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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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@@ -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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