Commit Graph
289 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 75f075b234 Add first-person camera logging and adjust object culling defaults for Quest 2026-09-29 21:17:37 +02:00
iChris4 e2c4eb3c8c 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.
2026-09-29 01:53:54 +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 8c5a7126da Describe the launcher's headset choice and pack switch in the Quest docs 2026-09-27 01:01:08 +02:00
iChris4 17b3d3de32 Release 0.2.44 and Quest app 0.5.0
Bump the backend to 0.2.44 and the Quest app to versionCode 5 / 0.5.0-quest,
the first release to ship Darthcircuit's Quest 1 build beside the modern one.
2026-09-26 23:21:25 +02:00
iChris4 333b263e9b Update foveation default settings to 'medium' for Quest compatibility 2026-09-26 22:12:42 +02:00
iChris4 c536f0087d Add support for "none" controller mode: unplug virtual joystick and allow alternative controllers 2026-09-26 21:53:48 +02:00
iChris4andClaude Opus 5.5 171702bef4 Name the per-variant game kit export task in the Quest docs
The headset flavours split the kit export into one task per variant, which
picks the CMake tree by the flavour's MKW_ANDROID_CPU.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 20:32:03 +02:00
iChris4andClaude Opus 5.5 83805a410e Merge PR #2 from darthcircuit: Quest 1 support
Adds the modernQuest and quest1 headset flavours (Kryo CPU target, direct-VR
library entry on Quest 1), records the CPU target in the game kit and checks
it wherever a kit or game package is used, and gates the Quest 1 EFB-copy and
pipeline-scheduling workarounds on the monterey device.

Resolved docs/quest-port.md by keeping both sides: the foveated rendering
section and the Quest 1 renderer compatibility section, and both Build-Quest.ps1
command lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 20:31:49 +02:00
iChris4 5af0bdbee6 Implement retired swapchain management for OpenXR backends: add logic to handle swapchain lifecycle and ensure proper resource cleanup 2026-09-26 20:25:22 +02:00
iChris4 e89988f92e Refactor composite source handling: unify link_composite_source logic and update related pipeline references 2026-09-26 05:51:43 +02:00
iChris4 f2f7c5007a Implement native composite source handling for Mario Kart Wii ghost kart effect 2026-09-26 05:17:49 +02:00
iChris4 7f9de4c702 Enhance EFB effect handling: refine native framebuffer effect detection and add tests for shadow volume blending 2026-09-26 04:13:49 +02:00
iChris4 566a22857c Refactor VR settings: remove deprecated options and update eye replay handling 2026-09-26 03:02:07 +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
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