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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/client_virtualreality.cpp
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+//========= 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>
+#include "steam/steam_api.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 pRenderContextMat( materials );
+ PIXEvent pixEvent( pRenderContextMat, 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;
+
+ // These checks don't apply if we're in VR mode because Steam said so.
+ if ( !ShouldForceVRActive() )
+ {
+ // 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 );
+ g_pMatSystemSurface->SetFullscreenViewportAndRenderTarget( 0, 0, nViewportWidth, nViewportHeight, g_pSourceVR->GetRenderTarget( ISourceVirtualReality::VREye_Left, ISourceVirtualReality::RT_Color ) );
+
+ vgui::ivgui()->SetVRMode( true );
+
+ // we can skip this extra mode change if we've always been in VR mode
+ if ( !ShouldForceVRActive() )
+ {
+ 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 );
+ g_pMatSystemSurface->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() || ShouldForceVRActive() )
+ Activate();
+}
+