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vr:: works with raycasting
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@ -77,7 +77,8 @@ bool need_many_cell_types() {
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/** is the raycaster available? */
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EX bool available() {
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#if CAP_VR
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if(vrhr::state) return false; /* not implemented */
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/* would need a completely different implementation */
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if(vrhr::state && vrhr::eyes == vrhr::eEyes::equidistant) return false;
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#endif
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if(noGUI) return false;
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if(!vid.usingGL) return false;
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@ -1338,11 +1339,16 @@ EX void cast() {
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cd->set_viewport(global_projection);
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cd->set_mask(global_projection);
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transmatrix proj = Id;
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proj = eupush(-global_projection * d, 0) * proj;
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proj = euscale(cd->tanfov / (vid.stereo_mode == sLR ? 2 : 1), cd->tanfov * cd->ysize / cd->xsize) * proj;
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proj = eupush(-((cd->xcenter-cd->xtop)*2./cd->xsize - 1), -((cd->ycenter-cd->ytop)*2./cd->ysize - 1)) * proj;
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glUniformMatrix4fv(o->uProjection, 1, 0, glhr::tmtogl_transpose3(proj).as_array());
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if(vrhr::state == 2) {
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glUniformMatrix4fv(o->uProjection, 1, 0, glhr::tmtogl_transpose3(vrhr::eyeproj).as_array());
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}
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else {
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transmatrix proj = Id;
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proj = eupush(-global_projection * d, 0) * proj;
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proj = euscale(cd->tanfov / (vid.stereo_mode == sLR ? 2 : 1), cd->tanfov * cd->ysize / cd->xsize) * proj;
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proj = eupush(-((cd->xcenter-cd->xtop)*2./cd->xsize - 1), -((cd->ycenter-cd->ytop)*2./cd->ysize - 1)) * proj;
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glUniformMatrix4fv(o->uProjection, 1, 0, glhr::tmtogl_transpose3(proj).as_array());
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}
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if(!callhandlers(false, hooks_rayset, o)) {
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8
vr.cpp
8
vr.cpp
@ -100,6 +100,8 @@ vr_framebuffer::vr_framebuffer(int xsize, int ysize) {
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rb.reset();
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}
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EX transmatrix eyeproj;
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vr_framebuffer::~vr_framebuffer() {
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glDeleteRenderbuffers( 1, &m_nDepthBufferId );
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glDeleteTextures( 1, &m_nRenderTextureId );
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@ -117,6 +119,7 @@ struct vrdata_t {
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uint32_t xsize, ysize;
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vr_framebuffer *eyes[2];
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transmatrix proj[2];
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transmatrix iproj[2]; /* inverse of proj */
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transmatrix eyepos[2];
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vr::TrackedDevicePose_t poses[ vr::k_unMaxTrackedDeviceCount ];
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transmatrix pose_matrix[vr::k_unMaxTrackedDeviceCount ];
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@ -588,6 +591,8 @@ EX void start_vr() {
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vrdata.proj[a] =
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vr_to_hr(vrdata.vr->GetProjectionMatrix(eye, 0.01, 300));
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vrdata.iproj[a] = MirrorZ * inverse(vrdata.proj[a]);
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println(hlog, "projection = ", vrdata.proj[a]);
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vrdata.eyepos[a] =
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@ -788,9 +793,10 @@ EX void render() {
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}
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hmd_mvp = vrdata.proj[i] * hmd_mvp;
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}
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eyeproj = vrdata.iproj[i];
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drawqueue();
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}
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drawqueue();
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}
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rb.reset();
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