Commit Graph
117 Commits
Author SHA1 Message Date
iChris4 0d07df14c9 Add the cockpit and hand-steering settings, docs and credits
F10 > VR (and the headset panel) gains a Seat choice (cockpit or custom,
with the cockpit scale or the existing custom sliders), "Turn the steering
wheel", "Use the vehicle's own wheel", "Hand steering (by heurazy)" and its
tuning, plus a line saying which wheel the cockpit found and how many
draws took the animated copy. "Reset first-person defaults" covers the
seat and wheel keys; hand steering keeps its own choice.

OPENXR.md documents the seats and a new "Steering wheel and hand
steering" section, fixes the stale first-person defaults in the sample
configuration, and lists the headset validation still owed. README and
THIRD-PARTY-NOTICES credit heurazy's mario-kart-wii-VR-port (GPL-3.0) and
the references it credits.
2026-09-22 03:56:30 +02:00
iChris4 9b61715ab9 Turn the cockpit wheel with the steering, and add hand steering
Every XR frame in the cockpit seat the pacing thread locates both grips in
the seated frame (the immersive base turned by the lean-back angle, the
frame the eye transforms place the vehicle in) and publishes a driving
snapshot. The wheel or handlebar shows the left stick's steering at the
configured full-lock angle, eased; the vehicle's own wheel reads that angle
on the guest thread.

With hand_steering on (off by default), squeezing a grip near the wheel or
handlebar takes hold of it (a short pulse on grab and release); one or two
hands turn it through heurazy's SteeringWheel, and while it is held the
wheel replaces the left stick's X axis in both the Wii Remote and gamepad
presentations, the stick's Y still aims items, and a holding grip no
longer presses C or a shoulder. The settings panel withholds it like any
other input.

The stereo packet carries the cockpit overlay: the hands, in the runtime's
hand mesh (XR_EXT_hand_tracking + XR_FB_hand_tracking_mesh, requested only
when hand steering is on at launch) or procedural gloves, and the separate
VR wheel or handlebar whenever the vehicle's own is not the one turning.
2026-09-22 03:56:23 +02:00
iChris4 3463813a65 Seat first person in the cockpit and animate the vehicle's own wheel
first_person_seat = "cockpit" (the new default) places the head at the
driver's own eyes, measured once from the character's head bone while the
kart drives straight and undamaged, kept behind the steering wheel, at a
life-size scale (cockpit_units_per_meter, grown with the character's
height and the player's size). "yaw" takes the kart's driving direction
from a level seat frame that follows the simulation's position and
direction, so damage spins and tricks do not turn the seat.
first_person_seat = "custom" keeps the previous offset placement.

At the race draw boundary the vehicle's steering wheel disc (karts) or
handle part (bikes, re-seated level while the bike banks) is decoded from
its MDL0, turned on a copy, and posted to the GX thread for Aurora to
substitute into the player's own draws; the copies are dropped after the
frame's draws. The anchor carries the wheel or handlebar geometry in the
seated frame and the frame's exact scale, which reaches the policy and
aurora_set_stereo_scene_anchor_scaled. If no draw takes the copies for 30
frames the vehicle falls back to the VR wheel, and the log says so.

The wheel copy is matched against RaceCamera::GetViewMtx with no dolly
offset, since the scene camera is only set once the draws run; the log
reports its distance from the scene camera once a second.

Nothing turns the wheel yet: the angle comes from the XR side's driving
snapshot, which the next change publishes.

Guest offsets ported from heurazy's mario-kart-wii-VR-port, each
re-checked against the generated leaf getters and the decompilation.
2026-09-22 03:56:04 +02:00
iChris4 50dc354123 Add the cockpit, steering-wheel and hand-steering building blocks
The pure pieces of the first-person cockpit and hand steering, ported from
heurazy's mario-kart-wii-VR-port: the SteeringWheel grab/turn model, the
native wheel vertex rotation, the level seat stabiliser, the seated-eye and
wheel/handlebar geometry, and the XR_FB_hand_tracking_mesh loader. Adds
openxr_driving.h, the OpenXR-free snapshot the pacing thread will publish for
the guest thread, with the hand-off rule (a held wheel replaces the left
stick's X and releases that hand's grip for the game) and the wheel's
displayed angle.

New [vr] keys: first_person_seat (cockpit), cockpit_units_per_meter (100),
steering_wheel (true), native_steering_wheel (true), hand_steering (false)
and the seven wheel_* tuning keys. Nothing reads them yet.

The fresh-config template now writes the first-person defaults the
constants hold (50 / 1.5 / 0); d86dcb0 updated the constants but not the
template.

Tests: mkw_steering_wheel_tests (the fork's), mkw_vr_cockpit_tests,
mkw_vr_hand_steering_tests.
2026-09-22 03:55:40 +02:00
iChris4andClaude Opus 5 1d8fcac35e Scan GX_DEFERRED overrides, and guard the Retro-WFC payload
The native-registration scan only knew PPC_NATIVE_OVERRIDE, so every
GX_DEFERRED_OVERRIDE_VOID was missing from the index; the deferred form
registers `symbol` and posts the hand-written `symbol_gx`.

A Retro Rewind kit built from a translation without the Retro-WFC payload now
refuses to package instead of crashing on entering WFC, and on Android ImGui
keeps off SDL's cursor, which ART aborts on from a guest fiber's stack.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 02:34:31 +02:00
iChris4 e7b670b2cc Added Vulkan PC OpenXR Support 2026-09-21 00:31:46 +02:00
iChris4 fbc9ce7217 Implement render-first pacing for D3D12 and Vulkan backends; enhance packet management and diagnostics 2026-09-20 17:36:08 +02:00
iChris4 787dbcf7d2 Implement more detailed diagnostics for OpenXR stages 2026-09-20 17:24:16 +02:00
iChris4 c4c7078afc Enhance texture management and profiling in GX thread; add reinitialization flag and optimize consumer behavior 2026-09-20 17:10:00 +02:00
iChris4 6a1641e0b7 Implement GX Thread for Asynchronous Rendering
- Introduced a new GX thread to handle the rendering pipeline, allowing the game thread to post commands without blocking.
- Added `gx_thread.h` and `gx_thread.cpp` to manage the command ring buffer and thread synchronization.
- Updated `vi.cpp` to utilize the GX thread for rendering tasks, improving frame pacing and responsiveness.
- Modified `main.cpp` to configure and start the GX thread, ensuring it integrates with the existing rendering workflow.
- Enhanced `openxr_integration.cpp` to register the GX thread with OpenXR for better performance in VR scenarios.
- Refactored `settings_overlay.cpp` to remove unnecessary waits for the frame worker, as the overlay now draws directly into the game thread's ImGui frame.
- Improved error handling and logging in the GX thread to capture exceptions during command execution.
2026-09-19 22:57:49 +02:00
iChris4 ffa63fa60a Implement render-first pacing for Vulkan backend and enhance view location handling 2026-09-19 20:36:03 +02:00
iChris4 7c981888d6 Set default render scale for VR to 0.8 on Quest and update related configurations 2026-09-19 15:33:27 +02:00
iChris4 e681294709 Refactor OpenXR controller input handling and update settings panel interactions 2026-09-19 15:28:20 +02:00
iChris4 60c443654f Added performance level configuration for OpenXR runtime and enhance Aurora's frame worker 2026-09-19 04:43:47 +02:00
iChris4 d296b3dcb3 Quest: optimize compilation rules, adjust stack protection, and increase indirect dispatch cache size 2026-09-19 03:18:07 +02:00
iChris4 7f2113dbc5 - Added new strings for installation reset prompts and messages in strings.xml.
- Created InstallReset.kt to handle the removal of game files, built games, and mod packs while preserving user data.
- Implemented unit tests for InstallReset to ensure correct functionality and file handling.
- Updated RetroRewindPackTest to include new test cases for update and deletion order.
- Enhanced Vulkan interop and OpenXR integration to support new thread scheduling hints for Android.
- Improved error handling and logging for GPU submission failures in Vulkan backend.
2026-09-19 00:08:58 +02:00
iChris4 d4a3f0b350 Quest Fixed Vulkan pipeline cache management and storage mechanisms 2026-09-18 23:38:55 +02:00
iChris4 5899114b4c Add ReverbHi audio processing functions and improve memory handling 2026-09-18 02:24:02 +02:00
iChris4 d2fa3789b0 Updated Quest Launcher & Added Retro Rewind Automatic Download 2026-09-18 01:27:17 +02:00
iChris4andClaude Opus 5 ee5df403ac Merge upstream/main (v0.2.32) into openxr-work
Brings in the keyboard/mouse rebinding overhaul (#162), the Kamek
skip-return hook fixes (#182, #218), the exit button and controller LED
fix (#221), the autohide-cursor and mute hotkey fix (#211), the Linux
--sysroot plumbing (#224) and the switch to the theofficialgman
dawn-build fork (#215).

Conflicts resolved to keep the VR integration intact:

- settings_overlay.cpp/.h: kept both new declarations. The controller
  rebinding UI takes upstream's click-to-rebind widgets wholesale - our
  only edit there was wrapping the combo width in Scaled(), and
  upstream's bindingWidth is already font-relative, so the headset
  panel still scales. Kept our DrawResolutionMenu() extraction (the VR
  panel reuses it) while adopting upstream's DrawExitPrompt() and its
  new DrawTopBar() prologue; kept our Diagnostics menu alongside
  upstream's exit-button width math. HandleEvents merges both keyboard
  paths, with the VR recenter hotkey now guarded by !g_rebind.active so
  it cannot fire while a binding is being captured.

- AuroraDawnProvider.cmake: dropped our now-dead Android hash block.
  Upstream restructured the pins into an if/elseif chain that already
  covers android/aarch64, with the digest for the new dawn-build fork;
  our leftover block was unreachable and carried the old encounter
  digest.

- Version plumbing (Build-Installer.ps1, Setup.Windows Program.cs and
  csproj): kept this fork's own line, which is 0.2.39 and centralised in
  Launcher/Directory.Build.props, rather than regressing to upstream's
  hardcoded 0.2.32.

Verified: translator 654/654; runtime ctest 14/14 including every VR
test; WiiCompiled and RetroRewind link; aurora gx_fifo_tests 262/263,
the one failure being the TevRegisterLiveness case already documented as
pre-existing on this branch.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 23:02:33 +02:00
iChris4 58c0890983 Added Retro Rewind Quest Support 2026-09-17 21:36:00 +02:00
iChris4 2f85207c39 Added Android Launcher and Disk Extration 2026-09-17 18:32:04 +02:00
iChris4 1346e53cd6 Implement OpenXR Settings Panel and Stereo Overlay 2026-09-17 04:32:22 +02:00
iChris4 f222eedf6b Implement log export functionality and OpenXR diagnostics 2026-09-17 02:05:12 +02:00
iChris4 19485b9e8b Implement OpenXR Wii Remote support 2026-09-16 23:58:04 +02:00
iChris4 e52227baf5 Added Android Meta Quest Support 2026-09-16 22:06:34 +02:00
iChris4 49b8602543 Remove OpenXR Vulkan backend implementation files 2026-09-16 22:04:30 +02:00
iChris4 3e8bdcfd7b Added Support for Multiplayer Player 1 Immersive View 2026-09-16 17:06:03 +02:00
Nicholas Bly 8705e957c7 Fix autohide cursor + mute hotkey (#211)
* Fix autohide cursor + mute hotkey

* fixes

* Fix rebinding + spacing fixes
2026-09-14 17:00:08 +02:00
Nicholas Bly 4bdaff01fc Add Exit button + controller led fix (#221) 2026-09-13 14:07:54 +02:00
iChris4 c4f386724c Disabled bloom by default 2026-09-10 23:06:46 +02:00
iChris4 715830e89a Updated default value 2026-09-10 22:51:12 +02:00
iChris4 6467c6390c Added support for VR Frame Interpolation 2026-09-10 21:33:34 +02:00
Cristian Boehmandpatchzyy 149cfef608 keyboard and mouse support, rebinding overhaul, analog triggers to digital inputs (#162)
* add keyboard support, analog triggers to digital input, and rebinding overhaul

* Update README.md

* Update README.md

readme typo

* implemented code rabbits suggestions

- Preserved NSO GameCube analog triggers.
  - Made modal closure and Escape cancel every rebind kind.
  - Deduced the native button array size; <array> already existed.
  - Centralized axis/sign decoding.
  - Kept threshold updates live, saving only when editing ends.

* add dimming when in settings and add clear mapping button

* Update settings_overlay.cpp

---------

Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
2026-09-10 17:37:38 +02:00
iChris4andClaude Opus 5 c8eaa52727 Merge upstream/main into openxr-work (reverse-Z fix adapted for VR)
Brings in patchzyy/Wiicompiled main: os_sleep parked-thread fix (#195),
HTTPS Retro WFC payload (#198), macOS build guide (#177), and the
reverse-Z depth fix (#134).

Conflicts were in aurora-main/lib/gfx/common.cpp and lib/gx/shader.cpp,
both from #134, which lands squarely on the VR stereo replay path.

#134 makes UseReversedZ genuinely reversed: the near/far correction now
applies exactly once, inside effective_projection(), instead of being
applied there AND per-vertex in the shader (the double application had
been cancelling out, so "reversed" Z silently behaved like forward Z).
Three pieces of the VR path were built against that old behaviour and
would have broken silently, so they are adapted here:

- shader.cpp exact-screen-depth parked the virtual screen at -0.5*w
  specifically so the shader's following negation would land it at
  +0.5*w. With that negation gone it now writes +0.5*w directly; keeping
  the minus sign would park the screen at NDC -0.5, outside the clip
  volume, discarding every 2D/HUD draw.

- stereo_replay.hpp backend_ndc_depth_row re-applied the correction to
  the projection it was handed. That projection is effective_projection()
  output, which now already carries it, so the function is a pass-through
  of the Z row and no longer depends on the reversed-Z setting; the dead
  bool parameter is dropped. Re-applying it would invert the virtual
  screen's depth ordering, so 2D layers meant to sit on top would lose
  the depth test to the ones behind them.

- shader_info.cpp stages the host depth window for that exact-depth path.
  It now uses the same reversed-Z remap as upstream's new SetViewport
  code, since frag_depth is written directly and has to reproduce the
  window the fixed viewport transform would have applied. Restricted
  depth windows (how the game forces an element in front of everything)
  are exactly the 2D draws the virtual screen carries.

The SetViewport resolution keeps upstream's remap but retains the
ordering/clamp guard our version had: for any ordered guest range the
result is identical to upstream, and it avoids handing WebGPU
minDepth > maxDepth for the swapped pair MKW is known to emit. The VR eye
replay reuses these recorded values, so the guard covers that path too.

Test updates:
- stereo_replay_test now asserts the composed Z row against the staged
  projection's own Z row rather than against the helper's output, so it
  actually catches a re-introduced double correction (verified: it fails
  when the old negation is put back; the previous self-consistent form
  passed).
- gx_fifo_test's clearDepthValue expectation followed #134's deliberate
  clear_depth_value() inversion, expressed through UseReversedZ rather
  than hardcoded. Upstream changed the behaviour without updating this
  test, so it fails on upstream/main as-is.

Verified: aurora suite 247 passed with the same 2 failures that already
fail on the pre-merge branch (IndexedPaletteHistoryKeepsAbsoluteVertexSlots,
PacksOneUniformWhenBothHalvesNeedInitialValue - both pre-existing, unrelated
to depth); shader.cpp and common.cpp compile clean; translator suite 577
passed. Not yet validated on-device in VR.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 04:19:51 +02:00
iChris4 ee34fbe419 Online First-person camera anchor fix 2026-09-10 03:56:42 +02:00
iChris4 0353b76baa Online fix 2026-09-10 03:30:03 +02:00
iChris4 5caec70da9 Added Support for VR in Launcher Setup 2026-09-09 20:40:23 +02:00
c2289e4ba4 os_sleep: process due sleep timers one at a time to stop stranding parked threads (#195)
ProcessSleepTimers popped every due timer into a private vector and then
resumed the sleepers in a loop. OSResumeThread re-enters SelectThread, which
can switch fibers away mid-loop, so the timers still in that vector were
gone from gSleepTimers while their threads stayed parked (Ready, suspended,
no timer). The reconciler healed them 100ms later and the stale-timer drop
fired when the original fiber eventually resumed.

Pop one due timer at a time straight from the shared table instead, so any
timer not yet processed stays visible to every other pump while this call
is switched away.

Co-authored-by: jordanblakepp <slamuelrose2002@gmail.com>
Co-authored-by: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 08:30:16 +02:00
iChris4 d86dcb0aeb Updated default fpv values 2026-09-09 02:13:05 +02:00
iChris4 f525b9dd75 Fix : XR thread resubmits the last valid frame during stall + Eager Frame Heartbeat option 2026-09-09 01:08:04 +02:00
iChris4 4cf9f60ee7 Added Desktop view selector 2026-09-09 00:18:41 +02:00
iChris4andClaude Opus 5 a138670b37 Merge upstream main (v0.2.31) into openxr-work
Brings in 25 upstream commits: Dolphin-compatible input expressions and
GCPadNew.ini import, NAND setting.txt console identity, empty-MKW-save
handling, rumble toggle, LLVM 22, and CI caching.

The only conflict was runtime/CMakeLists.txt, where both sides appended
test targets after mkw_platform_paths_tests. Both blocks are kept: the VR
first-person test alongside upstream's NAND save/settings, SC serial, and
input expression tests.

runtime_config.h and settings_overlay.cpp auto-merged; the VR settings
menu, recenter hotkey, and stereo/first-person init calls are intact
alongside upstream's InputBindings wiring.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 22:32:59 +02:00
iChris4 0e3e2c3dc0 Added Yaw only / Yaw + Pitch / Full rotation options to first-person 2026-09-08 22:17:50 +02:00
iChris4 bd106dd1fe Anchored Main Menu Quad 2026-09-08 21:24:37 +02:00
iChris4 913eda2b3a Added "Lean back angle" option 2026-09-08 20:58:49 +02:00
iChris4 6e7e0f075b Added hotkey/menu recenter & Removed head orientation into the view rotation 2026-09-08 18:38:47 +02:00
iChris4 bf8539999d Moved VR Settings from "Graphics" Menu 2026-09-08 15:53:35 +02:00
iChris4 6440c5bc10 Added First-person "Hide Driver" and "Hide Driver and Kart" & Improved Default FPV Settings 2026-09-08 15:43:52 +02:00
iChris4 2742b8d9a2 Fixes for the First Person Camera 2026-09-08 13:37:28 +02:00