPressed = IN_VRGetButtonState(0) & ovrButton_Right;
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bool gripPressed = IN_VRGetButtonState(0) & ovrButton_GripTrigger;
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if (gripPressed && leftPressed) {
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VR_SetMode(VR_MODE_FLAT_SCREEN);
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} else if (gripPressed && rightPressed) {
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VR_SetMode(VR_MODE_MONO_6DOF);
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}
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#endif
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using namespace UI;
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UIScreen::update();
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@ -48,10 +48,6 @@
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#include "UI/OnScreenDisplay.h"
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#include "UI/GameInfoCache.h"
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#ifdef OPENXR
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#include <VR/VRRenderer.h>
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#endif
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AsyncImageFileView::AsyncImageFileView(const Path &filename, UI::ImageSizeMode sizeMode, UI::LayoutParams *layoutParams)
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: UI::Clickable(layoutParams), canFocus_(true), filename_(filename), color_(0xFFFFFFFF), sizeMode_(sizeMode), textureFailed_(false), fixedSizeW_(0.0f), fixedSizeH_(0.0f) {}
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@ -368,10 +364,6 @@ GamePauseScreen::~GamePauseScreen() {
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}
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void GamePauseScreen::CreateViews() {
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#ifdef OPENXR
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VR_SetMode(VR_MODE_FLAT_SCREEN);
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#endif
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static const int NUM_SAVESLOTS = 5;
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using namespace UI;
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@ -16,6 +16,7 @@ GLboolean initialized = GL_FALSE;
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GLboolean stageSupported = GL_FALSE;
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GLboolean viewInverted = GL_FALSE;
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VRMode vrMode = VR_MODE_FLAT_SCREEN;
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int view3DCount = 0;
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float menuYaw = 0;
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float recenterYaw = 0;
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@ -434,6 +435,14 @@ VRMode VR_GetMode() {
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return vrMode;
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}
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int VR_GeView3DCount() {
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return view3DCount;
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}
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void VR_SetView3DCount( int value ) {
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view3DCount = value;
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}
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void VR_BindFramebuffer( engine_t* engine, int eye ) {
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if (!initialized) return;
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ovrFramebuffer* frameBuffer = &engine->appState.Renderer.FrameBuffer[eye];
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@ -25,6 +25,9 @@ void VR_EndFrame( engine_t* engine );
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void VR_SetMode( VRMode mode );
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VRMode VR_GetMode();
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int VR_GeView3DCount();
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void VR_SetView3DCount( int value );
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void VR_BindFramebuffer( engine_t* engine, int eye );
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ovrMatrix4f VR_GetMatrix( VRMatrix matrix );
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void VR_SetInvertedProjection( bool inverted );
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