OpenXR - Projection matrix on Quest 3 fixed

This commit is contained in:
Lubos committed 2023-11-21 23:07:58 +01:00
1 parent 3d508ef282
commit 4d61896403
4 files changed
+18 -42

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+18 -39
View File
@@ -26,13 +26,6 @@
#include "Core/KeyMap.h"
#include "Core/System.h"
enum VRMatrix {
VR_PROJECTION_MATRIX,
VR_VIEW_MATRIX_LEFT_EYE,
VR_VIEW_MATRIX_RIGHT_EYE,
VR_MATRIX_COUNT
};
enum VRMirroring {
VR_MIRRORING_AXIS_X,
VR_MIRRORING_AXIS_Y,
@@ -51,9 +44,10 @@ static int vr3DGeometryCount = 0;
static long vrCompat[VR_COMPAT_MAX];
static bool vrFlatForced = false;
static bool vrFlatGame = false;
static float vrMatrix[VR_MATRIX_COUNT][16];
static double vrFov[2] = {};
static bool vrMirroring[VR_MIRRORING_COUNT];
static int vrMirroringVariant = 0;
static float vrViewMatrix[2][16];
static XrView vrView[2];
static void (*cbNativeAxis)(const AxisInput *axis, size_t count);
@@ -642,28 +636,16 @@ bool StartVRRender() {
}
UpdateVRViewMatrices();
// Update projection matrix
// Calculate field of view
XrFovf fov = {};
for (int eye = 0; eye < ovrMaxNumEyes; eye++) {
fov.angleLeft += vrView[eye].fov.angleLeft / 2.0f;
fov.angleRight += vrView[eye].fov.angleRight / 2.0f;
fov.angleUp += vrView[eye].fov.angleUp / 2.0f;
fov.angleDown += vrView[eye].fov.angleDown / 2.0f;
for (auto & eye : vrView) {
fov.angleLeft += eye.fov.angleLeft / 2.0f;
fov.angleRight += eye.fov.angleRight / 2.0f;
fov.angleUp += eye.fov.angleUp / 2.0f;
fov.angleDown += eye.fov.angleDown / 2.0f;
}
float nearZ = g_Config.fFieldOfViewPercentage / 200.0f;
float tanAngleLeft = tanf(fov.angleLeft);
float tanAngleRight = tanf(fov.angleRight);
float tanAngleDown = tanf(fov.angleDown);
float tanAngleUp = tanf(fov.angleUp);
float M[16] = {};
M[0] = 2 / (tanAngleRight - tanAngleLeft);
M[2] = (tanAngleRight + tanAngleLeft) / (tanAngleRight - tanAngleLeft);
M[5] = 2 / (tanAngleUp - tanAngleDown);
M[6] = (tanAngleUp + tanAngleDown) / (tanAngleUp - tanAngleDown);
M[10] = -1;
M[11] = -(nearZ + nearZ);
M[14] = -1;
memcpy(vrMatrix[VR_PROJECTION_MATRIX], M, sizeof(float) * 16);
vrFov[0] = 2.0 / (tan(fov.angleRight) - tan(fov.angleLeft));
vrFov[1] = 2.0 / (tan(fov.angleUp) - tan(fov.angleDown));
// Decide if the scene is 3D or not
VR_SetConfigFloat(VR_CONFIG_CANVAS_ASPECT, 480.0f / 272.0f);
@@ -808,19 +790,16 @@ void UpdateVRParams(float* projMatrix) {
}
void UpdateVRProjection(float* projMatrix, float* leftEye, float* rightEye) {
float* hmdProjection = vrMatrix[VR_PROJECTION_MATRIX];
for (int i = 0; i < 16; i++) {
if ((hmdProjection[i] > 0) != (projMatrix[i] > 0)) {
hmdProjection[i] *= -1.0f;
}
}
float hmdProjection[16];
memcpy(hmdProjection, projMatrix, 16 * sizeof(float));
hmdProjection[0] = vrFov[0];
hmdProjection[5] = vrFov[1];
memcpy(leftEye, hmdProjection, 16 * sizeof(float));
memcpy(rightEye, hmdProjection, 16 * sizeof(float));
}
void UpdateVRView(float* leftEye, float* rightEye) {
float* dst[] = {leftEye, rightEye};
float* matrix[] = {vrMatrix[VR_VIEW_MATRIX_LEFT_EYE], vrMatrix[VR_VIEW_MATRIX_RIGHT_EYE]};
for (int index = 0; index < 2; index++) {
// Validate the view matrix
@@ -834,7 +813,7 @@ void UpdateVRView(float* leftEye, float* rightEye) {
// Get view matrix from the headset
Lin::Matrix4x4 hmdView = {};
memcpy(hmdView.m, matrix[index], 16 * sizeof(float));
memcpy(hmdView.m, vrViewMatrix[index], 16 * sizeof(float));
// Combine the matrices
Lin::Matrix4x4 renderView = hmdView * gameView;
@@ -943,12 +922,12 @@ void UpdateVRViewMatrices() {
M[11] += side.z;
}
for (int matrix = VR_VIEW_MATRIX_LEFT_EYE; matrix <= VR_VIEW_MATRIX_RIGHT_EYE; matrix++) {
for (int eye = 0; eye < ovrMaxNumEyes; eye++) {
// Stereoscopy
bool vrStereo = !PSP_CoreParameter().compat.vrCompat().ForceMono && g_Config.bEnableStereo;
if (vrStereo) {
bool mirrored = vrMirroring[VR_MIRRORING_AXIS_Z] ^ (matrix == VR_VIEW_MATRIX_RIGHT_EYE);
bool mirrored = vrMirroring[VR_MIRRORING_AXIS_Z] ^ (eye == 1);
float dx = fabs(vrView[1].pose.position.x - vrView[0].pose.position.x);
float dy = fabs(vrView[1].pose.position.y - vrView[0].pose.position.y);
float dz = fabs(vrView[1].pose.position.z - vrView[0].pose.position.z);
@@ -961,6 +940,6 @@ void UpdateVRViewMatrices() {
M[11] += separation.z;
}
memcpy(vrMatrix[matrix], M, sizeof(float) * 16);
memcpy(vrViewMatrix[eye], M, sizeof(float) * 16);
}
}
-1
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@@ -935,7 +935,6 @@ static const ConfigSetting vrSettings[] = {
ConfigSetting("VRCameraPitch", &g_Config.iCameraPitch, 0, CfgFlag::PER_GAME),
ConfigSetting("VRCanvasDistance", &g_Config.fCanvasDistance, 12.0f, CfgFlag::DEFAULT),
ConfigSetting("VRCanvas3DDistance", &g_Config.fCanvas3DDistance, 3.0f, CfgFlag::DEFAULT),
ConfigSetting("VRFieldOfView", &g_Config.fFieldOfViewPercentage, 100.0f, CfgFlag::PER_GAME),
ConfigSetting("VRHeadUpDisplayScale", &g_Config.fHeadUpDisplayScale, 0.3f, CfgFlag::PER_GAME),
ConfigSetting("VRMotionLength", &g_Config.fMotionLength, 0.5f, CfgFlag::DEFAULT),
ConfigSetting("VRHeadRotationScale", &g_Config.fHeadRotationScale, 5.0f, CfgFlag::PER_GAME),
-1
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@@ -442,7 +442,6 @@ public:
float fCameraSide;
float fCanvasDistance;
float fCanvas3DDistance;
float fFieldOfViewPercentage;
float fHeadUpDisplayScale;
float fMotionLength;
float fHeadRotationScale;
-1
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@@ -1170,7 +1170,6 @@ void GameSettingsScreen::CreateVRSettings(UI::ViewGroup *vrSettings) {
vrSettings->Add(new ItemHeader(vr->T("VR camera")));
vrSettings->Add(new PopupSliderChoiceFloat(&g_Config.fCanvasDistance, 1.0f, 15.0f, 12.0f, vr->T("Distance to 2D menus and scenes"), 1.0f, screenManager(), ""));
vrSettings->Add(new PopupSliderChoiceFloat(&g_Config.fCanvas3DDistance, 1.0f, 15.0f, 3.0f, vr->T("Distance to 3D scenes when VR disabled"), 1.0f, screenManager(), ""));
vrSettings->Add(new PopupSliderChoiceFloat(&g_Config.fFieldOfViewPercentage, 100.0f, 200.0f, 100.0f, vr->T("Field of view scale"), 10.0f, screenManager(), vr->T("% of native FoV")));
vrSettings->Add(new CheckBox(&g_Config.bRescaleHUD, vr->T("Heads-up display detection")));
PopupSliderChoiceFloat* vrHudScale = vrSettings->Add(new PopupSliderChoiceFloat(&g_Config.fHeadUpDisplayScale, 0.0f, 1.5f, 0.3f, vr->T("Heads-up display scale"), 0.1f, screenManager(), ""));
vrHudScale->SetEnabledPtr(&g_Config.bRescaleHUD);