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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
synced 2026-10-06 14:00:26 +02:00
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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@@ -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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