source-sdk-2013/mp/src/game/client/client_virtualreality.cpp
Joe Ludwig beaae8ac45 Updated the SDK with the latest code from the TF and HL2 branches
* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
2013-12-03 08:54:16 -08:00

1506 lines
54 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "client_virtualreality.h"
#include "materialsystem/itexture.h"
#include "materialsystem/materialsystem_config.h"
#include "view_shared.h"
#include "view_scene.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "vgui_controls/Controls.h"
#include "sourcevr/isourcevirtualreality.h"
#include "ienginevgui.h"
#include "cdll_client_int.h"
#include "vgui/IVGui.h"
#include "vgui_controls/Controls.h"
#include "tier0/vprof_telemetry.h"
#include <time.h>
const char *COM_GetModDirectory(); // return the mod dir (rather than the complete -game param, which can be a path)
CClientVirtualReality g_ClientVirtualReality;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CClientVirtualReality, IClientVirtualReality,
CLIENTVIRTUALREALITY_INTERFACE_VERSION, g_ClientVirtualReality );
// --------------------------------------------------------------------
// A huge pile of VR convars
// --------------------------------------------------------------------
ConVar vr_activate_default( "vr_activate_default", "0", FCVAR_ARCHIVE, "If this is true the game will switch to VR mode once startup is complete." );
ConVar vr_moveaim_mode ( "vr_moveaim_mode", "3", FCVAR_ARCHIVE, "0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful." );
ConVar vr_moveaim_mode_zoom ( "vr_moveaim_mode_zoom", "3", FCVAR_ARCHIVE, "0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful." );
ConVar vr_moveaim_reticle_yaw_limit ( "vr_moveaim_reticle_yaw_limit", "10", FCVAR_ARCHIVE, "Beyond this number of degrees, the mouse drags the torso" );
ConVar vr_moveaim_reticle_pitch_limit ( "vr_moveaim_reticle_pitch_limit", "30", FCVAR_ARCHIVE, "Beyond this number of degrees, the mouse clamps" );
// Note these are scaled by the zoom factor.
ConVar vr_moveaim_reticle_yaw_limit_zoom ( "vr_moveaim_reticle_yaw_limit_zoom", "0", FCVAR_ARCHIVE, "Beyond this number of degrees, the mouse drags the torso" );
ConVar vr_moveaim_reticle_pitch_limit_zoom ( "vr_moveaim_reticle_pitch_limit_zoom", "-1", FCVAR_ARCHIVE, "Beyond this number of degrees, the mouse clamps" );
// This are somewhat obsolete.
ConVar vr_aim_yaw_offset( "vr_aim_yaw_offset", "90", 0, "This value is added to Yaw when returning the vehicle aim angles to Source." );
ConVar vr_stereo_swap_eyes ( "vr_stereo_swap_eyes", "0", 0, "1=swap eyes." );
// Useful for debugging wacky-projection problems, separate from multi-rendering problems.
ConVar vr_stereo_mono_set_eye ( "vr_stereo_mono_set_eye", "0", 0, "0=off, Set all eyes to 1=left, 2=right, 3=middle eye" );
// Useful for examining anims, etc.
ConVar vr_debug_remote_cam( "vr_debug_remote_cam", "0" );
ConVar vr_debug_remote_cam_pos_x( "vr_debug_remote_cam_pos_x", "150.0" );
ConVar vr_debug_remote_cam_pos_y( "vr_debug_remote_cam_pos_y", "0.0" );
ConVar vr_debug_remote_cam_pos_z( "vr_debug_remote_cam_pos_z", "0.0" );
ConVar vr_debug_remote_cam_target_x( "vr_debug_remote_cam_target_x", "0.0" );
ConVar vr_debug_remote_cam_target_y( "vr_debug_remote_cam_target_y", "0.0" );
ConVar vr_debug_remote_cam_target_z( "vr_debug_remote_cam_target_z", "-50.0" );
ConVar vr_translation_limit( "vr_translation_limit", "10.0", 0, "How far the in-game head will translate before being clamped." );
// HUD config values
ConVar vr_render_hud_in_world( "vr_render_hud_in_world", "1" );
ConVar vr_hud_max_fov( "vr_hud_max_fov", "60", FCVAR_ARCHIVE, "Max FOV of the HUD" );
ConVar vr_hud_forward( "vr_hud_forward", "500", FCVAR_ARCHIVE, "Apparent distance of the HUD in inches" );
ConVar vr_hud_display_ratio( "vr_hud_display_ratio", "0.95", FCVAR_ARCHIVE );
ConVar vr_hud_never_overlay( "vr_hud_never_overlay", "0" );
ConVar vr_hud_axis_lock_to_world( "vr_hud_axis_lock_to_world", "0", FCVAR_ARCHIVE, "Bitfield - locks HUD axes to the world - 0=pitch, 1=yaw, 2=roll" );
// Default distance clips through rocketlauncher, heavy's body, etc.
ConVar vr_projection_znear_multiplier( "vr_projection_znear_multiplier", "0.3", 0, "Allows moving the ZNear plane to deal with body clipping" );
// Should the viewmodel (weapon) translate with the HMD, or remain fixed to the in-world body (but still rotate with the head)? Purely a graphics effect - no effect on actual bullet aiming.
// Has no effect in aim modes where aiming is not controlled by the head.
ConVar vr_viewmodel_translate_with_head ( "vr_viewmodel_translate_with_head", "0", 0, "1=translate the viewmodel with the head motion." );
ConVar vr_zoom_multiplier ( "vr_zoom_multiplier", "2.0", FCVAR_ARCHIVE, "When zoomed, how big is the scope on your HUD?" );
ConVar vr_zoom_scope_scale ( "vr_zoom_scope_scale", "6.0", 0, "Something to do with the default scope HUD overlay size." ); // Horrible hack - should work out the math properly, but we need to ship.
ConVar vr_viewmodel_offset_forward( "vr_viewmodel_offset_forward", "-8", 0 );
ConVar vr_viewmodel_offset_forward_large( "vr_viewmodel_offset_forward_large", "-15", 0 );
ConVar vr_force_windowed ( "vr_force_windowed", "0", FCVAR_ARCHIVE );
ConVar vr_first_person_uses_world_model ( "vr_first_person_uses_world_model", "1", 0, "Causes the third person model to be drawn instead of the view model" );
// --------------------------------------------------------------------
// Purpose: Cycle through the aim & move modes.
// --------------------------------------------------------------------
void CC_VR_Cycle_Aim_Move_Mode ( const CCommand& args )
{
int hmmCurrentMode = vr_moveaim_mode.GetInt();
if ( g_ClientVirtualReality.CurrentlyZoomed() )
{
hmmCurrentMode = vr_moveaim_mode_zoom.GetInt();
}
hmmCurrentMode++;
if ( hmmCurrentMode >= HMM_LAST )
{
hmmCurrentMode = 0;
}
if ( g_ClientVirtualReality.CurrentlyZoomed() )
{
vr_moveaim_mode_zoom.SetValue ( hmmCurrentMode );
Warning ( "Headtrack mode (zoomed) %d\n", hmmCurrentMode );
}
else
{
vr_moveaim_mode.SetValue ( hmmCurrentMode );
Warning ( "Headtrack mode %d\n", hmmCurrentMode );
}
}
static ConCommand vr_cycle_aim_move_mode("vr_cycle_aim_move_mode", CC_VR_Cycle_Aim_Move_Mode, "Cycle through the aim & move modes." );
// --------------------------------------------------------------------
// Purpose: Switch to/from VR mode.
// --------------------------------------------------------------------
CON_COMMAND( vr_activate, "Switch to VR mode" )
{
g_ClientVirtualReality.Activate();
}
CON_COMMAND( vr_deactivate, "Switch from VR mode to normal mode" )
{
g_ClientVirtualReality.Deactivate();
}
CON_COMMAND( vr_toggle, "Toggles VR mode" )
{
if( g_pSourceVR )
{
if( g_pSourceVR->ShouldRunInVR() )
g_ClientVirtualReality.Deactivate();
else
g_ClientVirtualReality.Activate();
}
else
{
Msg( "VR Mode is not enabled.\n" );
}
}
// --------------------------------------------------------------------
// Purpose: Returns true if the matrix is orthonormal
// --------------------------------------------------------------------
bool IsOrthonormal ( VMatrix Mat, float fTolerance )
{
float LenFwd = Mat.GetForward().Length();
float LenUp = Mat.GetUp().Length();
float LenLeft = Mat.GetLeft().Length();
float DotFwdUp = Mat.GetForward().Dot ( Mat.GetUp() );
float DotUpLeft = Mat.GetUp().Dot ( Mat.GetLeft() );
float DotLeftFwd = Mat.GetLeft().Dot ( Mat.GetForward() );
if ( fabsf ( LenFwd - 1.0f ) > fTolerance )
{
return false;
}
if ( fabsf ( LenUp - 1.0f ) > fTolerance )
{
return false;
}
if ( fabsf ( LenLeft - 1.0f ) > fTolerance )
{
return false;
}
if ( fabsf ( DotFwdUp ) > fTolerance )
{
return false;
}
if ( fabsf ( DotUpLeft ) > fTolerance )
{
return false;
}
if ( fabsf ( DotLeftFwd ) > fTolerance )
{
return false;
}
return true;
}
// --------------------------------------------------------------------
// Purpose: Computes the FOV from the projection matrix
// --------------------------------------------------------------------
void CalcFovFromProjection ( float *pFov, const VMatrix &proj )
{
// The projection matrices should be of the form:
// p0 0 z1 p1
// 0 p2 z2 p3
// 0 0 z3 1
// (p0 = X fov, p1 = X offset, p2 = Y fov, p3 = Y offset )
// TODO: cope with more complex projection matrices?
float xscale = proj.m[0][0];
Assert ( proj.m[0][1] == 0.0f );
float xoffset = proj.m[0][2];
Assert ( proj.m[0][3] == 0.0f );
Assert ( proj.m[1][0] == 0.0f );
float yscale = proj.m[1][1];
float yoffset = proj.m[1][2];
Assert ( proj.m[1][3] == 0.0f );
// Row 2 determines Z-buffer values - don't care about those for now.
Assert ( proj.m[3][0] == 0.0f );
Assert ( proj.m[3][1] == 0.0f );
Assert ( proj.m[3][2] == -1.0f );
Assert ( proj.m[3][3] == 0.0f );
// The math here:
// A view-space vector (x,y,z,1) is transformed by the projection matrix
// / xscale 0 xoffset 0 \
// | 0 yscale yoffset 0 |
// | ? ? ? ? |
// \ 0 0 -1 0 /
//
// Then the result is normalized (i.e. divide by w) and the result clipped to the [-1,+1] unit cube.
// (ignore Z for now, and the clipping is slightly different).
// So, we want to know what vectors produce a clip value of -1 and +1 in each direction, e.g. in the X direction:
// +-1 = ( xscale*x + xoffset*z ) / (-1*z)
// = xscale*(x/z) + xoffset (I flipped the signs of both sides)
// => (+-1 - xoffset)/xscale = x/z
// ...and x/z is tan(theta), and theta is the half-FOV.
float fov_px = 2.0f * RAD2DEG ( atanf ( fabsf ( ( 1.0f - xoffset ) / xscale ) ) );
float fov_nx = 2.0f * RAD2DEG ( atanf ( fabsf ( ( -1.0f - xoffset ) / xscale ) ) );
float fov_py = 2.0f * RAD2DEG ( atanf ( fabsf ( ( 1.0f - yoffset ) / yscale ) ) );
float fov_ny = 2.0f * RAD2DEG ( atanf ( fabsf ( ( -1.0f - yoffset ) / yscale ) ) );
*pFov = Max ( Max ( fov_px, fov_nx ), Max ( fov_py, fov_ny ) );
// FIXME: hey you know, I could do the Max() series before I call all those expensive atanf()s...
}
// --------------------------------------------------------------------
// construction/destruction
// --------------------------------------------------------------------
CClientVirtualReality::CClientVirtualReality()
{
m_PlayerTorsoOrigin.Init();
m_PlayerTorsoAngle.Init();
m_WorldFromWeapon.Identity();
m_WorldFromMidEye.Identity();
m_bOverrideTorsoAngle = false;
m_OverrideTorsoOffset.Init();
// Also reset our model of the player's torso orientation
m_PlayerTorsoAngle.Init ( 0.0f, 0.0f, 0.0f );
m_WorldZoomScale = 1.0f;
m_hmmMovementActual = HMM_SHOOTFACE_MOVEFACE;
m_iAlignTorsoAndViewToWeaponCountdown = 0;
m_rtLastMotionSample = 0;
m_bMotionUpdated = false;
#if defined( USE_SDL )
m_nNonVRSDLDisplayIndex = 0;
#endif
}
CClientVirtualReality::~CClientVirtualReality()
{
}
// --------------------------------------------------------------------
// Purpose:
// --------------------------------------------------------------------
bool CClientVirtualReality::Connect( CreateInterfaceFn factory )
{
if ( !factory )
return false;
if ( !BaseClass::Connect( factory ) )
return false;
return true;
}
// --------------------------------------------------------------------
// Purpose:
// --------------------------------------------------------------------
void CClientVirtualReality::Disconnect()
{
BaseClass::Disconnect();
}
// --------------------------------------------------------------------
// Purpose:
// --------------------------------------------------------------------
void * CClientVirtualReality::QueryInterface( const char *pInterfaceName )
{
CreateInterfaceFn factory = Sys_GetFactoryThis(); // This silly construction is necessary
return factory( pInterfaceName, NULL ); // to prevent the LTCG compiler from crashing.
}
// --------------------------------------------------------------------
// Purpose:
// --------------------------------------------------------------------
InitReturnVal_t CClientVirtualReality::Init()
{
InitReturnVal_t nRetVal = BaseClass::Init();
if ( nRetVal != INIT_OK )
return nRetVal;
return INIT_OK;
}
// --------------------------------------------------------------------
// Purpose:
// --------------------------------------------------------------------
void CClientVirtualReality::Shutdown()
{
BaseClass::Shutdown();
}
// --------------------------------------------------------------------
// Purpose: Draws the main menu in Stereo
// --------------------------------------------------------------------
void CClientVirtualReality::DrawMainMenu()
{
// have to draw the UI in stereo via the render texture or it won't fuse properly
// Draw it into the render target first
ITexture *pTexture = materials->FindTexture( "_rt_gui", NULL, false );
Assert( pTexture );
if( !pTexture)
return;
CMatRenderContextPtr pRenderContext( materials );
int viewActualWidth = pTexture->GetActualWidth();
int viewActualHeight = pTexture->GetActualHeight();
int viewWidth, viewHeight;
vgui::surface()->GetScreenSize( viewWidth, viewHeight );
// clear depth in the backbuffer before we push the render target
pRenderContext->ClearBuffers( false, true, true );
// constrain where VGUI can render to the view
pRenderContext->PushRenderTargetAndViewport( pTexture, NULL, 0, 0, viewActualWidth, viewActualHeight );
pRenderContext->OverrideAlphaWriteEnable( true, true );
// clear the render target
pRenderContext->ClearColor4ub( 0, 0, 0, 0 );
pRenderContext->ClearBuffers( true, false );
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "VGui_DrawHud", __FUNCTION__ );
// Make sure the client .dll root panel is at the proper point before doing the "SolveTraverse" calls
vgui::VPANEL root = enginevgui->GetPanel( PANEL_CLIENTDLL );
if ( root != 0 )
{
vgui::ipanel()->SetSize( root, viewWidth, viewHeight );
}
// Same for client .dll tools
root = enginevgui->GetPanel( PANEL_CLIENTDLL_TOOLS );
if ( root != 0 )
{
vgui::ipanel()->SetSize( root, viewWidth, viewHeight );
}
// paint the main menu and cursor
render->VGui_Paint( (PaintMode_t) ( PAINT_UIPANELS | PAINT_CURSOR ) );
pRenderContext->OverrideAlphaWriteEnable( false, true );
pRenderContext->PopRenderTargetAndViewport();
pRenderContext->Flush();
int leftX, leftY, leftW, leftH, rightX, rightY, rightW, rightH;
g_pSourceVR->GetViewportBounds( ISourceVirtualReality::VREye_Left, &leftX, &leftY, &leftW, &leftH );
g_pSourceVR->GetViewportBounds( ISourceVirtualReality::VREye_Right, &rightX, &rightY, &rightW, &rightH );
// render the main view
CViewSetup viewEye[STEREO_EYE_MAX];
viewEye[ STEREO_EYE_MONO ].zNear = 0.1;
viewEye[ STEREO_EYE_MONO ].zFar = 10000.f;
viewEye[ STEREO_EYE_MONO ].angles.Init();
viewEye[ STEREO_EYE_MONO ].origin.Zero();
viewEye[ STEREO_EYE_MONO ].x = viewEye[ STEREO_EYE_MONO ].m_nUnscaledX = leftX;
viewEye[ STEREO_EYE_MONO ].y = viewEye[ STEREO_EYE_MONO ].m_nUnscaledY = leftY;
viewEye[ STEREO_EYE_MONO ].width = viewEye[ STEREO_EYE_MONO ].m_nUnscaledWidth = leftW;
viewEye[ STEREO_EYE_MONO ].height = viewEye[ STEREO_EYE_MONO ].m_nUnscaledHeight = leftH;
viewEye[STEREO_EYE_LEFT] = viewEye[STEREO_EYE_RIGHT] = viewEye[ STEREO_EYE_MONO ] ;
viewEye[STEREO_EYE_LEFT].m_eStereoEye = STEREO_EYE_LEFT;
viewEye[STEREO_EYE_RIGHT].x = rightX;
viewEye[STEREO_EYE_RIGHT].y = rightY;
viewEye[STEREO_EYE_RIGHT].m_eStereoEye = STEREO_EYE_RIGHT;
// let sourcevr.dll tell us where to put the cameras
ProcessCurrentTrackingState( 0 );
Vector vViewModelOrigin;
QAngle qViewModelAngles;
OverrideView( &viewEye[ STEREO_EYE_MONO ] , &vViewModelOrigin, &qViewModelAngles, HMM_NOOVERRIDE );
g_ClientVirtualReality.OverrideStereoView( &viewEye[ STEREO_EYE_MONO ] , &viewEye[STEREO_EYE_LEFT], &viewEye[STEREO_EYE_RIGHT] );
// render both eyes
for( int nView = STEREO_EYE_LEFT; nView <= STEREO_EYE_RIGHT; nView++ )
{
CMatRenderContextPtr pRenderContext( materials );
PIXEvent pixEvent( pRenderContext, nView == STEREO_EYE_LEFT ? "left eye" : "right eye" );
ITexture *pColor = g_pSourceVR->GetRenderTarget( (ISourceVirtualReality::VREye)(nView-1), ISourceVirtualReality::RT_Color );
ITexture *pDepth = g_pSourceVR->GetRenderTarget( (ISourceVirtualReality::VREye)(nView-1), ISourceVirtualReality::RT_Depth );
render->Push3DView( viewEye[nView], VIEW_CLEAR_DEPTH|VIEW_CLEAR_COLOR, pColor, NULL, pDepth );
RenderHUDQuad( false, false );
render->PopView( NULL );
PostProcessFrame( (StereoEye_t)nView );
OverlayHUDQuadWithUndistort( viewEye[nView], true, true, false );
}
}
// --------------------------------------------------------------------
// Purpose:
// Offset the incoming view appropriately.
// Set up the "middle eye" from that.
// --------------------------------------------------------------------
bool CClientVirtualReality::OverrideView ( CViewSetup *pViewMiddle, Vector *pViewModelOrigin, QAngle *pViewModelAngles, HeadtrackMovementMode_t hmmMovementOverride )
{
if( !UseVR() )
{
return false;
}
if ( hmmMovementOverride == HMM_NOOVERRIDE )
{
if ( CurrentlyZoomed() )
{
m_hmmMovementActual = static_cast<HeadtrackMovementMode_t>( vr_moveaim_mode_zoom.GetInt() );
}
else
{
m_hmmMovementActual = static_cast<HeadtrackMovementMode_t>( vr_moveaim_mode.GetInt() );
}
}
else
{
m_hmmMovementActual = hmmMovementOverride;
}
// Incoming data may or may not be useful - it is the origin and aim of the "player", i.e. where bullets come from.
// In some modes it is an independent thing, guided by the mouse & keyboard = useful.
// In other modes it's just where the HMD was pointed last frame, modified slightly by kbd+mouse.
// In those cases, we should use our internal reference (which keeps track thanks to OverridePlayerMotion)
QAngle originalMiddleAngles = pViewMiddle->angles;
Vector originalMiddleOrigin = pViewMiddle->origin;
// Figure out the in-game "torso" concept, which corresponds to the player's physical torso.
m_PlayerTorsoOrigin = pViewMiddle->origin;
// Ignore what was passed in - it's just the direction the weapon is pointing, which was determined by last frame's HMD orientation!
// Instead use our cached value.
QAngle torsoAngles = m_PlayerTorsoAngle;
VMatrix worldFromTorso;
worldFromTorso.SetupMatrixOrgAngles( m_PlayerTorsoOrigin, torsoAngles );
//// Scale translation e.g. to allow big in-game leans with only a small head movement.
//// Clamp HMD movement to a reasonable amount to avoid wallhacks, vis problems, etc.
float limit = vr_translation_limit.GetFloat();
VMatrix matMideyeZeroFromMideyeCurrent = g_pSourceVR->GetMideyePose();
Vector viewTranslation = matMideyeZeroFromMideyeCurrent.GetTranslation();
if ( viewTranslation.IsLengthGreaterThan ( limit ) )
{
viewTranslation.NormalizeInPlace();
viewTranslation *= limit;
matMideyeZeroFromMideyeCurrent.SetTranslation( viewTranslation );
}
// Now figure out the three principal matrices: m_TorsoFromMideye, m_WorldFromMidEye, m_WorldFromWeapon
// m_TorsoFromMideye is done so that OverridePlayerMotion knows what to do with WASD.
switch ( m_hmmMovementActual )
{
case HMM_SHOOTFACE_MOVEFACE:
case HMM_SHOOTFACE_MOVETORSO:
// Aim point is down your nose, i.e. same as the view angles.
m_TorsoFromMideye = matMideyeZeroFromMideyeCurrent;
m_WorldFromMidEye = worldFromTorso * matMideyeZeroFromMideyeCurrent;
m_WorldFromWeapon = m_WorldFromMidEye;
break;
case HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEFACE:
case HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEMOUSE:
case HMM_SHOOTMOUSE_MOVEFACE:
case HMM_SHOOTMOVEMOUSE_LOOKFACE:
// Aim point is independent of view - leave it as it was, just copy it into m_WorldFromWeapon for our use.
m_TorsoFromMideye = matMideyeZeroFromMideyeCurrent;
m_WorldFromMidEye = worldFromTorso * matMideyeZeroFromMideyeCurrent;
m_WorldFromWeapon.SetupMatrixOrgAngles( originalMiddleOrigin, originalMiddleAngles );
break;
case HMM_SHOOTMOVELOOKMOUSE:
// HMD is ignored completely, mouse does everything.
m_PlayerTorsoAngle = originalMiddleAngles;
worldFromTorso.SetupMatrixOrgAngles( m_PlayerTorsoOrigin, originalMiddleAngles );
m_TorsoFromMideye.Identity();
m_WorldFromMidEye = worldFromTorso;
m_WorldFromWeapon = worldFromTorso;
break;
case HMM_SHOOTMOVELOOKMOUSEFACE:
// mouse does everything, and then we add head tracking on top of that
worldFromTorso = worldFromTorso * matMideyeZeroFromMideyeCurrent;
m_TorsoFromMideye = matMideyeZeroFromMideyeCurrent;
m_WorldFromWeapon = worldFromTorso;
m_WorldFromMidEye = worldFromTorso;
break;
default: Assert ( false ); break;
}
// Finally convert back to origin+angles that the game understands.
pViewMiddle->origin = m_WorldFromMidEye.GetTranslation();
VectorAngles ( m_WorldFromMidEye.GetForward(), m_WorldFromMidEye.GetUp(), pViewMiddle->angles );
*pViewModelAngles = pViewMiddle->angles;
if ( vr_viewmodel_translate_with_head.GetBool() )
{
*pViewModelOrigin = pViewMiddle->origin;
}
else
{
*pViewModelOrigin = originalMiddleOrigin;
}
m_WorldFromMidEyeNoDebugCam = m_WorldFromMidEye;
if ( vr_debug_remote_cam.GetBool() )
{
Vector vOffset ( vr_debug_remote_cam_pos_x.GetFloat(), vr_debug_remote_cam_pos_y.GetFloat(), vr_debug_remote_cam_pos_z.GetFloat() );
Vector vLookat ( vr_debug_remote_cam_target_x.GetFloat(), vr_debug_remote_cam_target_y.GetFloat(), vr_debug_remote_cam_target_z.GetFloat() );
pViewMiddle->origin += vOffset;
Vector vView = vLookat - vOffset;
VectorAngles ( vView, m_WorldFromMidEye.GetUp(), pViewMiddle->angles );
m_WorldFromMidEye.SetupMatrixOrgAngles( pViewMiddle->origin, pViewMiddle->angles );
m_TorsoFromMideye.Identity();
}
// set the near clip plane so the local player clips less
pViewMiddle->zNear *= vr_projection_znear_multiplier.GetFloat();
return true;
}
// --------------------------------------------------------------------
// Purpose:
// In some aim/move modes, the HUD aim reticle lags because it's
// using slightly stale data. This will feed it the newest data.
// --------------------------------------------------------------------
bool CClientVirtualReality::OverrideWeaponHudAimVectors ( Vector *pAimOrigin, Vector *pAimDirection )
{
if( !UseVR() )
{
return false;
}
Assert ( pAimOrigin != NULL );
Assert ( pAimDirection != NULL );
// So give it some nice high-fps numbers, not the low-fps ones we get from the game.
*pAimOrigin = m_WorldFromWeapon.GetTranslation();
*pAimDirection = m_WorldFromWeapon.GetForward();
return true;
}
// --------------------------------------------------------------------
// Purpose:
// Set up the left and right eyes from the middle eye if stereo is on.
// Advise calling soonish after OverrideView().
// --------------------------------------------------------------------
bool CClientVirtualReality::OverrideStereoView( CViewSetup *pViewMiddle, CViewSetup *pViewLeft, CViewSetup *pViewRight )
{
// Everything in here is in Source coordinate space.
if( !UseVR() )
{
return false;
}
VMatrix matOffsetLeft = g_pSourceVR->GetMidEyeFromEye( ISourceVirtualReality::VREye_Left );
VMatrix matOffsetRight = g_pSourceVR->GetMidEyeFromEye( ISourceVirtualReality::VREye_Right );
// Move eyes to IPD positions.
VMatrix worldFromLeftEye = m_WorldFromMidEye * matOffsetLeft;
VMatrix worldFromRightEye = m_WorldFromMidEye * matOffsetRight;
Assert ( IsOrthonormal ( worldFromLeftEye, 0.001f ) );
Assert ( IsOrthonormal ( worldFromRightEye, 0.001f ) );
// Finally convert back to origin+angles.
MatrixAngles( worldFromLeftEye.As3x4(), pViewLeft->angles, pViewLeft->origin );
MatrixAngles( worldFromRightEye.As3x4(), pViewRight->angles, pViewRight->origin );
// Find the projection matrices.
// TODO: this isn't the fastest thing in the world. Cache them?
float headtrackFovScale = m_WorldZoomScale;
pViewLeft->m_bViewToProjectionOverride = true;
pViewRight->m_bViewToProjectionOverride = true;
g_pSourceVR->GetEyeProjectionMatrix ( &pViewLeft->m_ViewToProjection, ISourceVirtualReality::VREye_Left, pViewMiddle->zNear, pViewMiddle->zFar, 1.0f/headtrackFovScale );
g_pSourceVR->GetEyeProjectionMatrix ( &pViewRight->m_ViewToProjection, ISourceVirtualReality::VREye_Right, pViewMiddle->zNear, pViewMiddle->zFar, 1.0f/headtrackFovScale );
// And bodge together some sort of average for our cyclops friends.
pViewMiddle->m_bViewToProjectionOverride = true;
for ( int i = 0; i < 4; i++ )
{
for ( int j = 0; j < 4; j++ )
{
pViewMiddle->m_ViewToProjection.m[i][j] = (pViewLeft->m_ViewToProjection.m[i][j] + pViewRight->m_ViewToProjection.m[i][j] ) * 0.5f;
}
}
switch ( vr_stereo_mono_set_eye.GetInt() )
{
case 0:
// ... nothing.
break;
case 1:
// Override all eyes with left
*pViewMiddle = *pViewLeft;
*pViewRight = *pViewLeft;
pViewRight->m_eStereoEye = STEREO_EYE_RIGHT;
break;
case 2:
// Override all eyes with right
*pViewMiddle = *pViewRight;
*pViewLeft = *pViewRight;
pViewLeft->m_eStereoEye = STEREO_EYE_LEFT;
break;
case 3:
// Override all eyes with middle
*pViewRight = *pViewMiddle;
*pViewLeft = *pViewMiddle;
pViewLeft->m_eStereoEye = STEREO_EYE_LEFT;
pViewRight->m_eStereoEye = STEREO_EYE_RIGHT;
break;
}
// To make culling work correctly, calculate the widest FOV of each projection matrix.
CalcFovFromProjection ( &(pViewLeft ->fov), pViewLeft ->m_ViewToProjection );
CalcFovFromProjection ( &(pViewRight ->fov), pViewRight ->m_ViewToProjection );
CalcFovFromProjection ( &(pViewMiddle->fov), pViewMiddle->m_ViewToProjection );
// if we don't know the HUD FOV, figure that out now
if( m_fHudHorizontalFov == 0.f )
{
// Figure out the current HUD FOV.
m_fHudHorizontalFov = pViewLeft->fov * vr_hud_display_ratio.GetFloat();
if( m_fHudHorizontalFov > vr_hud_max_fov.GetFloat() )
{
m_fHudHorizontalFov = vr_hud_max_fov.GetFloat();
}
}
// remember the view angles so we can limit the weapon to something near those
m_PlayerViewAngle = pViewMiddle->angles;
m_PlayerViewOrigin = pViewMiddle->origin;
// Figure out the HUD vectors and frustum.
// The aspect ratio of the HMD may be something bizarre (e.g. Rift is 640x800), and the pixels may not be square, so don't use that!
static const float fAspectRatio = 4.f/3.f;
float fHFOV = m_fHudHorizontalFov;
float fVFOV = m_fHudHorizontalFov / fAspectRatio;
const float fHudForward = vr_hud_forward.GetFloat();
m_fHudHalfWidth = tan( DEG2RAD( fHFOV * 0.5f ) ) * fHudForward * m_WorldZoomScale;
m_fHudHalfHeight = tan( DEG2RAD( fVFOV * 0.5f ) ) * fHudForward * m_WorldZoomScale;
QAngle HudAngles;
switch ( m_hmmMovementActual )
{
case HMM_SHOOTFACE_MOVETORSO:
// Put the HUD in front of the player's torso.
// This helps keep you oriented about where "forwards" is, which is otherwise surprisingly tricky!
// TODO: try preserving roll and/or pitch from the view?
HudAngles = m_PlayerTorsoAngle;
break;
case HMM_SHOOTFACE_MOVEFACE:
case HMM_SHOOTMOUSE_MOVEFACE:
case HMM_SHOOTMOVEMOUSE_LOOKFACE:
case HMM_SHOOTMOVELOOKMOUSE:
case HMM_SHOOTMOVELOOKMOUSEFACE:
case HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEFACE:
case HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEMOUSE:
// Put the HUD in front of wherever the player is looking.
HudAngles = m_PlayerViewAngle;
break;
default: Assert ( false ); break;
}
// This is a bitfield. A set bit means lock to the world, a clear bit means don't.
int iVrHudAxisLockToWorld = vr_hud_axis_lock_to_world.GetInt();
if ( ( iVrHudAxisLockToWorld & (1<<ROLL) ) != 0 )
{
HudAngles[ROLL] = 0.0f;
}
if ( ( iVrHudAxisLockToWorld & (1<<PITCH) ) != 0 )
{
HudAngles[PITCH] = 0.0f;
}
if ( ( iVrHudAxisLockToWorld & (1<<YAW) ) != 0 )
{
// Locking the yaw to the world is not particularly helpful, so what it actually means is lock it to the weapon.
QAngle aimAngles;
MatrixAngles( m_WorldFromWeapon.As3x4(), aimAngles );
HudAngles[YAW] = aimAngles[YAW];
}
m_WorldFromHud.SetupMatrixOrgAngles( m_PlayerViewOrigin, HudAngles );
// Remember in source X forwards, Y left, Z up.
// We need to transform to a more conventional X right, Y up, Z backwards before doing the projection.
VMatrix WorldFromHudView;
WorldFromHudView./*X vector*/SetForward ( -m_WorldFromHud.GetLeft() );
WorldFromHudView./*Y vector*/SetLeft ( m_WorldFromHud.GetUp() );
WorldFromHudView./*Z vector*/SetUp ( -m_WorldFromHud.GetForward() );
WorldFromHudView.SetTranslation ( m_PlayerViewOrigin );
VMatrix HudProjection;
HudProjection.Identity();
HudProjection.m[0][0] = fHudForward / m_fHudHalfWidth;
HudProjection.m[1][1] = fHudForward / m_fHudHalfHeight;
// Z vector is not used/valid, but w is for projection.
HudProjection.m[3][2] = -1.0f;
// This will transform a world point into a homogeneous vector that
// when projected (i.e. divide by w) maps to HUD space [-1,1]
m_HudProjectionFromWorld = HudProjection * WorldFromHudView.InverseTR();
return true;
}
// --------------------------------------------------------------------
// Purpose: Updates player orientation, position and motion according
// to HMD status.
// --------------------------------------------------------------------
bool CClientVirtualReality::OverridePlayerMotion( float flInputSampleFrametime, const QAngle &oldAngles, const QAngle &curAngles, const Vector &curMotion, QAngle *pNewAngles, Vector *pNewMotion )
{
Assert ( pNewAngles != NULL );
Assert ( pNewMotion != NULL );
*pNewAngles = curAngles;
*pNewMotion = curMotion;
if ( !UseVR() )
{
return false;
}
m_bMotionUpdated = true;
// originalAngles tells us what the weapon angles were before whatever mouse, joystick, etc thing changed them - called "old"
// curAngles holds the new weapon angles after mouse, joystick, etc. applied.
// We need to compute what weapon angles WE want and return them in *pNewAngles - called "new"
VMatrix worldFromTorso;
// Whatever position is already here (set up by OverrideView) needs to be preserved.
Vector vWeaponOrigin = m_WorldFromWeapon.GetTranslation();
switch ( m_hmmMovementActual )
{
case HMM_SHOOTFACE_MOVEFACE:
case HMM_SHOOTFACE_MOVETORSO:
{
// Figure out what changes were made to the WEAPON by mouse/joystick/etc
VMatrix worldFromOldWeapon, worldFromCurWeapon;
worldFromOldWeapon.SetupMatrixAngles( oldAngles );
worldFromCurWeapon.SetupMatrixAngles( curAngles );
// We ignore mouse pitch, the mouse can't do rolls, so it's just yaw changes.
if( !m_bOverrideTorsoAngle )
{
m_PlayerTorsoAngle[YAW] += curAngles[YAW] - oldAngles[YAW];
m_PlayerTorsoAngle[ROLL] = 0.0f;
m_PlayerTorsoAngle[PITCH] = 0.0f;
}
worldFromTorso.SetupMatrixAngles( m_PlayerTorsoAngle );
// Weapon view = mideye view, so apply that to the torso to find the world view direction.
m_WorldFromWeapon = worldFromTorso * m_TorsoFromMideye;
// ...and we return this new weapon direction as the player's orientation.
MatrixAngles( m_WorldFromWeapon.As3x4(), *pNewAngles );
// Restore the translation.
m_WorldFromWeapon.SetTranslation ( vWeaponOrigin );
}
break;
case HMM_SHOOTMOVELOOKMOUSEFACE:
case HMM_SHOOTMOVEMOUSE_LOOKFACE:
case HMM_SHOOTMOVELOOKMOUSE:
{
// The mouse just controls the weapon directly.
*pNewAngles = curAngles;
*pNewMotion = curMotion;
// Move the torso by the yaw angles - torso should not have roll or pitch or you'll make folks ill.
if( !m_bOverrideTorsoAngle && m_hmmMovementActual != HMM_SHOOTMOVELOOKMOUSEFACE )
{
m_PlayerTorsoAngle[YAW] = curAngles[YAW];
m_PlayerTorsoAngle[ROLL] = 0.0f;
m_PlayerTorsoAngle[PITCH] = 0.0f;
}
// Let every other system know.
m_WorldFromWeapon.SetupMatrixOrgAngles( vWeaponOrigin, *pNewAngles );
worldFromTorso.SetupMatrixAngles( m_PlayerTorsoAngle );
}
break;
case HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEFACE:
case HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEMOUSE:
{
// The mouse controls the weapon directly.
*pNewAngles = curAngles;
*pNewMotion = curMotion;
float fReticleYawLimit = vr_moveaim_reticle_yaw_limit.GetFloat();
float fReticlePitchLimit = vr_moveaim_reticle_pitch_limit.GetFloat();
if ( CurrentlyZoomed() )
{
fReticleYawLimit = vr_moveaim_reticle_yaw_limit_zoom.GetFloat() * m_WorldZoomScale;
fReticlePitchLimit = vr_moveaim_reticle_pitch_limit_zoom.GetFloat() * m_WorldZoomScale;
if ( fReticleYawLimit > 180.0f )
{
fReticleYawLimit = 180.0f;
}
if ( fReticlePitchLimit > 180.0f )
{
fReticlePitchLimit = 180.0f;
}
}
if ( fReticlePitchLimit >= 0.0f )
{
// Clamp pitch to within the limits.
(*pNewAngles)[PITCH] = Clamp ( curAngles[PITCH], m_PlayerViewAngle[PITCH] - fReticlePitchLimit, m_PlayerViewAngle[PITCH] + fReticlePitchLimit );
}
// For yaw the concept here is the torso stays within a set number of degrees of the weapon in yaw.
// However, with drifty tracking systems (e.g. IMUs) the concept of "torso" is hazy.
// Really it's just a mechanism to turn the view without moving the head - its absolute
// orientation is not that useful.
// So... if the mouse is to the right greater than the chosen angle from the view, and then
// moves more right, it will drag the torso (and thus the view) right, so it stays on the edge of the view.
// But if it moves left towards the view, it does no dragging.
// Note that if the mouse does not move, but the view moves, it will NOT drag at all.
// This allows people to mouse-aim within their view, but also to flick-turn with the mouse,
// and to flick-glance with the head.
if ( fReticleYawLimit >= 0.0f )
{
float fViewToWeaponYaw = AngleDiff ( curAngles[YAW], m_PlayerViewAngle[YAW] );
float fWeaponYawMovement = AngleDiff ( curAngles[YAW], oldAngles[YAW] );
if ( fViewToWeaponYaw > fReticleYawLimit )
{
if ( fWeaponYawMovement > 0.0f )
{
m_PlayerTorsoAngle[YAW] += fWeaponYawMovement;
}
}
else if ( fViewToWeaponYaw < -fReticleYawLimit )
{
if ( fWeaponYawMovement < 0.0f )
{
m_PlayerTorsoAngle[YAW] += fWeaponYawMovement;
}
}
}
// Let every other system know.
m_WorldFromWeapon.SetupMatrixOrgAngles( vWeaponOrigin, *pNewAngles );
worldFromTorso.SetupMatrixAngles( m_PlayerTorsoAngle );
}
break;
case HMM_SHOOTMOUSE_MOVEFACE:
{
(*pNewAngles)[PITCH] = clamp( (*pNewAngles)[PITCH], m_PlayerViewAngle[PITCH]-15.f, m_PlayerViewAngle[PITCH]+15.f );
float fDiff = AngleDiff( (*pNewAngles)[YAW], m_PlayerViewAngle[YAW] );
if( fDiff > 15.f )
{
(*pNewAngles)[YAW] = AngleNormalize( m_PlayerViewAngle[YAW] + 15.f );
if( !m_bOverrideTorsoAngle )
m_PlayerTorsoAngle[ YAW ] += fDiff - 15.f;
}
else if( fDiff < -15.f )
{
(*pNewAngles)[YAW] = AngleNormalize( m_PlayerViewAngle[YAW] - 15.f );
if( !m_bOverrideTorsoAngle )
m_PlayerTorsoAngle[ YAW ] += fDiff + 15.f;
}
else
{
m_PlayerTorsoAngle[ YAW ] += AngleDiff( curAngles[YAW], oldAngles[YAW] ) /2.f;
}
m_WorldFromWeapon.SetupMatrixOrgAngles( vWeaponOrigin, *pNewAngles );
worldFromTorso.SetupMatrixAngles( m_PlayerTorsoAngle );
}
break;
default: Assert ( false ); break;
}
// Figure out player motion.
switch ( m_hmmMovementActual )
{
case HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEFACE:
{
// The motion passed in is meant to be relative to the face, so jimmy it to be relative to the new weapon aim.
VMatrix mideyeFromWorld = m_WorldFromMidEye.InverseTR();
VMatrix newMidEyeFromWeapon = mideyeFromWorld * m_WorldFromWeapon;
newMidEyeFromWeapon.SetTranslation ( Vector ( 0.0f, 0.0f, 0.0f ) );
*pNewMotion = newMidEyeFromWeapon * curMotion;
}
break;
case HMM_SHOOTFACE_MOVETORSO:
{
// The motion passed in is meant to be relative to the torso, so jimmy it to be relative to the new weapon aim.
VMatrix torsoFromWorld = worldFromTorso.InverseTR();
VMatrix newTorsoFromWeapon = torsoFromWorld * m_WorldFromWeapon;
newTorsoFromWeapon.SetTranslation ( Vector ( 0.0f, 0.0f, 0.0f ) );
*pNewMotion = newTorsoFromWeapon * curMotion;
}
break;
case HMM_SHOOTBOUNDEDMOUSE_LOOKFACE_MOVEMOUSE:
case HMM_SHOOTMOVELOOKMOUSEFACE:
case HMM_SHOOTFACE_MOVEFACE:
case HMM_SHOOTMOUSE_MOVEFACE:
case HMM_SHOOTMOVEMOUSE_LOOKFACE:
case HMM_SHOOTMOVELOOKMOUSE:
// Motion is meant to be relative to the weapon, so we're fine.
*pNewMotion = curMotion;
break;
default: Assert ( false ); break;
}
// If the game told us to, recenter the torso yaw to match the weapon
if ( m_iAlignTorsoAndViewToWeaponCountdown > 0 )
{
m_iAlignTorsoAndViewToWeaponCountdown--;
// figure out the angles from the torso to the head
QAngle torsoFromHeadAngles;
MatrixAngles( m_TorsoFromMideye.As3x4(), torsoFromHeadAngles );
QAngle weaponAngles;
MatrixAngles( m_WorldFromWeapon.As3x4(), weaponAngles );
m_PlayerTorsoAngle[ YAW ] = weaponAngles[ YAW ] - torsoFromHeadAngles[ YAW ] ;
NormalizeAngles( m_PlayerTorsoAngle );
}
// remember the motion for stat tracking
m_PlayerLastMovement = *pNewMotion;
return true;
}
// --------------------------------------------------------------------
// Purpose: Returns true if the world is zoomed
// --------------------------------------------------------------------
bool CClientVirtualReality::CurrentlyZoomed()
{
return ( m_WorldZoomScale != 1.0f );
}
// --------------------------------------------------------------------
// Purpose: Tells the headtracker to keep the torso angle of the player
// fixed at this point until the game tells us something
// different.
// --------------------------------------------------------------------
void CClientVirtualReality::OverrideTorsoTransform( const Vector & position, const QAngle & angles )
{
if( m_iAlignTorsoAndViewToWeaponCountdown > 0 )
{
m_iAlignTorsoAndViewToWeaponCountdown--;
// figure out the angles from the torso to the head
QAngle torsoFromHeadAngles;
MatrixAngles( m_TorsoFromMideye.As3x4(), torsoFromHeadAngles );
// this is how far off the torso we actually set will need to be to keep the current "forward"
// vector while the torso angle is being overridden.
m_OverrideTorsoOffset[ YAW ] = -torsoFromHeadAngles[ YAW ];
}
m_bOverrideTorsoAngle = true;
m_OverrideTorsoAngle = angles + m_OverrideTorsoOffset;
// overriding pitch and roll isn't allowed to avoid making people sick
m_OverrideTorsoAngle[ PITCH ] = 0;
m_OverrideTorsoAngle[ ROLL ] = 0;
NormalizeAngles( m_OverrideTorsoAngle );
m_PlayerTorsoAngle = m_OverrideTorsoAngle;
}
// --------------------------------------------------------------------
// Purpose: Tells the headtracker to resume using its own notion of
// where the torso is pointed.
// --------------------------------------------------------------------
void CClientVirtualReality::CancelTorsoTransformOverride()
{
m_bOverrideTorsoAngle = false;
}
bool CClientVirtualReality::CanOverlayHudQuad()
{
bool bCanOverlay = true;
bCanOverlay = bCanOverlay && vr_render_hud_in_world.GetBool();
bCanOverlay = bCanOverlay && ( ! vr_hud_never_overlay.GetBool() );
bCanOverlay = bCanOverlay && ( vr_hud_axis_lock_to_world.GetInt() == 0 );
bCanOverlay = bCanOverlay && ( m_hmmMovementActual != HMM_SHOOTFACE_MOVETORSO );
return bCanOverlay;
}
// --------------------------------------------------------------------
// Purpose: Returns the bounds in world space where the game should
// position the HUD.
// --------------------------------------------------------------------
void CClientVirtualReality::GetHUDBounds( Vector *pViewer, Vector *pUL, Vector *pUR, Vector *pLL, Vector *pLR )
{
Vector vHalfWidth = m_WorldFromHud.GetLeft() * -m_fHudHalfWidth;
Vector vHalfHeight = m_WorldFromHud.GetUp() * m_fHudHalfHeight;
Vector vHUDOrigin = m_PlayerViewOrigin + m_WorldFromHud.GetForward() * vr_hud_forward.GetFloat();
*pViewer = m_PlayerViewOrigin;
*pUL = vHUDOrigin - vHalfWidth + vHalfHeight;
*pUR = vHUDOrigin + vHalfWidth + vHalfHeight;
*pLL = vHUDOrigin - vHalfWidth - vHalfHeight;
*pLR = vHUDOrigin + vHalfWidth - vHalfHeight;
}
// --------------------------------------------------------------------
// Purpose: Renders the HUD in the world.
// --------------------------------------------------------------------
void CClientVirtualReality::RenderHUDQuad( bool bBlackout, bool bTranslucent )
{
// If we can overlay the HUD directly onto the target later, we'll do that instead (higher image quality).
if ( CanOverlayHudQuad() )
return;
Vector vHead, vUL, vUR, vLL, vLR;
GetHUDBounds ( &vHead, &vUL, &vUR, &vLL, &vLR );
CMatRenderContextPtr pRenderContext( materials );
{
IMaterial *mymat = NULL;
if ( bTranslucent )
{
mymat = materials->FindMaterial( "vgui/inworldui", TEXTURE_GROUP_VGUI );
}
else
{
mymat = materials->FindMaterial( "vgui/inworldui_opaque", TEXTURE_GROUP_VGUI );
}
Assert( !mymat->IsErrorMaterial() );
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, mymat );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 );
meshBuilder.Position3fv (vLR.Base() );
meshBuilder.TexCoord2f( 0, 1, 1 );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 1>();
meshBuilder.Position3fv (vLL.Base());
meshBuilder.TexCoord2f( 0, 0, 1 );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 1>();
meshBuilder.Position3fv (vUR.Base());
meshBuilder.TexCoord2f( 0, 1, 0 );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 1>();
meshBuilder.Position3fv (vUL.Base());
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 1>();
meshBuilder.End();
pMesh->Draw();
}
if( bBlackout )
{
Vector vbUL, vbUR, vbLL, vbLR;
// "Reflect" the HUD bounds through the viewer to find the ones behind the head.
vbUL = 2 * vHead - vLR;
vbUR = 2 * vHead - vLL;
vbLL = 2 * vHead - vUR;
vbLR = 2 * vHead - vUL;
IMaterial *mymat = materials->FindMaterial( "vgui/black", TEXTURE_GROUP_VGUI );
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, mymat );
// Tube around the outside.
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 8 );
meshBuilder.Position3fv (vLR.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vbLR.Base() );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vLL.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vbLL.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vUL.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vbUL.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vUR.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vbUR.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vLR.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vbLR.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.End();
pMesh->Draw();
// Cap behind the viewer.
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 );
meshBuilder.Position3fv (vbUR.Base() );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vbUL.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vbLR.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.Position3fv (vbLL.Base());
meshBuilder.AdvanceVertexF<VTX_HAVEPOS, 0>();
meshBuilder.End();
pMesh->Draw();
}
}
// --------------------------------------------------------------------
// Purpose: Gets the amount of zoom to apply
// --------------------------------------------------------------------
float CClientVirtualReality::GetZoomedModeMagnification()
{
return m_WorldZoomScale * vr_zoom_scope_scale.GetFloat();
}
// --------------------------------------------------------------------
// Purpose: Does some client-side tracking work and then tells headtrack
// to do its own work.
// --------------------------------------------------------------------
bool CClientVirtualReality::ProcessCurrentTrackingState( float fGameFOV )
{
m_WorldZoomScale = 1.0f;
if ( fGameFOV != 0.0f )
{
// To compensate for the lack of pixels on most HUDs, let's grow this a bit.
// Remember that MORE zoom equals LESS fov!
fGameFOV *= ( 1.0f / vr_zoom_multiplier.GetFloat() );
fGameFOV = Min ( fGameFOV, 170.0f );
// The game has overridden the FOV, e.g. because of a sniper scope. So we need to match this view with whatever actual FOV the HUD has.
float wantedGameTanfov = tanf ( DEG2RAD ( fGameFOV * 0.5f ) );
// OK, so now in stereo mode, we're going to also draw an overlay, but that overlay usually covers more of the screen (because in a good HMD usually our actual FOV is much wider)
float overlayActualPhysicalTanfov = tanf ( DEG2RAD ( m_fHudHorizontalFov * 0.5f ) );
// Therefore... (remembering that a zoom > 1.0 means you zoom *out*)
m_WorldZoomScale = wantedGameTanfov / overlayActualPhysicalTanfov;
}
return g_pSourceVR->SampleTrackingState( fGameFOV, 0.f /* seconds to predict */ );
}
// --------------------------------------------------------------------
// Purpose: Returns the projection matrix to use for the HUD
// --------------------------------------------------------------------
const VMatrix &CClientVirtualReality::GetHudProjectionFromWorld()
{
// This matrix will transform a world-space position into a homogenous HUD-space vector.
// So if you divide x+y by w, you will get the position on the HUD in [-1,1] space.
return m_HudProjectionFromWorld;
}
// --------------------------------------------------------------------
// Purpose: Returns the aim vector relative to the torso
// --------------------------------------------------------------------
void CClientVirtualReality::GetTorsoRelativeAim( Vector *pPosition, QAngle *pAngles )
{
MatrixAngles( m_TorsoFromMideye.As3x4(), *pAngles, *pPosition );
pAngles->y += vr_aim_yaw_offset.GetFloat();
}
// --------------------------------------------------------------------
// Purpose: Returns distance of the HUD in front of the eyes.
// --------------------------------------------------------------------
float CClientVirtualReality::GetHUDDistance()
{
return vr_hud_forward.GetFloat();
}
// --------------------------------------------------------------------
// Purpose: Returns true if the HUD should be rendered into a render
// target and then into the world on a quad.
// --------------------------------------------------------------------
bool CClientVirtualReality::ShouldRenderHUDInWorld()
{
return UseVR() && vr_render_hud_in_world.GetBool();
}
// --------------------------------------------------------------------
// Purpose: Lets headtrack tweak the view model origin and angles to match
// aim angles and handle strange viewmode FOV stuff
// --------------------------------------------------------------------
void CClientVirtualReality::OverrideViewModelTransform( Vector & vmorigin, QAngle & vmangles, bool bUseLargeOverride )
{
Vector vForward, vRight, vUp;
AngleVectors( vmangles, &vForward, &vRight, &vUp );
float fForward = bUseLargeOverride ? vr_viewmodel_offset_forward_large.GetFloat() : vr_viewmodel_offset_forward.GetFloat();
vmorigin += vForward * fForward;
MatrixAngles( m_WorldFromWeapon.As3x4(), vmangles );
}
// --------------------------------------------------------------------
// Purpose: Tells the head tracker to reset the torso position in case
// we're on a drifty tracker.
// --------------------------------------------------------------------
void CClientVirtualReality::AlignTorsoAndViewToWeapon()
{
if( !UseVR() )
return;
if( g_pSourceVR->WillDriftInYaw() )
{
m_iAlignTorsoAndViewToWeaponCountdown = 2;
}
}
// --------------------------------------------------------------------
// Purpose: Lets VR do stuff at the very end of the rendering process
// --------------------------------------------------------------------
void CClientVirtualReality::PostProcessFrame( StereoEye_t eEye )
{
if( !UseVR() )
return;
g_pSourceVR->DoDistortionProcessing( eEye == STEREO_EYE_LEFT ? ISourceVirtualReality::VREye_Left : ISourceVirtualReality::VREye_Right );
}
// --------------------------------------------------------------------
// Pastes the HUD directly onto the backbuffer / render target.
// (higher quality than the RenderHUDQuad() path but can't always be used)
// --------------------------------------------------------------------
void CClientVirtualReality::OverlayHUDQuadWithUndistort( const CViewSetup &eyeView, bool bDoUndistort, bool bBlackout, bool bTranslucent )
{
if ( ! UseVR() )
return;
// If we can't overlay the HUD, it will be handled on another path (rendered into the scene with RenderHUDQuad()).
if ( ! CanOverlayHudQuad() )
return;
// Get the position of the HUD quad in world space as used by RenderHUDQuad(). Then convert to a rectangle in normalized
// device coordinates.
Vector vHead, vUL, vUR, vLL, vLR;
GetHUDBounds ( &vHead, &vUL, &vUR, &vLL, &vLR );
VMatrix worldToView, viewToProjection, worldToProjection, worldToPixels;
render->GetMatricesForView( eyeView, &worldToView, &viewToProjection, &worldToProjection, &worldToPixels );
Vector pUL, pUR, pLL, pLR;
worldToProjection.V3Mul( vUL, pUL );
worldToProjection.V3Mul( vUR, pUR );
worldToProjection.V3Mul( vLL, pLL );
worldToProjection.V3Mul( vLR, pLR );
float ndcHudBounds[4];
ndcHudBounds[0] = Min ( Min( pUL.x, pUR.x ), Min( pLL.x, pLR.x ) );
ndcHudBounds[1] = Min ( Min( pUL.y, pUR.y ), Min( pLL.y, pLR.y ) );
ndcHudBounds[2] = Max ( Max( pUL.x, pUR.x ), Max( pLL.x, pLR.x ) );
ndcHudBounds[3] = Max ( Max( pUL.y, pUR.y ), Max( pLL.y, pLR.y ) );
ISourceVirtualReality::VREye sourceVrEye = ( eyeView.m_eStereoEye == STEREO_EYE_LEFT ) ? ISourceVirtualReality::VREye_Left : ISourceVirtualReality::VREye_Right;
g_pSourceVR->CompositeHud ( sourceVrEye, ndcHudBounds, bDoUndistort, bBlackout, bTranslucent );
}
// --------------------------------------------------------------------
// Purpose: Switches to VR mode
// --------------------------------------------------------------------
void CClientVirtualReality::Activate()
{
// we can only do this if a headtrack DLL is loaded
if( !g_pSourceVR )
return;
// see if VR mode is even enabled
if( materials->GetCurrentConfigForVideoCard().m_nVRModeAdapter == -1 )
{
Warning( "Enable VR mode in the video options before trying to use it.\n" );
return;
}
// See if we have an actual adapter
int32 nVRModeAdapter = g_pSourceVR->GetVRModeAdapter();
if( nVRModeAdapter == -1 )
{
Warning( "Unable to get VRMode adapter from OpenVR. VR mode cannot be enabled. Try restarting and then enabling VR again.\n" );
return;
}
// we can only activate if we've got a VR device
if( materials->GetCurrentConfigForVideoCard().m_nVRModeAdapter != nVRModeAdapter )
{
Warning( "VR Mode expects adapter %d which is different from %d which we are currently using. Try restarting and enabling VR mode again.\n",
nVRModeAdapter, materials->GetCurrentConfigForVideoCard().m_nVRModeAdapter );
engine->ExecuteClientCmd( "mat_enable_vrmode 0\n" );
return;
}
// can't activate twice
if( UseVR() )
return;
// remember where we were
m_bNonVRWindowed = g_pMaterialSystem->GetCurrentConfigForVideoCard().Windowed();
vgui::surface()->GetScreenSize( m_nNonVRWidth, m_nNonVRHeight );
#if defined( USE_SDL )
static ConVarRef sdl_displayindex( "sdl_displayindex" );
m_nNonVRSDLDisplayIndex = sdl_displayindex.GetInt();
#endif
if( !g_pSourceVR->Activate() )
{
// we couldn't activate, so just punt on this whole thing
return;
}
// general all-game stuff
engine->ExecuteClientCmd( "mat_reset_rendertargets\n" );
// game specific VR config
CUtlString sCmd;
sCmd.Format( "exec sourcevr_%s.cfg\n", COM_GetModDirectory() );
engine->ExecuteClientCmd( sCmd.Get() );
vgui::surface()->SetSoftwareCursor( true );
#if defined(POSIX)
ConVarRef m_rawinput( "m_rawinput" );
m_bNonVRRawInput = m_rawinput.GetBool();
m_rawinput.SetValue( 1 );
ConVarRef mat_vsync( "mat_vsync" );
mat_vsync.SetValue( 0 );
#endif
g_pMatSystemSurface->ForceScreenSizeOverride(true, 640, 480 );
int nViewportWidth, nViewportHeight;
g_pSourceVR->GetViewportBounds( ISourceVirtualReality::VREye_Left, NULL, NULL, &nViewportWidth, &nViewportHeight );
vgui::surface()->SetFullscreenViewportAndRenderTarget( 0, 0, nViewportWidth, nViewportHeight, g_pSourceVR->GetRenderTarget( ISourceVirtualReality::VREye_Left, ISourceVirtualReality::RT_Color ) );
vgui::ivgui()->SetVRMode( true );
VRRect_t rect;
if( g_pSourceVR->GetDisplayBounds( &rect ) )
{
// set mode
char szCmd[ 256 ];
Q_snprintf( szCmd, sizeof( szCmd ), "mat_setvideomode %i %i %i\n", rect.nWidth, rect.nHeight, vr_force_windowed.GetBool()? 1 : 0 );
engine->ClientCmd_Unrestricted( szCmd );
}
}
void CClientVirtualReality::Deactivate()
{
// can't deactivate when we aren't active
if( !UseVR() )
return;
g_pSourceVR->Deactivate();
g_pMatSystemSurface->ForceScreenSizeOverride(false, 0, 0 );
g_pMaterialSystem->GetRenderContext()->Viewport( 0, 0, m_nNonVRWidth, m_nNonVRHeight );
vgui::surface()->SetFullscreenViewportAndRenderTarget( 0, 0, m_nNonVRWidth, m_nNonVRHeight, NULL );
static ConVarRef cl_software_cursor( "cl_software_cursor" );
vgui::surface()->SetSoftwareCursor( cl_software_cursor.GetBool() );
#if defined( USE_SDL )
static ConVarRef sdl_displayindex( "sdl_displayindex" );
sdl_displayindex.SetValue( m_nNonVRSDLDisplayIndex );
#endif
#if defined(POSIX)
ConVarRef m_rawinput( "m_rawinput" );
m_rawinput.SetValue( m_bNonVRRawInput );
#endif
// Make sure the client .dll root panel is at the proper point before doing the "SolveTraverse" calls
vgui::VPANEL root = enginevgui->GetPanel( PANEL_CLIENTDLL );
if ( root != 0 )
{
vgui::ipanel()->SetSize( root, m_nNonVRWidth, m_nNonVRHeight );
}
// Same for client .dll tools
root = enginevgui->GetPanel( PANEL_CLIENTDLL_TOOLS );
if ( root != 0 )
{
vgui::ipanel()->SetSize( root, m_nNonVRWidth, m_nNonVRHeight );
}
int viewWidth, viewHeight;
vgui::surface()->GetScreenSize( viewWidth, viewHeight );
engine->ExecuteClientCmd( "mat_reset_rendertargets\n" );
// set mode
char szCmd[ 256 ];
Q_snprintf( szCmd, sizeof( szCmd ), "mat_setvideomode %i %i %i\n", m_nNonVRWidth, m_nNonVRHeight, m_bNonVRWindowed ? 1 : 0 );
engine->ClientCmd_Unrestricted( szCmd );
}
// Called when startup is complete
void CClientVirtualReality::StartupComplete()
{
if( vr_activate_default.GetBool() )
Activate();
}