Add VR object culling functionality

- Introduced a new configuration option for object culling in VR, allowing the game to hide objects outside the camera's view.
- Implemented native replacements for the Mario Kart functions responsible for scene culling, ensuring accurate behavior in VR.
- Added a new header file `mkw_vr_culling.h` to define the culling logic and structures.
- Created `mkw_vr_culling.cpp` to implement the culling logic, including frustum intersection checks and screen info updates.
- Updated runtime configuration to include the new object culling option, with appropriate getters and setters.
- Enhanced the settings overlay to allow users to toggle object culling in VR.
- Added tests in `vr_culling_tests.cpp` to validate the frustum intersection logic and ensure compliance with original behavior.
- Updated CMake files to include new source files and tests.
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iChris4 committed 2026-09-29 01:53:54 +02:00
1 parent 3c20f677eb
commit e2c4eb3c8c
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@@ -159,7 +159,9 @@ endforeach()
# the same contraction/rounding policy as translated PPC shards.
set(MKW_PPC_SEMANTIC_RUNTIME_SOURCES
"${MKW_RUNTIME_SOURCE_DIR}/src/ppc_helpers.cpp"
"${MKW_RUNTIME_SOURCE_DIR}/src/fpu_helpers.cpp")
"${MKW_RUNTIME_SOURCE_DIR}/src/fpu_helpers.cpp"
# Native reimplementations of the game's culling math (VR object culling).
"${MKW_RUNTIME_SOURCE_DIR}/src/vr/mkw_vr_culling.cpp")
set_source_files_properties(${MKW_PPC_SEMANTIC_RUNTIME_SOURCES} PROPERTIES
SKIP_UNITY_BUILD_INCLUSION ON
SKIP_PRECOMPILE_HEADERS ON