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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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feat: added immersive window support for VR race views
- Introduced a new configuration option for immersive window mode in runtime_config.h. - Updated the parsing and setting functions to handle the immersive window state. - Modified the OpenXR backend to support rendering with the immersive window, blending the race view with the surrounding environment. - Enhanced the settings overlay to allow users to select between immersive, immersive window, and flat screen race views. - Implemented GPU rendering logic for the immersive window mask, ensuring correct visual output in various rendering paths. - Added tests to validate the immersive window functionality and its interaction with existing race view settings.
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@@ -58,6 +58,7 @@ struct RuntimeUserConfig {
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std::optional<float> vrHudWidthMeters;
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std::optional<bool> vrHudVirtualScreen;
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std::optional<bool> vrFlatScreen;
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std::optional<bool> vrImmersiveWindow;
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std::optional<bool> vrPassthrough;
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std::optional<bool> vrStopAtDisplayCopy;
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std::optional<bool> vrSkipCopyClears;
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@@ -522,6 +523,11 @@ inline void EnsureConfigFile() {
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"# first-person camera or hand steering. Changeable live from the\n"
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"# F10 menu.\n"
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"flat_screen = false\n"
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"# The immersive window keeps the stereo race view but shows it\n"
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"# only through that screen, with the room around it on the\n"
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"# Quest (black elsewhere). Flat Screen mode wins over it.\n"
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"# Changeable live from the F10 menu.\n"
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"immersive_window = false\n"
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"# EFB replay controls for the per-eye views, changeable live\n"
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"# from the F10 menu. stop_at_display_copy ends each eye at the\n"
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"# frame's final GXCopyDisp; skip_copy_clears drops the EFB\n"
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@@ -778,6 +784,7 @@ inline RuntimeUserConfig ParseConfigDocument(const toml::value& document) {
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}
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config.vrHudVirtualScreen = FindConfigValue<bool>(document, "vr", "hud_virtual_screen");
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config.vrFlatScreen = FindConfigValue<bool>(document, "vr", "flat_screen");
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config.vrImmersiveWindow = FindConfigValue<bool>(document, "vr", "immersive_window");
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config.vrPassthrough = FindConfigValue<bool>(document, "vr", "passthrough");
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config.vrStopAtDisplayCopy = FindConfigValue<bool>(document, "vr", "stop_at_display_copy");
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config.vrSkipCopyClears = FindConfigValue<bool>(document, "vr", "skip_copy_clears");
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@@ -1102,6 +1109,11 @@ inline bool SetVrFlatScreen(bool value) {
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return WriteSetting("vr", "flat_screen", value ? "true" : "false");
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}
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inline bool SetVrImmersiveWindow(bool value) {
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Mutable().vrImmersiveWindow = value;
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return WriteSetting("vr", "immersive_window", value ? "true" : "false");
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}
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inline bool SetVrPassthrough(bool value) {
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Mutable().vrPassthrough = value;
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return WriteSetting("vr", "passthrough", value ? "true" : "false");
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@@ -1579,10 +1591,41 @@ inline bool VrFlatScreen(bool fallback = false) {
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return Get().vrFlatScreen.value_or(fallback);
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}
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// Races in stereo as usual, but seen only through the screen the race's 2D
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// layer sits on, with the room around it. Flat Screen mode wins over it.
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inline bool VrImmersiveWindow(bool fallback = false) {
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return Get().vrImmersiveWindow.value_or(fallback);
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}
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// The race view the settings present as one choice, kept in the two keys
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// above so that a file without immersive_window reads as it always did.
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enum class VrRaceView : int {
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Immersive = 0,
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ImmersiveWindow = 1,
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FlatScreen = 2,
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};
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inline VrRaceView VrRaceViewOf(const RuntimeUserConfig& config) {
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if (config.vrFlatScreen.value_or(false)) {
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return VrRaceView::FlatScreen;
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}
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return config.vrImmersiveWindow.value_or(false) ? VrRaceView::ImmersiveWindow : VrRaceView::Immersive;
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}
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inline VrRaceView GetVrRaceView() {
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return VrRaceViewOf(Get());
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}
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inline bool SetVrRaceView(VrRaceView view) {
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const bool flat = SetVrFlatScreen(view == VrRaceView::FlatScreen);
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const bool window = SetVrImmersiveWindow(view == VrRaceView::ImmersiveWindow);
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return flat && window;
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}
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// The room, through the headset's cameras, around the menu screen and every
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// other virtual screen, a Flat Screen race included (never an immersive
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// race). Only the Quest offers it; the launcher's Settings page shows the same
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// default.
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// other virtual screen, a Flat Screen race included, and around the immersive
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// window (never a fully immersive race). Only the Quest offers it; the
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// launcher's Settings page shows the same default.
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inline bool VrPassthrough(bool fallback = true) {
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return Get().vrPassthrough.value_or(fallback);
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}
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@@ -132,9 +132,15 @@ struct OpenXRPresentation {
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bool quad_anchored = false;
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XrPosef quad_pose{{0.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 0.0f}};
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// Show the room through the headset's cameras around the virtual screen
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// (OpenXRPassthrough). Taken when the presentation is handed to the backend,
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// which starts or pauses the view then; a backend without one ignores it.
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// Used only by ImmersiveProjection: Aurora left each eye transparent outside
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// the race's 2D-layer screen (AuroraStereoFrame::window), so the projection
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// layer is blended by its alpha over whatever is under it.
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bool immersive_window = false;
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// Show the room through the headset's cameras around the virtual screen or
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// the immersive window (OpenXRPassthrough). Taken when the presentation is
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// handed to the backend, which starts or pauses the view then; a backend
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// without one ignores it.
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bool passthrough = false;
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OpenXRPanelLayer panel;
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@@ -61,11 +61,19 @@ void OpenXRRequestRecenter() noexcept;
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void OpenXRSetLeanBackDegrees(float degrees) noexcept;
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// Shows the room through the headset's cameras around the menu screen and every
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// other virtual screen, never during an immersive race. Only the standalone
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// (Quest) backend offers it; elsewhere this changes nothing. Callable from any
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// thread; applied on the XR pacing thread's next frame.
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// other virtual screen, and around the immersive window, never during a fully
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// immersive race. Only the standalone (Quest) backend offers it; elsewhere this
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// changes nothing. Callable from any thread; applied on the XR pacing thread's
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// next frame.
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void OpenXRSetPassthrough(bool enabled) noexcept;
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// The immersive window: an immersive race keeps its stereo view but is seen
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// only through the screen its 2D layer sits on, with the room (or, without
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// passthrough, black) around it. Callable from any thread; applied to the next
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// published frame. Flat Screen mode, which keeps races off the immersive path
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// altogether, makes it moot.
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void OpenXRSetImmersiveWindow(bool enabled) noexcept;
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// Live scene interpolation at the headset's own display deadlines.
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// 0 = Off, 1 = Auto, otherwise 72/90/120 as a rendering-rate ceiling.
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void OpenXRSetFrameInterpolationFps(uint32_t target) noexcept;
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@@ -142,7 +142,11 @@ bool g_vrStopAtDisplayCopy = RuntimeConfigFile::VrStopAtDisplayCopy(true);
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bool g_vrSkipCopyClears = RuntimeConfigFile::VrSkipCopyClears(true);
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bool g_vrSinglePassEyes = RuntimeConfigFile::VrSinglePassEyes(true);
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bool g_vrHudVirtualScreen = RuntimeConfigFile::VrHudVirtualScreen(true);
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bool g_vrFlatScreen = RuntimeConfigFile::VrFlatScreen();
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// Race view: Immersive, Immersive window or Flat screen (RuntimeConfigFile::VrRaceView), and
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// Flat Screen mode as the flag the race view rows below are disabled by.
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int g_vrRaceView = static_cast<int>(RuntimeConfigFile::GetVrRaceView());
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bool g_vrFlatScreen = g_vrRaceView == static_cast<int>(RuntimeConfigFile::VrRaceView::FlatScreen);
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constexpr std::array<const char*, 3> kVrRaceViewLabels{"Immersive", "Immersive window", "Flat screen"};
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#if defined(__ANDROID__)
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bool g_vrPassthrough = RuntimeConfigFile::VrPassthrough();
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// Menu labels for the foveation levels, index-matched to RuntimeConfigFile::kVrFoveationLevels and to
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@@ -1444,7 +1448,8 @@ void DrawVrSettings() {
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}
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ImGui::Separator();
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ImGui::Text("VR 2D layer");
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ImGui::BeginDisabled(g_vrFlatScreen);
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ImGui::BeginDisabled(
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g_vrFlatScreen || g_vrRaceView == static_cast<int>(RuntimeConfigFile::VrRaceView::ImmersiveWindow));
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if (ImGui::Checkbox("2D layer on a virtual screen", &g_vrHudVirtualScreen)) {
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ApplyVrHudVirtualScreen();
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RuntimeConfigFile::SetVrHudVirtualScreen(g_vrHudVirtualScreen);
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@@ -1455,7 +1460,8 @@ void DrawVrSettings() {
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"Puts the minimap, race position, item roulette and the rest of the race HUD on a "
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"screen fixed ahead of the kart camera. Turn off to leave them stretched across "
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"the whole view. Its size and distance are the [vr] hud_width_meters and "
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"hud_distance_meters read at launch.");
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"hud_distance_meters read at launch. The immersive window is that screen, and "
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"always carries them.");
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}
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ImGui::Separator();
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ImGui::Text("VR view");
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@@ -1514,8 +1520,8 @@ void DrawVrSettings() {
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ImGui::SetTooltip(
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"Shows your room through the headset's cameras around the menu screen and every "
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"other screen outside an immersive race, instead of black. Immersive races stay "
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"fully virtual; the Flat Screen race has the room around it too. "
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"Applies immediately.");
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"fully virtual; the immersive window and the Flat Screen race have the room "
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"around them too. Applies immediately.");
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}
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// Shows the live level, which debug.wiicompiled.foveation can override.
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g_vrFoveation = static_cast<int>(aurora_get_stereo_foveation());
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@@ -1539,16 +1545,23 @@ void DrawVrSettings() {
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#endif
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ImGui::Separator();
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ImGui::Text("VR camera");
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if (ImGui::Checkbox("Flat Screen mode", &g_vrFlatScreen)) {
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RuntimeConfigFile::SetVrFlatScreen(g_vrFlatScreen);
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if (ImGui::Combo("Race view", &g_vrRaceView, kVrRaceViewLabels.data(),
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static_cast<int>(kVrRaceViewLabels.size()))) {
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const auto view = static_cast<RuntimeConfigFile::VrRaceView>(g_vrRaceView);
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g_vrFlatScreen = view == RuntimeConfigFile::VrRaceView::FlatScreen;
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RuntimeConfigFile::SetVrRaceView(view);
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mkw::vr::MkwVRPolicySetImmersiveRaces(!g_vrFlatScreen);
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mkw::vr::OpenXRSetImmersiveWindow(view == RuntimeConfigFile::VrRaceView::ImmersiveWindow);
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mkw::vr::MkwVRFirstPersonApplyConfiguredSettings();
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip(
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"Plays races on the same flat screen as the menus, through the game's own camera, "
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"instead of all around you in stereo. The first-person camera, hand steering and "
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"the race view settings do not apply while it is on. Applies immediately.");
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"Immersive plays races all around you in stereo. Immersive window keeps that "
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"stereo view but shows it only through a window where the menu screen sits, with "
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"your room around it on the Quest (black elsewhere); look through it from another "
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"angle and the view shifts as through a real window. Flat screen plays races on "
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"the menu screen through the game's own camera; the first-person camera, hand "
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"steering and the race view settings do not apply to it. Applies immediately.");
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}
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// Everything below shapes the immersive race view, which Flat Screen mode replaces.
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ImGui::BeginDisabled(g_vrFlatScreen);
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@@ -1704,7 +1717,8 @@ void DrawVrSettings() {
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}
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// The right-thumbstick click: flips the first-person camera exactly as its
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// checkbox does, so it does nothing in Flat Screen mode either. Game thread.
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// checkbox does, so it does nothing in Flat Screen mode either (it does in the
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// immersive window, which is still the stereo race view). Game thread.
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void ToggleFirstPersonCamera() {
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if (g_vrFlatScreen) {
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return;
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@@ -568,6 +568,10 @@ public:
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passthrough_.store(enabled, std::memory_order_relaxed);
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}
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void SetImmersiveWindow(bool enabled) noexcept {
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immersive_window_.store(enabled, std::memory_order_relaxed);
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}
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void SetLeanBackDegrees(float degrees) noexcept {
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lean_back_degrees_.store(
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std::clamp(degrees, -RuntimeConfigFile::kVrLeanBackDegreesLimit,
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@@ -846,10 +850,15 @@ private:
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aurora_get_stereo_screen_aspects(&picture_aspect, &snapshot_aspect)) {
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presentation.quad_content_aspect = snapshot_aspect;
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}
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// The room around the menu screen and every other virtual screen, a
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// Flat Screen race included; an immersive race is fully virtual, and the
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// cameras are paused for it.
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presentation.passthrough = !immersive && passthrough_.load(std::memory_order_relaxed);
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// The immersive window: the race's stereo view seen through its 2D layer's screen.
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// The flag travels with the packet, so the eyes Aurora masks and the layer the
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// backend blends always belong to the same frame.
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presentation.immersive_window = immersive && immersive_window_.load(std::memory_order_relaxed);
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// The room around the menu screen and every other virtual screen, a Flat Screen
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// race included, and around the immersive window; a fully immersive race is
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// virtual all round, and the cameras are paused for it.
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presentation.passthrough =
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(!immersive || presentation.immersive_window) && passthrough_.load(std::memory_order_relaxed);
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// The settings panel gets a compositor layer of its own while it is
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// open, and Aurora leaves it out of the eyes. A backend that could
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// not make that layer has the panel drawn into the eyes instead.
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@@ -1247,6 +1256,7 @@ private:
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destination.displayTimeNanos = DisplayTimeNanos(source.xr_frame.predicted_display_time);
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destination.mode = immersive ? AURORA_STEREO_FRAME_IMMERSIVE_REPLAY
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: AURORA_STEREO_FRAME_VIRTUAL_SCREEN;
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destination.window = immersive && source.presentation.immersive_window;
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for (uint32_t eye = 0; eye < kOpenXREyeCount; ++eye) {
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destination.eyes[eye].width = source.render_width[eye];
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destination.eyes[eye].height = source.render_height[eye];
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@@ -1378,7 +1388,8 @@ private:
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// that space (in metres) to base + lean * p in the application space, so the
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// screen sits at base + lean * (0, 0, -distance), turned by the lean, its
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// height following the picture aspect as stereo_hud_screen's does. With the
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// 2D layer stretched across the eyes there is no screen to point at.
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// 2D layer stretched across the eyes there is no screen to point at, except
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// in the immersive window, which is that screen and always carries the layer.
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OpenXRPointerScreen PointerScreen(const OpenXRBackendFrame& frame, const MkwVRPolicySnapshot& policy,
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bool immersive) const noexcept {
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OpenXRPointerScreen screen{};
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@@ -1389,8 +1400,9 @@ private:
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}
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if (immersive) {
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if (!aurora_get_stereo_hud_screen_enabled() || !(policy.config.hud_width_meters > 0.0f) ||
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!RaceScreenPose(frame, policy, screen.pose)) {
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// The immersive window always carries the 2D layer.
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const bool on_screen = aurora_get_stereo_hud_screen_enabled() || frame.presentation.immersive_window;
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if (!on_screen || !(policy.config.hud_width_meters > 0.0f) || !RaceScreenPose(frame, policy, screen.pose)) {
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return screen;
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}
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screen.half_width_meters = 0.5f * policy.config.hud_width_meters;
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@@ -1756,6 +1768,7 @@ private:
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std::atomic_bool recenter_requested_{false};
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std::atomic<float> lean_back_degrees_{RuntimeConfigFile::VrLeanBackDegrees()};
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std::atomic_bool passthrough_{RuntimeConfigFile::VrPassthrough()};
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std::atomic_bool immersive_window_{RuntimeConfigFile::VrImmersiveWindow()};
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std::atomic_uint32_t frame_interpolation_fps_{RuntimeConfigFile::VrFrameInterpolationFps()};
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std::atomic_bool interpolation_available_{false};
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std::mutex interpolation_mutex_;
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@@ -1877,6 +1890,14 @@ void OpenXRSetPassthrough(bool enabled) noexcept {
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#endif
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}
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void OpenXRSetImmersiveWindow(bool enabled) noexcept {
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#if MKW_OPENXR_GRAPHICS_BACKEND
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OpenXRIntegration::Get().SetImmersiveWindow(enabled);
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#else
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(void)enabled;
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#endif
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}
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void OpenXRSetFrameInterpolationFps(uint32_t target) noexcept {
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#if MKW_OPENXR_GRAPHICS_BACKEND
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OpenXRIntegration::Get().SetFrameInterpolationFps(target);
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@@ -942,7 +942,10 @@ public:
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views[eye].subImage.imageArrayIndex = 0;
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}
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XrCompositionLayerProjection projection{XR_TYPE_COMPOSITION_LAYER_PROJECTION};
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projection.layerFlags = 0;
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// The immersive window's eyes are transparent outside the window (premultiplied alpha), so
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// the room shows around it; otherwise the race covers the whole view and alpha is ignored.
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projection.layerFlags =
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frame.presentation.immersive_window ? XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT : 0;
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projection.space = runtime_->AppSpace();
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projection.viewCount = kOpenXREyeCount;
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projection.views = views.data();
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@@ -950,16 +953,18 @@ public:
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}
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// Ends the compositor frame with the scene's layer: over the room's camera
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// view while that runs and the scene is the virtual screen (never under the
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// race's projection, which covers the whole view), and, while the retained
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// frame rendered it, under the settings panel's layer.
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// view while that runs and the scene is the virtual screen or the immersive
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// window (never under a fully immersive race's projection, which covers the
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// whole view), and, while the retained frame rendered it, under the settings
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// panel's layer.
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bool EndFrameWithPanel(const OpenXRBackendFrame& frame, const XrCompositionLayerBaseHeader* scene) {
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const auto& panel = frame.presentation.panel;
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XrCompositionLayerQuad panel_quad{};
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const XrCompositionLayerBaseHeader* layers[3] = {};
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uint32_t count = 0;
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if (const XrCompositionLayerBaseHeader* passthrough = passthrough_.Layer();
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passthrough != nullptr && frame.presentation.mode == OpenXRFrameMode::VirtualScreen) {
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passthrough != nullptr && (frame.presentation.mode == OpenXRFrameMode::VirtualScreen ||
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frame.presentation.immersive_window)) {
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layers[count++] = passthrough;
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}
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layers[count++] = scene;
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@@ -34,5 +34,18 @@ int main() {
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Require(Parse("[vr]\nsingle_pass_eyes = true\n").vrSinglePassEyes == true);
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Require(Parse("[vr]\nsingle_pass_eyes = false\n").vrSinglePassEyes == false);
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Require(!Parse("[vr]\n").vrSinglePassEyes.has_value());
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// [vr] immersive_window and flat_screen: one race view in two keys, Flat
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// Screen mode winning, so a file that predates the window reads as before.
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using RuntimeConfigFile::VrRaceView;
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using RuntimeConfigFile::VrRaceViewOf;
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Require(Parse("[vr]\nimmersive_window = true\n").vrImmersiveWindow == true);
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Require(!Parse("[vr]\n").vrImmersiveWindow.has_value());
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Require(VrRaceViewOf(Parse("[vr]\n")) == VrRaceView::Immersive);
|
||||
Require(VrRaceViewOf(Parse("[vr]\nflat_screen = false\n")) == VrRaceView::Immersive);
|
||||
Require(VrRaceViewOf(Parse("[vr]\nflat_screen = true\n")) == VrRaceView::FlatScreen);
|
||||
Require(VrRaceViewOf(Parse("[vr]\nimmersive_window = true\n")) == VrRaceView::ImmersiveWindow);
|
||||
Require(VrRaceViewOf(Parse("[vr]\nflat_screen = true\nimmersive_window = true\n")) == VrRaceView::FlatScreen);
|
||||
Require(VrRaceViewOf(Parse("[vr]\nflat_screen = false\nimmersive_window = false\n")) == VrRaceView::Immersive);
|
||||
return 0;
|
||||
}
|
||||
Reference in new issue
Block a user