mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
968 lines
30 KiB
C++
968 lines
30 KiB
C++
#include "Common/VR/PPSSPPVR.h"
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#include "Common/VR/VRBase.h"
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#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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#endif
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#include "Common/VR/VRInput.h"
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#include "Common/VR/VRMath.h"
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#include "Common/VR/VRRenderer.h"
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#include "Common/Input/InputState.h"
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#include "Common/Input/KeyCodes.h"
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Input/InputState.h"
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#include "Common/Input/KeyCodes.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/Config.h"
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#include "Core/KeyMap.h"
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#include "Core/System.h"
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enum VRMatrix {
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VR_PROJECTION_MATRIX,
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VR_VIEW_MATRIX_LEFT_EYE,
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VR_VIEW_MATRIX_RIGHT_EYE,
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VR_MATRIX_COUNT
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};
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enum VRMirroring {
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VR_MIRRORING_AXIS_X,
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VR_MIRRORING_AXIS_Y,
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VR_MIRRORING_AXIS_Z,
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VR_MIRRORING_PITCH,
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VR_MIRRORING_YAW,
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VR_MIRRORING_ROLL,
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VR_MIRRORING_COUNT
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};
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static VRAppMode appMode = VR_MENU_MODE;
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static std::map<int, std::map<int, float> > pspAxis;
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static std::map<int, bool> pspKeys; // key can be virtual, so not using the enum.
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static int vr3DGeometryCount = 0;
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static long vrCompat[VR_COMPAT_MAX];
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static bool vrFlatForced = false;
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static bool vrFlatGame = false;
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static float vrMatrix[VR_MATRIX_COUNT][16];
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static bool vrMirroring[VR_MIRRORING_COUNT];
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static int vrMirroringVariant = 0;
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static XrView vrView[2];
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static void (*cbNativeAxis)(const AxisInput *axis, size_t count);
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static bool (*cbNativeKey)(const KeyInput &key);
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static void (*cbNativeTouch)(const TouchInput &touch);
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/*
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================================================================================
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VR button mapping
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================================================================================
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*/
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struct ButtonMapping {
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ovrButton ovr;
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InputKeyCode keycode;
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bool pressed;
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int repeat;
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ButtonMapping(InputKeyCode keycode, ovrButton ovr) {
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this->keycode = keycode;
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this->ovr = ovr;
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pressed = false;
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repeat = 0;
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}
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};
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static std::vector<ButtonMapping> leftControllerMapping = {
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ButtonMapping(NKCODE_BUTTON_X, ovrButton_X),
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ButtonMapping(NKCODE_BUTTON_Y, ovrButton_Y),
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ButtonMapping(NKCODE_ALT_LEFT, ovrButton_GripTrigger),
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ButtonMapping(NKCODE_DPAD_UP, ovrButton_Up),
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ButtonMapping(NKCODE_DPAD_DOWN, ovrButton_Down),
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ButtonMapping(NKCODE_DPAD_LEFT, ovrButton_Left),
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ButtonMapping(NKCODE_DPAD_RIGHT, ovrButton_Right),
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ButtonMapping(NKCODE_BUTTON_THUMBL, ovrButton_LThumb),
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ButtonMapping(NKCODE_ENTER, ovrButton_Trigger),
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ButtonMapping(NKCODE_BACK, ovrButton_Enter),
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};
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static std::vector<ButtonMapping> rightControllerMapping = {
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ButtonMapping(NKCODE_BUTTON_A, ovrButton_A),
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ButtonMapping(NKCODE_BUTTON_B, ovrButton_B),
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ButtonMapping(NKCODE_ALT_RIGHT, ovrButton_GripTrigger),
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ButtonMapping(NKCODE_DPAD_UP, ovrButton_Up),
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ButtonMapping(NKCODE_DPAD_DOWN, ovrButton_Down),
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ButtonMapping(NKCODE_DPAD_LEFT, ovrButton_Left),
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ButtonMapping(NKCODE_DPAD_RIGHT, ovrButton_Right),
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ButtonMapping(NKCODE_BUTTON_THUMBR, ovrButton_RThumb),
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ButtonMapping(NKCODE_ENTER, ovrButton_Trigger),
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};
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static const InputDeviceID controllerIds[] = {DEVICE_ID_XR_CONTROLLER_LEFT, DEVICE_ID_XR_CONTROLLER_RIGHT};
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static std::vector<ButtonMapping> controllerMapping[2] = {
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leftControllerMapping,
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rightControllerMapping
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};
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static bool controllerMotion[2][5] = {};
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static bool hmdMotion[4] = {};
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static float hmdMotionLast[2] = {};
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static float hmdMotionDiff[2] = {};
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static float hmdMotionDiffLast[2] = {};
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static int mouseController = 1;
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static bool mousePressed = false;
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inline float clampFloat(float x, float minValue, float maxValue) {
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if (x < minValue) return minValue;
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if (x > maxValue) return maxValue;
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return x;
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}
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/*
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================================================================================
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VR app flow integration
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================================================================================
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*/
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bool IsVREnabled() {
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// For now, let the OPENXR build flag control enablement.
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// This will change.
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#ifdef OPENXR
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return true;
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#else
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return false;
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#endif
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}
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#if PPSSPP_PLATFORM(ANDROID)
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void InitVROnAndroid(void* vm, void* activity, const char* system, int version, const char* name) {
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//Get device vendor (uppercase)
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char vendor[64];
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sscanf(system, "%[^:]", vendor);
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for (unsigned int i = 0; i < strlen(vendor); i++) {
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if ((vendor[i] >= 'a') && (vendor[i] <= 'z')) {
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vendor[i] = vendor[i] - 'a' + 'A';
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}
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}
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//Set platform flags
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if (strcmp(vendor, "PICO") == 0) {
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VR_SetPlatformFLag(VR_PLATFORM_CONTROLLER_PICO, true);
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VR_SetPlatformFLag(VR_PLATFORM_EXTENSION_INSTANCE, true);
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VR_SetConfigFloat(VR_CONFIG_VIEWPORT_SUPERSAMPLING, 1.0f);
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} else {
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VR_SetPlatformFLag(VR_PLATFORM_CONTROLLER_QUEST, true);
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VR_SetPlatformFLag(VR_PLATFORM_EXTENSION_PASSTHROUGH, true);
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VR_SetPlatformFLag(VR_PLATFORM_EXTENSION_PERFORMANCE, true);
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VR_SetConfigFloat(VR_CONFIG_VIEWPORT_SUPERSAMPLING, 1.3f);
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}
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VR_SetPlatformFLag(VR_PLATFORM_RENDERER_VULKAN, (GPUBackend)g_Config.iGPUBackend == GPUBackend::VULKAN);
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//Init VR
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ovrJava java;
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java.Vm = (JavaVM*)vm;
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java.ActivityObject = (jobject)activity;
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VR_Init(&java, name, version);
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}
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#endif
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void EnterVR(bool firstStart, void* vulkanContext) {
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if (firstStart) {
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engine_t* engine = VR_GetEngine();
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bool useVulkan = (GPUBackend)g_Config.iGPUBackend == GPUBackend::VULKAN;
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if (useVulkan) {
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auto* context = (VulkanContext*)vulkanContext;
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engine->graphicsBindingVulkan = {};
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engine->graphicsBindingVulkan.type = XR_TYPE_GRAPHICS_BINDING_VULKAN_KHR;
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engine->graphicsBindingVulkan.next = NULL;
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engine->graphicsBindingVulkan.device = context->GetDevice();
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engine->graphicsBindingVulkan.instance = context->GetInstance();
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engine->graphicsBindingVulkan.physicalDevice = context->GetCurrentPhysicalDevice();
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engine->graphicsBindingVulkan.queueFamilyIndex = context->GetGraphicsQueueFamilyIndex();
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engine->graphicsBindingVulkan.queueIndex = 0;
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VR_EnterVR(engine, &engine->graphicsBindingVulkan);
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} else {
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VR_EnterVR(engine, nullptr);
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}
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IN_VRInit(engine);
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}
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VR_SetConfig(VR_CONFIG_VIEWPORT_VALID, false);
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}
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void GetVRResolutionPerEye(int* width, int* height) {
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if (VR_GetEngine()->appState.Instance) {
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VR_GetResolution(VR_GetEngine(), width, height);
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}
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}
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void SetVRCallbacks(void (*axis)(const AxisInput *axis, size_t count), bool(*key)(const KeyInput &key), void (*touch)(const TouchInput &touch)) {
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cbNativeAxis = axis;
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cbNativeKey = key;
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cbNativeTouch = touch;
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}
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/*
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================================================================================
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VR input integration
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================================================================================
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*/
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void SetVRAppMode(VRAppMode mode) {
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appMode = mode;
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}
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void UpdateVRInput(bool haptics, float dp_xscale, float dp_yscale) {
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//axis
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if (pspKeys[(int)VIRTKEY_VR_CAMERA_ADJUST]) {
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AxisInput axis[2] = {};
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axis[0].deviceId = DEVICE_ID_DEFAULT;
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axis[1].deviceId = DEVICE_ID_DEFAULT;
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for (int j = 0; j < 2; j++) {
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XrVector2f joystick = IN_VRGetJoystickState(j);
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//horizontal
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axis[0].axisId = j == 0 ? JOYSTICK_AXIS_X : JOYSTICK_AXIS_Z;
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axis[0].value = joystick.x;
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//vertical
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axis[1].axisId = j == 0 ? JOYSTICK_AXIS_Y : JOYSTICK_AXIS_RZ;
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axis[1].value = -joystick.y;
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cbNativeAxis(axis, 2);
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}
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}
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//buttons
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KeyInput keyInput = {};
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for (int j = 0; j < 2; j++) {
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int status = IN_VRGetButtonState(j);
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for (ButtonMapping& m : controllerMapping[j]) {
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//fill KeyInput structure
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bool pressed = status & m.ovr;
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keyInput.flags = pressed ? KEY_DOWN : KEY_UP;
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keyInput.keyCode = m.keycode;
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keyInput.deviceId = controllerIds[j];
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//process the key action
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if (m.pressed != pressed) {
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if (pressed && haptics) {
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INVR_Vibrate(100, j, 1000);
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}
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cbNativeKey(keyInput);
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m.pressed = pressed;
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m.repeat = 0;
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} else if (pressed && (m.repeat > 30)) {
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keyInput.flags |= KEY_IS_REPEAT;
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cbNativeKey(keyInput);
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m.repeat = 0;
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} else {
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m.repeat++;
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}
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}
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}
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//motion control
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if (g_Config.bEnableMotions) {
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for (int j = 0; j < 2; j++) {
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bool activate;
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float limit = g_Config.fMotionLength; //length of needed movement in meters
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XrVector3f axis = {0, 1, 0};
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float center = ToRadians(VR_GetConfigFloat(VR_CONFIG_MENU_YAW));
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XrQuaternionf orientation = XrQuaternionf_CreateFromVectorAngle(axis, center);
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XrVector3f position = XrQuaternionf_Rotate(orientation, IN_VRGetPose(j).position);
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//up
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activate = position.y > limit;
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keyInput.flags = activate ? KEY_DOWN : KEY_UP;
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keyInput.keyCode = NKCODE_EXT_MOTION_UP;
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keyInput.deviceId = controllerIds[j];
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if (controllerMotion[j][0] != activate) cbNativeKey(keyInput);
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controllerMotion[j][0] = activate;
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//down
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activate = position.y < -limit * 1.5f;
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keyInput.flags = activate ? KEY_DOWN : KEY_UP;
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keyInput.keyCode = NKCODE_EXT_MOTION_DOWN;
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keyInput.deviceId = controllerIds[j];
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if (controllerMotion[j][1] != activate) cbNativeKey(keyInput);
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controllerMotion[j][1] = activate;
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//left
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activate = position.x < -limit * (j == 0 ? 1.0f : 0.25f);
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keyInput.flags = activate ? KEY_DOWN : KEY_UP;
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keyInput.keyCode = NKCODE_EXT_MOTION_LEFT;
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keyInput.deviceId = controllerIds[j];
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if (controllerMotion[j][2] != activate) cbNativeKey(keyInput);
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controllerMotion[j][2] = activate;
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//right
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activate = position.x > limit * (j == 1 ? 1.0f : 0.25f);
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keyInput.flags = activate ? KEY_DOWN : KEY_UP;
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keyInput.keyCode = NKCODE_EXT_MOTION_RIGHT;
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keyInput.deviceId = controllerIds[j];
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if (controllerMotion[j][3] != activate) cbNativeKey(keyInput);
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controllerMotion[j][3] = activate;
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//forward
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activate = position.z < -limit;
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keyInput.flags = activate ? KEY_DOWN : KEY_UP;
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keyInput.keyCode = NKCODE_EXT_MOTION_FORWARD;
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keyInput.deviceId = controllerIds[j];
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if (controllerMotion[j][4] != activate) cbNativeKey(keyInput);
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controllerMotion[j][4] = activate;
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}
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}
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// Head control
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if (g_Config.bHeadRotationEnabled) {
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float pitch = -VR_GetHMDAngles().x;
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float yaw = -VR_GetHMDAngles().y;
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bool disable = vrFlatForced || appMode == VR_MENU_MODE;
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bool isVR = !IsFlatVRScene();
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// calculate delta angles of the rotation
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if (isVR) {
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float f = g_Config.bHeadRotationSmoothing ? 0.5f : 1.0f;
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float deltaPitch = pitch - hmdMotionLast[0];
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float deltaYaw = yaw - hmdMotionLast[1];
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while (deltaYaw >= 180) deltaYaw -= 360;
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while (deltaYaw < -180) deltaYaw += 360;
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hmdMotionLast[0] = pitch;
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hmdMotionLast[1] = yaw;
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hmdMotionDiffLast[0] = hmdMotionDiffLast[0] * (1-f) + hmdMotionDiff[0] * f;
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hmdMotionDiffLast[1] = hmdMotionDiffLast[1] * (1-f) + hmdMotionDiff[1] * f;
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hmdMotionDiff[0] += deltaPitch;
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hmdMotionDiff[1] += deltaYaw;
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pitch = hmdMotionDiff[0];
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yaw = hmdMotionDiff[1];
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}
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bool activate;
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float limit = isVR ? g_Config.fHeadRotationScale : 20;
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keyInput.deviceId = DEVICE_ID_XR_HMD;
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//left
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activate = !disable && yaw < -limit;
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keyInput.flags = activate ? KEY_DOWN : KEY_UP;
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keyInput.keyCode = NKCODE_EXT_ROTATION_LEFT;
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if (hmdMotion[2] != activate) cbNativeKey(keyInput);
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if (isVR && activate) hmdMotionDiff[1] += limit;
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hmdMotion[2] = activate;
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//right
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activate = !disable && yaw > limit;
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keyInput.flags = activate ? KEY_DOWN : KEY_UP;
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keyInput.keyCode = NKCODE_EXT_ROTATION_RIGHT;
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if (hmdMotion[3] != activate) cbNativeKey(keyInput);
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if (isVR && activate) hmdMotionDiff[1] -= limit;
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hmdMotion[3] = activate;
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}
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// Camera adjust
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if (pspKeys[VIRTKEY_VR_CAMERA_ADJUST]) {
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for (auto& device : pspAxis) {
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for (auto& axis : device.second) {
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switch(axis.first) {
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case JOYSTICK_AXIS_X:
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if (axis.second < -0.75f) g_Config.fCameraSide -= 0.1f;
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if (axis.second > 0.75f) g_Config.fCameraSide += 0.1f;
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g_Config.fCameraSide = clampFloat(g_Config.fCameraSide, -150.0f, 150.0f);
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break;
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case JOYSTICK_AXIS_Y:
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if (axis.second > 0.75f) g_Config.fCameraHeight -= 0.1f;
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if (axis.second < -0.75f) g_Config.fCameraHeight += 0.1f;
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g_Config.fCameraHeight = clampFloat(g_Config.fCameraHeight, -150.0f, 150.0f);
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break;
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case JOYSTICK_AXIS_Z:
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if (axis.second < -0.75f) g_Config.fCameraPitch -= 0.5f;
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if (axis.second > 0.75f) g_Config.fCameraPitch += 0.5f;
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g_Config.fCameraPitch = clampFloat(g_Config.fCameraPitch, -90.0f, 90.0f);
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break;
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case JOYSTICK_AXIS_RZ:
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if (axis.second > 0.75f) g_Config.fCameraDistance -= 0.1f;
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if (axis.second < -0.75f) g_Config.fCameraDistance += 0.1f;
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g_Config.fCameraDistance = clampFloat(g_Config.fCameraDistance, -150.0f, 150.0f);
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break;
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}
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}
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}
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}
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//enable or disable mouse
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for (int j = 0; j < 2; j++) {
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bool pressed = IN_VRGetButtonState(j) & ovrButton_Trigger;
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if (pressed) {
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int lastController = mouseController;
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mouseController = j;
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//prevent misclicks when changing the left/right controller
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if (lastController != mouseController) {
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mousePressed = true;
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}
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}
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}
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//mouse cursor
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if ((mouseController >= 0) && ((appMode == VR_DIALOG_MODE) || (appMode == VR_MENU_MODE))) {
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//get position on screen
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XrPosef pose = IN_VRGetPose(mouseController);
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XrVector3f angles = XrQuaternionf_ToEulerAngles(pose.orientation);
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float width = (float)VR_GetConfig(VR_CONFIG_VIEWPORT_WIDTH);
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float height = (float)VR_GetConfig(VR_CONFIG_VIEWPORT_HEIGHT);
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float cx = width / 2;
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float cy = height / 2;
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float speed = (cx + cy) / 2;
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float x = cx - tan(ToRadians(angles.y - VR_GetConfigFloat(VR_CONFIG_MENU_YAW))) * speed;
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float y = cy - tan(ToRadians(angles.x)) * speed * VR_GetConfigFloat(VR_CONFIG_CANVAS_ASPECT);
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x *= VR_GetConfigFloat(VR_CONFIG_VIEWPORT_SUPERSAMPLING);
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y *= VR_GetConfigFloat(VR_CONFIG_VIEWPORT_SUPERSAMPLING);
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//set renderer
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VR_SetConfig(VR_CONFIG_MOUSE_X, (int)x);
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VR_SetConfig(VR_CONFIG_MOUSE_Y, (int)y);
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VR_SetConfig(VR_CONFIG_MOUSE_SIZE, 6 * (int)pow(VR_GetConfigFloat(VR_CONFIG_CANVAS_DISTANCE), 0.25f));
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VR_SetConfig(VR_CONFIG_CANVAS_6DOF, g_Config.bEnable6DoF);
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//inform engine about the status
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TouchInput touch;
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touch.id = mouseController;
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touch.x = x * dp_xscale;
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touch.y = (height - y - 1) * dp_yscale / VR_GetConfigFloat(VR_CONFIG_CANVAS_ASPECT);
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bool pressed = IN_VRGetButtonState(mouseController) & ovrButton_Trigger;
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if (mousePressed != pressed) {
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if (pressed) {
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touch.flags = TOUCH_DOWN;
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cbNativeTouch(touch);
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touch.flags = TOUCH_UP;
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cbNativeTouch(touch);
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}
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mousePressed = pressed;
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}
|
|
|
|
// mouse wheel emulation
|
|
// TODO: Spams key-up events if nothing changed!
|
|
for (int j = 0; j < 2; j++) {
|
|
keyInput.deviceId = controllerIds[j];
|
|
float scroll = -IN_VRGetJoystickState(j).y;
|
|
keyInput.flags = scroll < -0.5f ? KEY_DOWN : KEY_UP;
|
|
keyInput.keyCode = NKCODE_EXT_MOUSEWHEEL_UP;
|
|
cbNativeKey(keyInput);
|
|
keyInput.flags = scroll > 0.5f ? KEY_DOWN : KEY_UP;
|
|
keyInput.keyCode = NKCODE_EXT_MOUSEWHEEL_DOWN;
|
|
cbNativeKey(keyInput);
|
|
}
|
|
} else {
|
|
VR_SetConfig(VR_CONFIG_MOUSE_SIZE, 0);
|
|
}
|
|
}
|
|
|
|
bool UpdateVRAxis(const AxisInput *axes, size_t count) {
|
|
for (size_t i = 0; i < count; i++) {
|
|
const AxisInput &axis = axes[i];
|
|
if (pspAxis.find(axis.deviceId) == pspAxis.end()) {
|
|
pspAxis[axis.deviceId] = std::map<int, float>();
|
|
}
|
|
pspAxis[axis.deviceId][axis.axisId] = axis.value;
|
|
}
|
|
return !pspKeys[VIRTKEY_VR_CAMERA_ADJUST];
|
|
}
|
|
|
|
bool UpdateVRKeys(const KeyInput &key) {
|
|
//store key value
|
|
std::vector<int> nativeKeys;
|
|
bool wasScreenKeyOn = pspKeys[CTRL_SCREEN];
|
|
bool wasCameraAdjustOn = pspKeys[VIRTKEY_VR_CAMERA_ADJUST];
|
|
if (KeyMap::InputMappingToPspButton(InputMapping(key.deviceId, key.keyCode), &nativeKeys)) {
|
|
for (int& nativeKey : nativeKeys) {
|
|
pspKeys[nativeKey] = key.flags & KEY_DOWN;
|
|
}
|
|
}
|
|
|
|
//block VR controller keys in the UI mode
|
|
if ((key.deviceId == controllerIds[0]) || (key.deviceId == controllerIds[1])) {
|
|
if ((appMode == VR_DIALOG_MODE) || (appMode == VR_MENU_MODE)) {
|
|
switch (key.keyCode) {
|
|
case NKCODE_BACK:
|
|
case NKCODE_EXT_MOUSEWHEEL_UP:
|
|
case NKCODE_EXT_MOUSEWHEEL_DOWN:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update force flat 2D mode
|
|
if (g_Config.bManualForceVR) {
|
|
if (!wasScreenKeyOn && pspKeys[CTRL_SCREEN]) {
|
|
vrFlatForced = !vrFlatForced;
|
|
}
|
|
} else {
|
|
vrFlatForced = pspKeys[CTRL_SCREEN];
|
|
}
|
|
|
|
// Release keys on enabling camera adjust
|
|
if (!wasCameraAdjustOn && pspKeys[VIRTKEY_VR_CAMERA_ADJUST]) {
|
|
KeyInput keyUp;
|
|
keyUp.deviceId = key.deviceId;
|
|
keyUp.flags = KEY_UP;
|
|
|
|
pspKeys[VIRTKEY_VR_CAMERA_ADJUST] = false;
|
|
for (auto& pspKey : pspKeys) {
|
|
if (pspKey.second) {
|
|
keyUp.keyCode = (InputKeyCode)pspKey.first;
|
|
cbNativeKey(keyUp);
|
|
}
|
|
}
|
|
pspKeys[VIRTKEY_VR_CAMERA_ADJUST] = true;
|
|
}
|
|
|
|
// Reset camera adjust
|
|
if (pspKeys[VIRTKEY_VR_CAMERA_ADJUST] && pspKeys[VIRTKEY_VR_CAMERA_RESET]) {
|
|
g_Config.fCameraHeight = 0;
|
|
g_Config.fCameraSide = 0;
|
|
g_Config.fCameraDistance = 0;
|
|
g_Config.fCameraPitch = 0;
|
|
}
|
|
|
|
//block keys by camera adjust
|
|
return !pspKeys[VIRTKEY_VR_CAMERA_ADJUST];
|
|
}
|
|
|
|
/*
|
|
================================================================================
|
|
|
|
// VR games compatibility
|
|
|
|
================================================================================
|
|
*/
|
|
|
|
#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES
|
|
|
|
void PreprocessSkyplane(GLRStep* step) {
|
|
|
|
// Do not do anything if the scene is not in VR.
|
|
if (IsFlatVRScene()) {
|
|
return;
|
|
}
|
|
|
|
// Check if it is the step we need to modify.
|
|
for (auto& cmd : step->commands) {
|
|
if (cmd.cmd == GLRRenderCommand::BIND_FB_TEXTURE) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Clear sky with the fog color.
|
|
if (!vrCompat[VR_COMPAT_FBO_CLEAR]) {
|
|
GLRRenderData &skyClear = step->commands.insert(step->commands.begin());
|
|
skyClear.cmd = GLRRenderCommand::CLEAR;
|
|
skyClear.clear.colorMask = 0xF;
|
|
skyClear.clear.clearMask = GL_COLOR_BUFFER_BIT; // don't need to initialize clearZ, clearStencil
|
|
skyClear.clear.clearColor = vrCompat[VR_COMPAT_FOG_COLOR];
|
|
skyClear.clear.scissorX = 0;
|
|
skyClear.clear.scissorY = 0;
|
|
skyClear.clear.scissorW = 0; // signal no scissor
|
|
skyClear.clear.scissorH = 0;
|
|
vrCompat[VR_COMPAT_FBO_CLEAR] = true;
|
|
}
|
|
|
|
// Remove original sky plane.
|
|
bool depthEnabled = false;
|
|
for (auto& command : step->commands) {
|
|
if (command.cmd == GLRRenderCommand::DEPTH) {
|
|
depthEnabled = command.depth.enabled;
|
|
} else if ((command.cmd == GLRRenderCommand::DRAW && command.draw.indexBuffer != nullptr) && !depthEnabled) {
|
|
command.draw.count = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PreprocessStepVR(void* step) {
|
|
auto* glrStep = (GLRStep*)step;
|
|
if (vrCompat[VR_COMPAT_SKYPLANE]) PreprocessSkyplane(glrStep);
|
|
}
|
|
|
|
#else
|
|
|
|
void PreprocessStepVR(void* step) {}
|
|
|
|
#endif
|
|
|
|
void SetVRCompat(VRCompatFlag flag, long value) {
|
|
vrCompat[flag] = value;
|
|
}
|
|
|
|
/*
|
|
================================================================================
|
|
|
|
VR rendering integration
|
|
|
|
================================================================================
|
|
*/
|
|
|
|
void* BindVRFramebuffer() {
|
|
return VR_BindFramebuffer(VR_GetEngine());
|
|
}
|
|
|
|
bool StartVRRender() {
|
|
if (!VR_GetConfig(VR_CONFIG_VIEWPORT_VALID)) {
|
|
VR_InitRenderer(VR_GetEngine());
|
|
VR_SetConfig(VR_CONFIG_VIEWPORT_VALID, true);
|
|
}
|
|
|
|
if (VR_InitFrame(VR_GetEngine())) {
|
|
|
|
// VR flags
|
|
bool vrIncompatibleGame = PSP_CoreParameter().compat.vrCompat().ForceFlatScreen;
|
|
bool vrMode = (g_Config.bEnableVR || g_Config.bEnableImmersiveVR) && !vrIncompatibleGame;
|
|
bool vrScene = !vrFlatForced && (g_Config.bManualForceVR || (vr3DGeometryCount > 15));
|
|
bool vrStereo = !PSP_CoreParameter().compat.vrCompat().ForceMono && g_Config.bEnableStereo;
|
|
|
|
// Get VR status
|
|
for (int eye = 0; eye < ovrMaxNumEyes; eye++) {
|
|
vrView[eye] = VR_GetView(eye);
|
|
}
|
|
UpdateVRViewMatrices();
|
|
|
|
// Update projection matrix
|
|
XrFovf fov = {};
|
|
for (int eye = 0; eye < ovrMaxNumEyes; eye++) {
|
|
fov.angleLeft += vrView[eye].fov.angleLeft / 2.0f;
|
|
fov.angleRight += vrView[eye].fov.angleRight / 2.0f;
|
|
fov.angleUp += vrView[eye].fov.angleUp / 2.0f;
|
|
fov.angleDown += vrView[eye].fov.angleDown / 2.0f;
|
|
}
|
|
float nearZ = 0.01f;
|
|
float tanAngleLeft = tanf(fov.angleLeft);
|
|
float tanAngleRight = tanf(fov.angleRight);
|
|
float tanAngleDown = tanf(fov.angleDown);
|
|
float tanAngleUp = tanf(fov.angleUp);
|
|
float M[16] = {};
|
|
M[0] = 2 / (tanAngleRight - tanAngleLeft);
|
|
M[5] = 2 / (tanAngleUp - tanAngleDown);
|
|
M[8] = (tanAngleRight + tanAngleLeft) / (tanAngleRight - tanAngleLeft);
|
|
M[9] = (tanAngleUp + tanAngleDown) / (tanAngleUp - tanAngleDown);
|
|
M[10] = -1;
|
|
M[11] = -1;
|
|
M[14] = -(nearZ + nearZ);
|
|
if (g_Config.bEnableImmersiveVR) {
|
|
M[0] /= 2.0f;
|
|
}
|
|
memcpy(vrMatrix[VR_PROJECTION_MATRIX], M, sizeof(float) * 16);
|
|
|
|
// Decide if the scene is 3D or not
|
|
VR_SetConfigFloat(VR_CONFIG_CANVAS_ASPECT, 480.0f / 272.0f);
|
|
if (vrMode && vrScene && (appMode == VR_GAME_MODE)) {
|
|
VR_SetConfig(VR_CONFIG_MODE, vrStereo ? VR_MODE_STEREO_6DOF : VR_MODE_MONO_6DOF);
|
|
VR_SetConfig(VR_CONFIG_REPROJECTION, g_Config.bEnableImmersiveVR ? 0 : 1);
|
|
vrFlatGame = false;
|
|
} else if (appMode == VR_GAME_MODE) {
|
|
VR_SetConfig(VR_CONFIG_MODE, vrStereo ? VR_MODE_STEREO_SCREEN : VR_MODE_MONO_SCREEN);
|
|
if (IsGameVRScene()) {
|
|
vrFlatGame = true;
|
|
}
|
|
} else {
|
|
VR_SetConfig(VR_CONFIG_MODE, VR_MODE_MONO_SCREEN);
|
|
}
|
|
vr3DGeometryCount /= 2;
|
|
|
|
// Set compatibility
|
|
vrCompat[VR_COMPAT_SKYPLANE] = PSP_CoreParameter().compat.vrCompat().Skyplane;
|
|
|
|
// Set customizations
|
|
VR_SetConfigFloat(VR_CONFIG_CANVAS_DISTANCE, vrScene && (appMode == VR_GAME_MODE) ? g_Config.fCanvas3DDistance : g_Config.fCanvasDistance);
|
|
VR_SetConfig(VR_CONFIG_PASSTHROUGH, g_Config.bPassthrough && IsPassthroughSupported());
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void FinishVRRender() {
|
|
VR_FinishFrame(VR_GetEngine());
|
|
}
|
|
|
|
void PreVRFrameRender(int fboIndex) {
|
|
VR_BeginFrame(VR_GetEngine(), fboIndex);
|
|
vrCompat[VR_COMPAT_FBO_CLEAR] = false;
|
|
}
|
|
|
|
void PostVRFrameRender() {
|
|
VR_EndFrame(VR_GetEngine());
|
|
}
|
|
|
|
int GetVRFBOIndex() {
|
|
return VR_GetConfig(VR_CONFIG_CURRENT_FBO);
|
|
}
|
|
|
|
int GetVRPassesCount() {
|
|
bool vrStereo = !PSP_CoreParameter().compat.vrCompat().ForceMono && g_Config.bEnableStereo;
|
|
return vrStereo ? 2 : 1;
|
|
}
|
|
|
|
bool IsPassthroughSupported() {
|
|
return VR_GetPlatformFlag(VR_PLATFORM_EXTENSION_PASSTHROUGH);
|
|
}
|
|
|
|
bool IsFlatVRGame() {
|
|
return vrFlatGame;
|
|
}
|
|
|
|
bool IsFlatVRScene() {
|
|
if (g_Config.bForceVR && (!vrFlatForced || !g_Config.bManualForceVR)) {
|
|
return false;
|
|
}
|
|
int vrMode = VR_GetConfig(VR_CONFIG_MODE);
|
|
return (vrMode == VR_MODE_MONO_SCREEN) || (vrMode == VR_MODE_STEREO_SCREEN);
|
|
}
|
|
|
|
bool IsGameVRScene() {
|
|
return (appMode == VR_GAME_MODE) || (appMode == VR_DIALOG_MODE);
|
|
}
|
|
|
|
bool Is2DVRObject(float* projMatrix, bool ortho) {
|
|
|
|
// Quick analyze if the object is in 2D
|
|
if ((fabs(fabs(projMatrix[12]) - 1.0f) < EPSILON) && (fabs(fabs(projMatrix[13]) - 1.0f) < EPSILON) && (fabs(fabs(projMatrix[14]) - 1.0f) < EPSILON)) {
|
|
return true;
|
|
} else if ((fabs(projMatrix[0]) > 10.0f) && (fabs(projMatrix[5]) > 10.0f)) {
|
|
return true;
|
|
} else if (fabs(projMatrix[15] - 1) < EPSILON) {
|
|
return true;
|
|
}
|
|
|
|
// Update 3D geometry count
|
|
bool identity = IsMatrixIdentity(projMatrix);
|
|
if (!identity && !ortho) {
|
|
vr3DGeometryCount++;
|
|
}
|
|
return identity || ortho;
|
|
}
|
|
|
|
void UpdateVRParams(float* projMatrix) {
|
|
|
|
// Set mirroring of axes
|
|
vrMirroring[VR_MIRRORING_AXIS_X] = projMatrix[0] < 0;
|
|
vrMirroring[VR_MIRRORING_AXIS_Y] = projMatrix[5] < 0;
|
|
vrMirroring[VR_MIRRORING_AXIS_Z] = projMatrix[10] > 0;
|
|
|
|
int variant = 1;
|
|
variant += projMatrix[0] < 0;
|
|
variant += (projMatrix[5] < 0) << 1;
|
|
variant += (projMatrix[10] < 0) << 2;
|
|
if (PSP_CoreParameter().compat.vrCompat().MirroringVariant > 0) {
|
|
variant = PSP_CoreParameter().compat.vrCompat().MirroringVariant;
|
|
}
|
|
|
|
switch (variant) {
|
|
case 1: //e.g. ATV
|
|
vrMirroring[VR_MIRRORING_PITCH] = false;
|
|
vrMirroring[VR_MIRRORING_YAW] = true;
|
|
vrMirroring[VR_MIRRORING_ROLL] = true;
|
|
break;
|
|
case 2: //e.g. Tales of the World
|
|
vrMirroring[VR_MIRRORING_PITCH] = false;
|
|
vrMirroring[VR_MIRRORING_YAW] = false;
|
|
vrMirroring[VR_MIRRORING_ROLL] = false;
|
|
break;
|
|
case 3: //e.g.PES 2014
|
|
case 4: //untested
|
|
case 6: //e.g Dante's Inferno
|
|
case 8: //untested
|
|
vrMirroring[VR_MIRRORING_PITCH] = true;
|
|
vrMirroring[VR_MIRRORING_YAW] = true;
|
|
vrMirroring[VR_MIRRORING_ROLL] = false;
|
|
break;
|
|
case 5: //e.g. Assassins Creed
|
|
case 7: //e.g. Ghost in the shell
|
|
vrMirroring[VR_MIRRORING_PITCH] = true;
|
|
vrMirroring[VR_MIRRORING_YAW] = false;
|
|
vrMirroring[VR_MIRRORING_ROLL] = true;
|
|
break;
|
|
default:
|
|
assert(false);
|
|
std::exit(1);
|
|
}
|
|
|
|
if (vrMirroringVariant != variant) {
|
|
vrMirroringVariant = variant;
|
|
UpdateVRViewMatrices();
|
|
}
|
|
}
|
|
|
|
void UpdateVRProjection(float* projMatrix, float* output) {
|
|
for (int i = 0; i < 16; i++) {
|
|
if (!IsVREnabled()) {
|
|
output[i] = projMatrix[i];
|
|
} else if (PSP_CoreParameter().compat.vrCompat().ProjectionHack && ((i == 8) || (i == 9))) {
|
|
output[i] = 0;
|
|
} else if (fabs(projMatrix[i]) > 0) {
|
|
output[i] = vrMatrix[VR_PROJECTION_MATRIX][i];
|
|
if ((output[i] > 0) != (projMatrix[i] > 0)) {
|
|
output[i] *= -1.0f;
|
|
}
|
|
} else {
|
|
output[i] = 0;
|
|
}
|
|
}
|
|
output[11] *= g_Config.fFieldOfViewPercentage / 100.0f;
|
|
}
|
|
|
|
void UpdateVRView(float* leftEye, float* rightEye) {
|
|
float* dst[] = {leftEye, rightEye};
|
|
float* matrix[] = {vrMatrix[VR_VIEW_MATRIX_LEFT_EYE], vrMatrix[VR_VIEW_MATRIX_RIGHT_EYE]};
|
|
for (int index = 0; index < 2; index++) {
|
|
|
|
// Validate the view matrix
|
|
if (PSP_CoreParameter().compat.vrCompat().IdentityViewHack && IsMatrixIdentity(dst[index])) {
|
|
return;
|
|
}
|
|
|
|
// Get view matrix from the game
|
|
Lin::Matrix4x4 gameView = {};
|
|
memcpy(gameView.m, dst[index], 16 * sizeof(float));
|
|
|
|
// Get view matrix from the headset
|
|
Lin::Matrix4x4 hmdView = {};
|
|
memcpy(hmdView.m, matrix[index], 16 * sizeof(float));
|
|
|
|
// Combine the matrices
|
|
Lin::Matrix4x4 renderView = hmdView * gameView;
|
|
memcpy(dst[index], renderView.m, 16 * sizeof(float));
|
|
}
|
|
}
|
|
|
|
void UpdateVRViewMatrices() {
|
|
|
|
// Get 6DoF scale
|
|
float scale = 1.0f;
|
|
if (PSP_CoreParameter().compat.vrCompat().UnitsPerMeter > 0) {
|
|
scale = PSP_CoreParameter().compat.vrCompat().UnitsPerMeter;
|
|
}
|
|
|
|
// Get input
|
|
XrPosef invView = XrPosef_Identity();
|
|
if (IsVREnabled()) {
|
|
invView = vrView[0].pose;
|
|
}
|
|
bool flatScreen = false;
|
|
int vrMode = VR_GetConfig(VR_CONFIG_MODE);
|
|
if ((vrMode == VR_MODE_MONO_SCREEN) || (vrMode == VR_MODE_STEREO_SCREEN)) {
|
|
invView = XrPosef_Identity();
|
|
flatScreen = true;
|
|
}
|
|
|
|
// get axis mirroring configuration
|
|
float mx = vrMirroring[VR_MIRRORING_PITCH] ? -1.0f : 1.0f;
|
|
float my = vrMirroring[VR_MIRRORING_YAW] ? -1.0f : 1.0f;
|
|
float mz = vrMirroring[VR_MIRRORING_ROLL] ? -1.0f : 1.0f;
|
|
|
|
// ensure there is maximally one axis to mirror rotation
|
|
if (mx + my + mz < 0) {
|
|
mx *= -1.0f;
|
|
my *= -1.0f;
|
|
mz *= -1.0f;
|
|
} else {
|
|
invView = XrPosef_Inverse(invView);
|
|
}
|
|
|
|
// apply camera pitch
|
|
float s = sin(ToRadians(g_Config.fCameraPitch));
|
|
float c = cos(ToRadians(g_Config.fCameraPitch));
|
|
XrVector3f positionOffset = {g_Config.fCameraSide, g_Config.fCameraHeight, g_Config.fCameraDistance};
|
|
positionOffset = {positionOffset.x, s * positionOffset.z + c * positionOffset.y, c * positionOffset.z - s * positionOffset.y};
|
|
XrQuaternionf rotationOffset = XrQuaternionf_CreateFromVectorAngle({1, 0, 0}, ToRadians(g_Config.fCameraPitch));
|
|
invView.orientation = XrQuaternionf_Multiply(rotationOffset, invView.orientation);
|
|
|
|
// decompose rotation
|
|
XrVector3f rotation = XrQuaternionf_ToEulerAngles(invView.orientation);
|
|
float mPitch = mx * ToRadians(rotation.x);
|
|
float mYaw = my * ToRadians(rotation.y);
|
|
float mRoll = mz * ToRadians(rotation.z);
|
|
|
|
// use in-game camera interpolated rotation
|
|
if (g_Config.bHeadRotationEnabled) mYaw = -my * ToRadians(hmdMotionDiffLast[1]); // horizontal
|
|
|
|
// create updated quaternion
|
|
XrQuaternionf pitch = XrQuaternionf_CreateFromVectorAngle({1, 0, 0}, mPitch);
|
|
XrQuaternionf yaw = XrQuaternionf_CreateFromVectorAngle({0, 1, 0}, mYaw);
|
|
XrQuaternionf roll = XrQuaternionf_CreateFromVectorAngle({0, 0, 1}, mRoll);
|
|
invView.orientation = XrQuaternionf_Multiply(roll, XrQuaternionf_Multiply(pitch, yaw));
|
|
if (!VR_GetConfig(VR_CONFIG_REPROJECTION)) {
|
|
float axis = vrMirroring[VR_MIRRORING_PITCH] ? -1.0f : 1.0f;
|
|
invView.orientation = XrQuaternionf_CreateFromVectorAngle({axis, 0, 0}, ToRadians(g_Config.fCameraPitch));
|
|
}
|
|
|
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float M[16];
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|
XrQuaternionf_ToMatrix4f(&invView.orientation, M);
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|
|
|
// Apply 6Dof head movement
|
|
if (g_Config.bEnable6DoF && !g_Config.bHeadRotationEnabled && IsVREnabled()) {
|
|
M[3] -= vrView[0].pose.position.x * (vrMirroring[VR_MIRRORING_AXIS_X] ? -1.0f : 1.0f) * scale;
|
|
M[7] -= vrView[0].pose.position.y * (vrMirroring[VR_MIRRORING_AXIS_Y] ? -1.0f : 1.0f) * scale;
|
|
M[11] -= vrView[0].pose.position.z * (vrMirroring[VR_MIRRORING_AXIS_Z] ? -1.0f : 1.0f) * scale;
|
|
}
|
|
// Camera adjust - distance
|
|
if (fabsf(positionOffset.z) > 0.0f) {
|
|
XrVector3f forward = {0.0f, 0.0f, positionOffset.z * scale};
|
|
forward = XrQuaternionf_Rotate(invView.orientation, forward);
|
|
forward = XrVector3f_ScalarMultiply(forward, vrMirroring[VR_MIRRORING_AXIS_Z] ? -1.0f : 1.0f);
|
|
M[3] += forward.x;
|
|
M[7] += forward.y;
|
|
M[11] += forward.z;
|
|
}
|
|
// Camera adjust - height
|
|
if (fabsf(positionOffset.y) > 0.0f) {
|
|
XrVector3f up = {0.0f, -positionOffset.y * scale, 0.0f};
|
|
up = XrQuaternionf_Rotate(invView.orientation, up);
|
|
up = XrVector3f_ScalarMultiply(up, vrMirroring[VR_MIRRORING_AXIS_Y] ? -1.0f : 1.0f);
|
|
M[3] += up.x;
|
|
M[7] += up.y;
|
|
M[11] += up.z;
|
|
}
|
|
// Camera adjust - side
|
|
if (fabsf(positionOffset.x) > 0.0f) {
|
|
XrVector3f side = {-positionOffset.x * scale, 0.0f, 0.0f};
|
|
side = XrQuaternionf_Rotate(invView.orientation, side);
|
|
side = XrVector3f_ScalarMultiply(side, vrMirroring[VR_MIRRORING_AXIS_X] ? -1.0f : 1.0f);
|
|
M[3] += side.x;
|
|
M[7] += side.y;
|
|
M[11] += side.z;
|
|
}
|
|
|
|
for (int matrix = VR_VIEW_MATRIX_LEFT_EYE; matrix <= VR_VIEW_MATRIX_RIGHT_EYE; matrix++) {
|
|
|
|
// Stereoscopy
|
|
bool vrStereo = !PSP_CoreParameter().compat.vrCompat().ForceMono && g_Config.bEnableStereo;
|
|
if (vrStereo && IsVREnabled()) {
|
|
bool mirrored = vrMirroring[VR_MIRRORING_AXIS_Z] ^ (matrix == VR_VIEW_MATRIX_RIGHT_EYE);
|
|
float dx = fabs(vrView[1].pose.position.x - vrView[0].pose.position.x);
|
|
float dy = fabs(vrView[1].pose.position.y - vrView[0].pose.position.y);
|
|
float dz = fabs(vrView[1].pose.position.z - vrView[0].pose.position.z);
|
|
float ipd = sqrt(dx * dx + dy * dy + dz * dz);
|
|
XrVector3f separation = {ipd * scale * 0.5f, 0.0f, 0.0f};
|
|
separation = XrQuaternionf_Rotate(invView.orientation, separation);
|
|
separation = XrVector3f_ScalarMultiply(separation, mirrored ? -1.0f : 2.0f);
|
|
M[3] += separation.x;
|
|
M[7] += separation.y;
|
|
M[11] += separation.z;
|
|
}
|
|
|
|
memcpy(vrMatrix[matrix], M, sizeof(float) * 16);
|
|
}
|
|
}
|