Commit Graph
31 Commits
Author SHA1 Message Date
iChris4 db30945f4c Added First Person VR item management
- Implemented DVDReadVrAsset function to read mapped disc paths for VR assets.
- Created HeldItem structure and ReadHeldItem function for managing held items in the game.
- Developed unit tests for ReadHeldItem to ensure correct functionality and edge case handling.
- Added cockpit item data tests to validate model indexing and parsing of archives.
2026-09-29 23:55:52 +02:00
iChris4 3c20f677eb Implement Bullet Bill model visibility and cockpit recentering improvements
- Added support for hiding model arrays in the rendering pipeline to optimize performance during VR gameplay.
- Introduced new functions in `gx_model_visibility` to manage hidden model arrays and their visibility based on game state.
- Enhanced cockpit recentering logic to ensure accurate seat measurements and eye positioning during gameplay.
- Updated `FirstPersonState` to track cockpit height and forward direction, improving VR experience.
- Added tests for Bullet Bill model visibility and cockpit height adjustments to ensure functionality and stability.
- Refactored existing code to accommodate new features and improve overall code organization.
2026-09-28 23:21:01 +02:00
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
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
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 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 1a4b0589f4 Implement background pipeline cache storage 2026-09-23 23:53:51 +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
iChris4 21b8d209dd Add the VR cockpit overlay to Aurora's eye replay
A stereo packet can now carry an AuroraCockpit: tracked hands and, when the
vehicle's own wheel cannot be animated, a synthetic steering wheel or
handlebar, all in metres in the seated frame. Each eye draws it inside the
scene's pass just before the first virtual-screen draw, depth-tested with
the world's own depth mapping (captured from a full-view world draw), so
the kart and track occlude the hands and the 2D layer cannot hide them.
Hands use a runtime-provided hand mesh when one is supplied and a
procedural glove otherwise.

aurora_set_stereo_scene_anchor_scaled lets the sealed frame own its world
scale: each eye's head translation is rescaled from the packet's scale to
the frame's. A non-finite cockpit is dropped with one warning; the frame
still renders.

Ported from heurazy's mario-kart-wii-VR-port (GPL-3.0-or-later).
2026-09-22 03:55:31 +02:00
iChris4 f3d7277ff3 Add native steering-wheel vertex substitution to Aurora
The VR first-person camera will animate the local vehicle's steering wheel
by handing Aurora a rotated copy of one of the vehicle's position arrays.
A draw picks up the copy only when it binds that exact array with the local
vehicle's position matrix (per-position ownership for indexed-matrix
draws), so opponents sharing the asset keep the original vertices. The copy
takes the same padded upload path as the original and never touches the
shared array cache.

Ported from heurazy's mario-kart-wii-VR-port (GPL-3.0-or-later).
2026-09-22 03:54:33 +02:00
iChris4 e7b670b2cc Added Vulkan PC OpenXR Support 2026-09-21 00:31:46 +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 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
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 1346e53cd6 Implement OpenXR Settings Panel and Stereo Overlay 2026-09-17 04:32:22 +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 3e8bdcfd7b Added Support for Multiplayer Player 1 Immersive View 2026-09-16 17:06:03 +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
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
iChris4 02e5cb60a4 Added First Person Camera Option 2026-09-04 23:11:22 +02:00
iChris4 7898a76a22 Added 2D Virtual Screen for HUD and Ortho Elements 2026-09-04 18:31:03 +02:00
iChris4 d8788de919 aurora: add asynchronous OpenXR stereo replay bridge 2026-09-03 04:00:02 +02:00
iChris4 0beb7d880c Initial OpenXR configuration 2026-08-30 21:47:12 +02:00
patchzyy 69be584cc5 WUP 2026-08-30 11:21:10 +02:00
GalaxisBeast 251529d66e fix issues
fix timeout loop, fixed drift issues, fixed infinite rumble, fixed gamecube controller adapter taking over all ports, require assigning a virtual controller port specifically to the gamecube controller adapter, and block inputs from gamecube controller while settings menu (f10 menu) is open
2026-08-26 20:12:15 -04:00
patchzyy ec226e8348 init 2026-08-23 17:10:50 +02:00