Commit Graph
374 Commits
Author SHA1 Message Date
iChris4 e4d198ee13 Implement render scale adjustments for OpenXR D3D12 and Vulkan backends
- Added SetRenderScale method to both D3D12 and Vulkan backends to adjust the render scale dynamically.
- Updated eye size calculations to reflect the new render scale in both backends.
- Implemented ResizeWritablePair method to handle resizing of swapchains based on the requested eye sizes.
- Modified BeginFrame methods to ensure swapchains are resized appropriately before rendering.
- Enhanced error handling to maintain current eye sizes when the requested sizes cannot be allocated.
- Added tests to validate render scale functionality, ensuring correct behavior when scaling up and down, including handling of refused sizes.
2026-09-26 02:25:34 +02:00
iChris4 f013f9d2f7 Implement native wheel node matrix retrieval and enhance topology validation 2026-09-26 01:46:49 +02:00
iChris4 3d48514182 Enhance native wheel handling with topology management 2026-09-25 02:21:10 +02:00
iChris4andClaude Opus 5.5 1d7f2549bd Hand a put-down controller's side to the cameras
- Started with the controllers connected, a race stayed on them: Horizon OS switches all input
  between controllers and hands, and back to the controllers as soon as one lying on a table moves
  (a Quest 3 log went touch_controller, simple_controller, touch_controller within seconds). An
  app cannot disconnect the controllers.
- With tracked hands on, the input now resumes XR_META_simultaneous_hands_and_controllers (Meta's
  multimodal), which overrides that switching: a controller not in a hand no longer owns it, so the
  cameras track that hand at once, and a held controller keeps working. Paused again when the
  option goes off; a refused resume is logged and not retried until the option is toggled.
- A hand is bare when its squeeze action is inactive and it either drives khr/simple_controller or
  has camera-tracked joints, since a free hand under simultaneous tracking may get a profile our
  actions are not bound in. Docs: OPENXR.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 01:30:18 +02:00
iChris4andClaude Opus 5.5 38b7f89d74 Take item pinches only from a mostly open hand
- Now that holding the wheel engages the race controls, closing the other hand on the rim could
  bring thumb and index together on the way and fire an item. A pinch uses an item only while the
  hand's grasp is under 0.5; a relaxed hand reads about 0, a hand closed on a rim about 0.9.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 00:42:48 +02:00
iChris4andClaude Opus 5.5 d3ad9fbd56 Hold the gas while a bare hand holds the wheel
- On a Quest 3 the race controls never engaged: grabbing the wheel gave no gas and a right pinch
  stayed A. They waited for the game to switch the remote's pointer off, and MKW keeps it on in a
  race (the log only ever said "the game's pointer is on").
- The race controls now apply while a bare hand holds the wheel: that holds the gas, and a free
  hand's pinch (either hand) uses an item. With no bare hand on the wheel a right pinch stays A,
  which is what the pause menu and the results need. The flick still works in the whole cockpit.
- The game-pointer publication (KPAD hook and bridge) is gone. The "tracked hands" source line is
  logged at most once a second: camera-tracked hands drop in and out of view often.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 00:40:56 +02:00
iChris4andClaude Opus 5.5 771a143254 Flick the bare hands for a trick
- A bare hand already feeds no Wii Remote motion (camera-tracked poses are too noisy to
  differentiate twice). In a cockpit race, both hands on the wheel rising together or a free bare
  hand rising fast now plays one shake on the remote's accelerometer: 150 ms, so the guest sees it
  on at least three frames, one cycle up to +2 g and down to the -3.6 g limit, as Dolphin's
  emulated shake does. A turn (one hand up, the other down) never flicks, nor does a lone hand on
  the wheel; a rise must last three samples and cover 5 cm within 150 ms, tracking jumps reset it,
  and flicks are 0.5 s apart. Wii Remote presentation only.
- debug.wiicompiled.inject <n>:flick plays the same shake, with the controllers or unattended, to
  tune it apart from the gesture. Docs: OPENXR.md, docs/quest-port.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 00:10:16 +02:00
iChris4andClaude Opus 5.5 5a38377f61 Drive with bare hands in the cockpit
- With tracked hands on, a hand driving khr/simple_controller with camera-tracked joints is bare:
  latched through wheel_tracking_grace (Meta drops the select action while a hand is lost),
  cleared as soon as a controller's squeeze is back. Its palm joint stands in for the grip and a
  grasp from the middle, ring and little fingers' flexion (0 below 1.2 rad, 1 from 3.0) for the
  squeeze, so closing a hand on the rim takes hold under the wheel's own press and release. The
  grasp never reaches the game's buttons.
- In a cockpit race a bare hand holding the wheel holds the gas (A / South) and a pinch from a free
  bare hand uses an item (Z / L) once the hand has been off the wheel for 0.15 s. Only while the
  game has the remote's pointer off: KPAD publishes the game's pointer switch for the VR remote,
  so the pause menu and the results keep a right pinch as A. The pacing thread logs each change,
  to confirm on the headset that MKW turns the pointer off while driving.
- A held bare hand keeps its last joints drawn through a short loss; bare hands get no haptics.
  The headset panel's readout shows grasp, hold and pinch. Docs: OPENXR.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 00:08:25 +02:00
iChris4andClaude Opus 5.5 a21e22b605 Pose the cockpit hands from the headset's hand tracking
- New [vr] hand_tracking (default off, Quest only for now): the Quest launcher's Settings > VR and
  the headset panel's VR tab, under hand steering. Two XR_EXT_hand_tracking trackers are located
  every XR frame: with the controllers held the Quest builds the joints from their touch sensors
  (XR_EXT_hand_tracking_data_source's controller source), once they are put down from its
  cameras. The trackers exist only while the option and hand steering are on and also serve the
  runtime hand mesh; the extensions (plus XR_FB_hand_tracking_aim) are asked for when either is
  on at launch.
- Aurora skins the runtime mesh with the joints themselves (tracked pose times inverse bind pose,
  no curl, no grip); runtimes with joints but no mesh get a skeleton; non-finite joints put only
  that hand back on its grip curl. AuroraCockpitHand carries the 26 seated-frame joints and radii.
- The manifest declares horizonos.permission.HAND_TRACKING (and the deprecated
  com.oculus.permission.HAND_TRACKING), both normal permissions with no prompt on a Quest 3, and
  oculus.software.handtracking as optional; without it Horizon OS keeps the app controllers-only.
  Bare hands then drive khr/simple_controller, so on Android a hand whose squeeze action is
  inactive and select active is treated as bare: with the option off it presses nothing but the
  menu gesture, is not drawn and feeds no Wii Remote motion.
- Interaction-profile changes and tracker sources are logged. The pure rules (grasp from finger
  flexion, bare latch, pinch gate, bare-hand buttons, flick) live in the OpenXR-free
  vr/openxr_hand_tracking.h with mkw_vr_hand_tracking_tests; the driving and flick parts are
  wired in the next commits. Docs: OPENXR.md, docs/quest-port.md, README.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 00:05:48 +02:00
iChris4andClaude Opus 5.5 c990c595f0 Render only the window in the Quest's immersive window
- The pacing thread aims each immersive window eye through the window itself (AimEyesThroughWindow):
  it keeps its position but looks square-on at the window's plane through an off-axis frustum just
  around it, so the eye image is the window, at the display's pixel density (about 680x380 per eye
  at render_scale 0.8 instead of 1344x1408), with a two-pixel border the mask leaves transparent.
  The frame's views carry that pose and field of view to the projection layer.
- vulkan_interop.cpp copies an eye smaller than its AHardwareBuffer into the buffer's corner, and
  the Quest layer's imageRect is the rendered part of the swapchain image.
- These eyes are not foveated: their field of view follows the head, which would rebuild the
  density map every frame.
- Quest only (kWindowShapedEyesSupported); the PC backends copy whole eyes and keep masking them.
  debug.wiicompiled.window_eyes 0 renders them whole and masked again for A/B timing.
- Quest 3, paused Retro Rewind race, render_scale 1.0: Immersive window runs the GPU at level 1
  (456 MHz, app GPU 11.0 ms, eyes 8.4 ms) where Immersive needs level 3 (599-640 MHz, 13.4 ms,
  10.3 ms), about 42% fewer GPU cycles. No edge artifacts, image as sharp. Docs: OPENXR.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 22:29:28 +02:00
iChris4 1cf9389d69 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.
2026-09-24 21:28:17 +02:00
iChris4andClaude Opus 5.5 1969dda0bf Documented foveation's tile artifacts on fine animated textures
- The Quest's GPU applies the fragment density per screen tile and samples textures at a coarser
  level inside reduced-rate tiles, so fine animated detail such as Retro Rewind's swamp goo shows
  square tile edges at the periphery.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 20:05:39 +02:00
iChris4andClaude Opus 5.5 6deda797d1 Documented foveation on SNES Ghost Valley 2
- Retro Rewind's SNES Ghost Valley 2 at render_scale 1.0, GPU-bound at about 40 FPS: merging the
  eye passes lifts it from 38.9 to 41.5 FPS (app GPU 23.3 to 21.7 ms), and no foveation level
  raises the frame rate further.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:55:46 +02:00
iChris4andClaude Opus 5.5 11084d13d9 Documented the Quest foveation measurements
- Luigi Circuit Grand Prix start on a Quest 3, same-session A/B through the debug properties:
  one render pass per eye saves 12% of eye GPU time at render_scale 0.8 and 8% at 1.3.
- Foveation is neutral at 0.8 (eyes are geometry and full-resolution tile-store bound) and saves
  8/14/22% at Low/Medium/High at 1.3, so it stays off by default.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:25:07 +02:00
iChris4andClaude Opus 5.5 cc653272c8 Added foveated rendering for the Quest
- Eyes render under a VK_EXT_fragment_density_map: full rate around each eye's forward direction,
  2x2 then 4x4 pixel blocks towards the edges ([vr] foveation = off|low|medium|high, default off).
  XR_FB_foveation cannot help here: the runtime's maps only shape passes drawing into its
  swapchain, and the eyes reach it through a copy.
- aurora-main/patches/dawn/aurora_fdm.inc: Dawn enables the extension only on request and for
  dynamic rendering, flags every render pipeline, and chains an immutable RG8 map into any pass
  whose first color attachment is a view bound to one (ABI: include/aurora/dawn_fdm_abi.h).
- android/Build-QuestDawn.ps1 builds the pinned Dawn revision with those patches for arm64
  (dawn-build CI flags, protobuf off) into a cached package; Build-Quest.ps1 links it
  (-StockDawn opts out) and AuroraDawnProvider.cmake enables the ABI from its manifest.
- lib/gfx/foveation.hpp generates the maps (32 px per texel, densities 255/127/63); an eye is
  foveated only when single_pass_eyes draws it in one render pass. Menus never are.
- Live level from the headset panel's VR tab and the launcher; the launch decides whether the
  device has maps. debug.wiicompiled.foveation and debug.wiicompiled.fdm for A/B.
- Tests: Foveation cases in gx_fifo_tests, mkw_vr_config_tests. Docs: OPENXR.md, quest-port.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:03:17 +02:00
iChris4andClaude Opus 5.5 ceeeba0332 Replay each VR eye in one render pass
- Added eye_pass_plan.hpp: an eye keeps drawing in the render pass it has open across the frame's
  GX copies (only the mono render performs them), skips passes a later clear of the whole color and
  depth erases, and splits only for a clear of color alone or depth alone.
- render_stereo_eye follows that plan; the cockpit fallback is drawn inside the last pass instead of
  a render pass of its own that loaded the eye back.
- The stencil is now cleared where the eye actually starts, so a cockpit mask drawn in an erased pass
  can no longer punch holes in the HUD.
- [vr] single_pass_eyes (default on, live from F10) and debug.wiicompiled.eye_passes 0/1 on the Quest
  switch back to one render pass per recorded pass for A/B timing.
- Each new plan shape is logged once ("Eye replay plan: ...").
- Tests: EyePassPlan cases in gx_fifo_tests; stereo_multiplayer_smoke and stereo_frame_worker_smoke
  pass on D3D12.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 18:18:08 +02:00
iChris4 13311ea626 Added Quest friend management features
- Added `ic_question_tip.xml` and `ic_success_tip.xml` vector drawables for UI icons.
- Created layout files for friend-related dialogs: `dialog_add_friend.xml` and `dialog_friend_code.xml`.
- Implemented `item_friend.xml` for displaying individual friend cards in the friends list.
- Developed `page_friends.xml` for the main friends page layout, including empty state handling.
- Added unit tests in `RksysFriendsTest.kt` to validate friend management logic and interactions.
- Introduced `SidebarStatusTest.kt` to ensure proper status reading and SVG path parsing.
2026-09-24 17:04:18 +02:00
iChris4 775d9f89d8 Added Quest leaderboard podium
- Added PlayerRow.kt to bind player data for leaderboard and rooms.
- Introduced PodiumCard.kt for podium animations and display of player rankings.
- Created drawable resources for podium backgrounds, badges, and particles.
- Developed layout files for leaderboard header and podium cards.
- Implemented LeaderboardTest to validate leaderboard functionality and player ranking logic.
2026-09-24 15:13:23 +02:00
iChris4 18781f2c88 Added Rooms in Quest Launcher
- Created dialog_player_profile.xml for displaying player profiles with loading and error states.
- Added item_player.xml for individual player items in lists, showing Mii, name, friend code, and VR.
- Introduced item_room.xml for room items, displaying game mode, ID, and player count.
- Developed page_room_details.xml for detailed room information, including player actions.
- Implemented page_rooms.xml for the main rooms page layout, featuring search functionality and room listings.
- Added view_vr_history.xml for visualizing player's VR history over time.
- Created LiveRoomsTest.kt to validate room and player functionalities, including leaderboard integration and search capabilities.
2026-09-24 14:33:14 +02:00
iChris4 bff6d36bad feat: Add foreground drawable for MiiBlock and update background tile 2026-09-24 04:53:12 +02:00
iChris4 e1bd3c6f94 feat: Enhance Mii handling and rendering in Retro WFC
- Introduced PlayerMii class to encapsulate Mii data and image.
- Added parseMiiData function to decode Mii data from JSON.
- Updated miiImage function to playerMii for better clarity and functionality.
- Enhanced RksysProfiles to include Mii ID and updated parsing logic.
- Modified SidebarProfileCard to accommodate new Mii handling.
- Redesigned layout for activity_launcher.xml to improve Mii display.
- Adjusted item_mii.xml and page_profiles.xml for better Mii image sizing.
- Updated strings.xml for clarity on Mii parts and bodies.
- Added tests for Mii database and rendering to ensure functionality.
- Created MiiBodies class to handle upper body rendering for Miis.
- Implemented MiiBodiesTest to validate body model parsing and rendering.
2026-09-24 04:41:44 +02:00
iChris4 e2a898eab7 Added Quest Mii management features
- Introduced new layout files for Mii items, Mii editor, and My Miis page.
- Implemented MiiData serialization and deserialization tests to ensure data integrity.
- Created MiiDatabase tests to validate database creation, modification, and error handling.
- Added MiiIds tests to verify ID generation and MAC address derivation.
- Developed MiiRenderer tests to confirm rendering functionality for Mii parts.
2026-09-24 03:41:39 +02:00
iChris4 be161a0281 Added Quest profiles page;
- Added vector drawable icons: ic_chart, ic_code, ic_copy, ic_star, ic_translation, ic_user_circle.
- Created layout file for the profiles page, including UI elements for displaying user profiles, history, and statistics.
- Implemented unit tests for Retro WFC functionality, ensuring correct parsing of history, online friend codes, badges, and Mii images.
- Developed tests for Rksys profiles, validating friend code generation, license parsing, and handling of ratings.
2026-09-24 02:09:53 +02:00
iChris4 51567c7987 Added Quest Launcher mod browser
- Introduced new drawable resources for user and warning icons.
- Created layout files for mod browser items, loading indicators, and the main mod browser page.
- Implemented IDs for resource referencing in the layout.
- Added unit tests for GameBanana API interactions, ensuring proper parsing of mod data and error handling.
- Developed Rust module for handling mod archives, supporting extraction of 7z and RAR formats with error checking.
2026-09-24 01:12:02 +02:00
iChris4 1a4b0589f4 Implement background pipeline cache storage 2026-09-23 23:53:51 +02:00
darthcircuit bca303caed Quest: fix Windows game kit export 2026-09-23 15:31:38 -06:00
darthcircuit 0e52cfb726 Merge remote-tracking branch 'upstream/openxr-work' into codex/standalone-selective-integration
# Conflicts:
#	docs/quest-port.md
2026-09-23 11:28:20 -06:00
darthcircuit 02dd9bf8cc Quest: address flavor safety review 2026-09-23 11:22:39 -06:00
iChris4andClaude Opus 5.5 cb2b439f6a Release 0.2.43 and Quest app 0.4.0
Bump the backend to 0.2.43 and the Quest app to versionCode 4 / 0.4.0-quest
for the release that brings heurazy's cockpit and hand steering, and the
flat-screen mode and camera switching Darthcircuit suggested.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 17:43:52 +02:00
iChris4 b230c75f34 Add MD5 hash information for clean PAL disc and update related UI messages 2026-09-23 17:27:14 +02:00
iChris4 59c0e00d3b Disable FPS display by default and update related configuration 2026-09-23 17:19:16 +02:00
iChris4 49dcd29934 Fix formatting in OpenXR documentation for clarity on controller inputs 2026-09-23 17:17:25 +02:00
iChris4 2a4686191e Add Flat Screen mode for VR races and update settings accordingly 2026-09-23 17:15:53 +02:00
iChris4 2a89fac79d Implement stereo depth and stencil support for VR cockpit rendering to fix hands getting darken by virtual screen 2026-09-23 16:03:00 +02:00
iChris4 b2353e1410 Fix for SDL stalling the pacing thread 2026-09-23 15:28:38 +02:00
iChris4andClaude Opus 5 1d66ae87bf Sit in the cockpit with hands on the wheel by default
First person already seats you in the cockpit, so hand steering belongs with it:
the stick keeps steering until a grip actually takes hold of the wheel, and
nothing else changes until it does. "yaw_pitch" becomes the default anchor for
the same reason - from the driver's seat the vehicle's own climb reads as the
ground rising, where a level horizon reads as the kart sinking away.

Both defaults move together in runtime_config.h, the fresh-config template, the
F10 menu's reset, and both launchers, which mirror the runtime's constants. The
menu's reset also puts the rotation combo back on the default rather than on
"yaw", and now covers hand steering with the other cockpit keys.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 02:04:22 +02:00
iChris4andClaude Opus 5 4438a300b8 Mirror the right glove across the palm, not along the fingers
OpenXR's grip +X is normal to the palm but points away from it on the left hand
and into it on the right, which is exactly what makes both grips carry the same
orientation when the hands hold a wheel symmetrically. The fingers therefore run
along -Y on both hands, and it is the geometry across the palm that mirrors.
Building the right hand's fingers on +Y instead left them pointing at the player
while the real hand faced forward.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 01:37:41 +02:00
iChris4andClaude Opus 5 fc0e927f9e Write down why the animated array's draws still merge
The rule and its cost are not obvious from the code: the substitution is per
draw, so the merge test is too, and getting that wrong is worth 6 ms of GPU time
a frame in a race.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 01:04:51 +02:00
iChris4andClaude Opus 5 fd42edf303 Merge kart draws again while the native steering wheel is animated
The animated copy is registered for the vehicle's whole position array, and a
race frame has 228 primitives that bind it. Suppressing draw merging for all of
them turned the kart's display list back into hundreds of separate draw calls,
each recorded once and replayed in the mono pass and both eyes: on a Quest 3 the
app frame went from 15.7 ms to 21.7 ms with the GPU pinned at 97 %, which past
the 72 Hz deadline reads as 56 FPS against 42.

Merging is unsafe only between draws that resolved the array differently, since
the merged whole renders through the binding of the draw it folds into. So
resolve the replacement once per draw, before the merge test, and merge into a
draw that reached the same decision. Draws of an opponent sharing the asset
merge with each other again too, and with no set registered the test is exactly
what it was before the feature.

Measured at the same place on a Quest 3: 60 FPS against 42, the app frame back
to 13.9 ms, 564 draw calls a frame with 11808 primitives merged away.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 01:04:06 +02:00
iChris4andClaude Opus 5 3d240c890e Log the draw calls a frame costs beside its GPU timings
The Android frame-rate line already says where the wall clock went; what it
could not say is how many draw commands the recorded frame holds, which is what
the mono pass and both eye replays each pay for. An overlay that stops draws
merging shows up here long before it shows up as a frame rate.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 00:59:14 +02:00
iChris4andClaude Opus 5 248bd6787d Curl the runtime hand mesh's fingers towards the palm
The Quest offers XR_FB_hand_tracking_mesh without the app declaring hand
tracking, so a Quest 3 draws the runtime's own hand mesh rather than the
procedural gloves, and its fingers bent backwards on grip: the mesh's
joints point -Z towards the fingertip and +Y out of the back of the hand,
so flexion is negative about the joint's own X, on both hands. Fix and
test by the repository owner; OPENXR.md said the Quest always drew the
gloves, which was wrong.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 23:40:14 +02:00
iChris4andClaude Opus 5 90a09aec0b Record that hand steering works on a Quest 3
The kart's own wheel animates and the wheel can be grabbed and turned. The
driver's eye still went uncalibrated in that race, leaving the wheel about
13 cm above eye level.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 22:54:28 +02:00
iChris4andClaude Opus 5 d0a53363ac Build the VR gloves on the grip space OpenXR defines
On a Quest 3 the gloves' fingers pointed up out of the fist and bent out
of the back of the hand as the grip closed: they were built along the
grip's -Z, which runs up the tube the curled fingers form towards the
thumb, and curled towards -Y, which is backwards on the right hand.

The fingers now run along Y, forwards out of the palm (+Y on the right
hand, -Y on the left, the frame being right-handed), and close towards
+X, the palm's outward normal, with the thumb on the -Z side of both
hands. A test pins the reach, the closing direction and that nothing
bends out of the back of the hand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 22:41:00 +02:00
darthcircuit 6e6406c200 Quest: make Quest 1 builds reproducible 2026-09-22 11:14:31 -06:00
darthcircuit 83fe04d160 Quest: port device compatibility and pipeline fixes 2026-09-22 11:14:31 -06:00
iChris4andClaude Opus 5 8b01b47253 Add the cockpit seat and hand steering to the Quest launcher
The Quest launcher's Settings > VR gains a Seat choice (cockpit or
custom, first_person_seat) and a Hand steering switch (hand_steering, off
by default like the runtime), which is only enabled in the first-person
cockpit because the wheel belongs to that seat. About credits heurazy for
the turning steering wheel and hand steering. The runtime side was already
shared with the Quest build.

OPENXR.md records what one Quest 3 race showed: the kart's own wheel
animated (228 draws a frame) with the race camera's view matching the
scene's exactly, but the driver's eye was never calibrated and the
fallback put the wheel centre about 13 cm above eye level. The Quest
declares no hand-tracking permission, so hands are the procedural gloves.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 18:11:30 +02:00
iChris4 7c6a6da3d5 Implement passthrough feature for menu screens in OpenXR 2026-09-22 18:05:43 +02:00
iChris4andClaude Opus 5 54c07c982b Show the headset settings panel as its own OpenXR quad layer
The panel was drawn into the eye images, so below a 1.00x OpenXR
resolution its 1440x1080 canvas was minified into a small eye region and
the text became hard to read. It is now submitted as a quad layer of its
own over the scene's projection or menu quad, which the compositor samples
directly at any render scale.

Each backend (D3D12, Windows Vulkan, Quest) makes the panel's swapchain
pair (plus two shared buffers on the Quest) the first time the panel
opens. While it is open, the frame hands Aurora one more stereo target
after the eyes, which the bridge fills with the panel texture or a
transparent image. The panel image follows the eyes' displayed/retained
pairing, so a cancelled frame never shows an unwritten panel. The quad
hangs where the pointer's hits are tested. Aurora leaves the panel out of
the eyes in layer mode, and a backend that cannot make the layer falls
back to drawing it into the eyes.

On the Quest, debug.wiicompiled.panel_layer 0 selects the old path at
run time. Measured there at a race start (render_scale 0.8), the layer
costs nothing while the panel is closed; while it is open, app GPU time is
10.5 ms against 9.7 ms drawn into the eyes, with unchanged frame rates.

The replay tests cover lazy creation, cancelled frames, closed and
unplaced panels, and render-first pacing on D3D12 and Windows Vulkan.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 16:26:28 +02:00
iChris4andClaude Opus 5 dd7f046214 Toggle the first-person camera with a right thumbstick click
Clicking the right thumbstick flips first person exactly as the F10
checkbox does, and saves it the same way. It works on the VR controllers
in either presentation (with a short tick on the right controller) and on
any other gamepad while VR is running. It never reached the game: SDL's
stick click only lands in Aurora's extended buttons.

A click counts on release, and only if the left thumbstick stayed up and
the headset settings panel stayed closed throughout, so the two-thumbstick
panel chord in gamepad mode never toggles the camera. A gamepad whose
right stick click is bound to a GameCube control on its port, as a button
or in an input expression, keeps it for the game. The XR side only posts
a request; the toggle itself runs on the game thread with the checkbox.

[vr] first_person_toggle_click (default true) and a checkbox under the
camera toggle turn the click off. mkw_vr_camera_toggle_tests covers the
click rule.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 15:03:17 +02:00
iChris4andClaude Opus 5 c11a7c9a61 Add USB steering wheel and pedal support
Ported from heurazy's mario-kart-wii-VR-port. F10 > Controllers > USB
wheel and pedals (also in the headset panel) picks and calibrates the
steering axis and both pedals by moving them, and assigns buttons by
pressing them, over raw SDL joysticks: no per-model table or gamepad
mapping, and separate pedals, reversed axes and combined pedal axes all
calibrate the same way. Settings live in PhysicalWheel.toml beside
Config.toml; heurazy's five-button files load unchanged.

The wheel is player 1's GameCube controller. In a race it owns port 0
(steering on the stick, the accelerator on A, the brake pedal braking then
reversing over A and drift, the paddles on R and L), keeping only the
other source's pause and item aim. In menus it adds only deliberate
presses. It arms once every pedal and button is released, stays neutral
in a race while its setup is incomplete, and nothing is opened until it
is enabled. Optional light rumble follows the game's own, capped at 15 %.

Added here: its confirm, a new back button and the steering device's
first hat (D-pad) work the menus, since our VR controllers default to a
Wii Remote and the wheel needs to navigate on its own. Devices SDL
classifies as wheels are marked in the list.

In the VR cockpit the wheel follows the hardware steering and hand
steering steps aside while it drives. README documents setup and
Logitech notes (G HUB, the G29's PS3 switch, shifter gears as buttons);
not yet tried on a physical wheel.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 14:53:14 +02:00