Compare commits

..
Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 7242151017 Names over the heads at 60% of their size on the HUD
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:48:01 +02:00
Stefan MaierandClaude Opus 5.5 4b8f8dde8b Players' names over their heads in VR, each on a quad of its own
The HUD in VR is a screen at one distance before the eyes, where the names
upstream draws on it hung. Each name is now drawn into a slot of a region
of the back buffer before the HUD (up to eight, one under another), taken
into a names layer, and shown on a quad of its own over its player's head,
facing the eyes, as wide as it would look on the HUD: in depth, for both
eyes. Who is named, and when, is as upstream has it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:31:36 +02:00
8 changed files with 256 additions and 349 deletions

No files matched your search

+44 -2
View File
@@ -794,6 +794,12 @@ the eyes reads it. Shown only while it is. */
#define WRIST_IMAGE_SIZE 512
#define CROSSHAIR_IMAGE_SIZE 256
/* the names layer: HALO_XR_MAXIMUM_NAMES slots of 4:1, one over another */
#define NAMES_IMAGE_WIDTH 512
#define NAMES_IMAGE_HEIGHT (NAMES_IMAGE_WIDTH / 4 * HALO_XR_MAXIMUM_NAMES)
/* a name's slot, as the game draws it: wider than its image's 4:1 (the
game's 640x480 drawn square): the height a slot shows at, to its width */
#define NAME_SLOT_ASPECT (30.0f / 160.0f)
#define WRIST_BEHIND_PALM 0.05f
#define WRIST_DOWN_HANDLE 0.02f
#define WRIST_ABOVE_HAND 0.04f
@@ -1032,8 +1038,15 @@ int host_xr_initialize(struct halo_xr_info *info, float wanted_refresh_rate)
{
int size = layer == HALO_XR_LAYER_WRIST || layer == HALO_XR_LAYER_SCOPE ? WRIST_IMAGE_SIZE :
layer == HALO_XR_LAYER_CROSSHAIR ? CROSSHAIR_IMAGE_SIZE : 0;
int width = size ? size : xr.eye_width;
int height = size ? size : xr.eye_height;
if (!swapchain_create(&xr.swapchains[layer], size ? size : xr.eye_width, size ? size : xr.eye_height))
if (layer == HALO_XR_LAYER_NAMES)
{
width = NAMES_IMAGE_WIDTH;
height = NAMES_IMAGE_HEIGHT;
}
if (!swapchain_create(&xr.swapchains[layer], width, height))
return 0;
}
if (!copy_initialize() || !actions_initialize())
@@ -1354,7 +1367,8 @@ int host_xr_end_frame(const struct halo_xr_submit *submit)
XrCompositionLayerQuad wrist = { XR_TYPE_COMPOSITION_LAYER_QUAD };
XrCompositionLayerQuad scope = { XR_TYPE_COMPOSITION_LAYER_QUAD };
XrCompositionLayerQuad crosshair = { XR_TYPE_COMPOSITION_LAYER_QUAD };
const XrCompositionLayerBaseHeader *layers[5];
XrCompositionLayerQuad names[HALO_XR_MAXIMUM_NAMES];
const XrCompositionLayerBaseHeader *layers[5 + HALO_XR_MAXIMUM_NAMES];
uint32_t layer_count = 0;
int eye;
@@ -1458,6 +1472,34 @@ int host_xr_end_frame(const struct halo_xr_submit *submit)
layers[layer_count++] = (const XrCompositionLayerBaseHeader *)&crosshair;
}
if (xr.frame_state.shouldRender && submit->name_count > 0 && xr.swapchains[HALO_XR_LAYER_NAMES].filled)
{
struct xr_swapchain *swapchain = &xr.swapchains[HALO_XR_LAYER_NAMES];
int slot_height = swapchain->height / HALO_XR_MAXIMUM_NAMES;
int name;
for (name = 0; name < submit->name_count && name < HALO_XR_MAXIMUM_NAMES; name++)
{
XrCompositionLayerQuad *quad_name = &names[name];
memset(quad_name, 0, sizeof(*quad_name));
quad_name->type = XR_TYPE_COMPOSITION_LAYER_QUAD;
quad_name->layerFlags = XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT;
quad_name->space = xr.local_space;
quad_name->eyeVisibility = XR_EYE_VISIBILITY_BOTH;
quad_name->subImage.swapchain = swapchain->handle;
/* (slot 0 at the image's top: GL's rows run bottom up) */
quad_name->subImage.imageRect.offset.x = 0;
quad_name->subImage.imageRect.offset.y = swapchain->height - (name + 1) * slot_height;
quad_name->subImage.imageRect.extent.width = swapchain->width;
quad_name->subImage.imageRect.extent.height = slot_height;
quad_name->size.width = submit->name_widths[name];
quad_name->size.height = submit->name_widths[name] * NAME_SLOT_ASPECT;
pose_to_xr(&quad_name->pose, &submit->name_poses[name]);
layers[layer_count++] = (const XrCompositionLayerBaseHeader *)quad_name;
}
}
end.displayTime = xr.frame_state.predictedDisplayTime;
end.environmentBlendMode = XR_ENVIRONMENT_BLEND_MODE_OPAQUE;
end.layerCount = layer_count;
+10 -1
View File
@@ -27,7 +27,10 @@ enum
HALO_XR_LAYER_WRIST = 3, /* the motion tracker, on the left wrist */
HALO_XR_LAYER_SCOPE = 4, /* the zoomed view, a disc over the weapon */
HALO_XR_LAYER_CROSSHAIR = 5, /* the weapon's crosshair, where it aims */
HALO_XR_LAYER_COUNT = 6,
HALO_XR_LAYER_NAMES = 6, /* players' names, each a quad over a head */
HALO_XR_LAYER_COUNT = 7,
/* the names layer's slots, one a name, stacked from its top */
HALO_XR_MAXIMUM_NAMES = 8,
/* host_xr_copy_layer's clear_alpha: the source's alpha kept, made
opaque, or cut to a disc (premultiplied) */
@@ -147,6 +150,12 @@ struct halo_xr_submit
int crosshair;
float crosshair_size;
struct halo_xr_pose crosshair_pose;
/* the names layer was filled: its first name_count slots, each shown
this wide (metres, a slot's height following from its shape), here in
LOCAL space, facing the eyes */
int name_count;
float name_widths[HALO_XR_MAXIMUM_NAMES];
struct halo_xr_pose name_poses[HALO_XR_MAXIMUM_NAMES];
};
#endif
+22 -333
View File
@@ -32,12 +32,6 @@ In the objective games a bot plays for the objective, fighting on the way:
- king of the hill: to the hill, and around in it;
- oddball: to the ball (taken as a weapon is), hunting whoever carries it;
with it, away from the enemy, striking those who come near.
In a game of teams a bot plays with its team: it holds its fire while a
teammate is in the line of it, takes on first the enemies near its
teammates (people above all), escorts a teammate who carries the enemy's
flag or the ball, and, with nothing to do, every other bot keeps near the
nearest person on its team.
*/
#include "cseries.h"
@@ -117,12 +111,6 @@ struct bot
real sidestep;
/* whether it walks to a point this tick (not only weaving in a fight) */
boolean walking;
/* the paths to its goal not found in a row, and goals given up for a
while on that account: following a person, a thing to pick up */
short path_failures;
long follow_again_time;
long ignored_item_index;
long ignored_item_time;
real wander_yaw;
short weave_phase;
/* where it is going, and the way there */
@@ -139,8 +127,6 @@ struct bot
/* the objective, as it played it this tick: where it goes, whom it
hunts first, and whether it carries the flag or ball (no firing) */
boolean has_objective;
/* the objective is a place to hold (the hill, its own flag's stand) */
boolean holding;
real_point3d objective;
long objective_unit_index;
boolean carrying;
@@ -246,124 +232,6 @@ static boolean bot_can_see(
from, &vector, unit_index, &collision);
}
/* ---------- the team */
/* whether a player is a person (on a machine of its own, not a bot's) */
static boolean bot_player_is_person(
struct player_datum const *player)
{
return !network_game_server_is_bot_machine(player->network_player_data.machine_index);
}
/* how much nearer an enemy at this point counts for being near the bot's
teammates: up to 10 world units for one by a person, 6 by a bot */
static real bot_threat_to_team(
struct player_datum const *player,
real_point3d const *enemy)
{
real threat = 0.0f;
short index;
for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
{
struct player_datum *mate = distributed_player(index);
long unit_index;
real_point3d head;
real distance;
real most;
if (!mate || mate == player || mate->team_index != player->team_index)
continue;
unit_index = distributed_living_unit(mate);
if (unit_index == NONE)
continue;
unit_get_camera_position(unit_index, &head);
distance = distance3d(enemy, &head);
most = bot_player_is_person(mate) ? 10.0f : 6.0f;
if (distance < 12.0f)
threat = MAX(threat, most * (1.0f - distance / 12.0f));
}
return threat;
}
/* whether a teammate stands in the line of fire to a point (nearer than
it, within 0.8 world units of the line) */
static boolean bot_teammate_in_line(
struct player_datum const *player,
real_point3d const *eye,
real_point3d const *target)
{
real_vector3d line;
real length;
short index;
if (!game_engine_has_teams())
return FALSE;
vector_from_points3d(eye, target, &line);
length = magnitude3d(&line);
if (length < 0.01f)
return FALSE;
for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
{
struct player_datum *mate = distributed_player(index);
long unit_index;
real_point3d center;
real_vector3d offset;
real along;
real_point3d nearest;
if (!mate || mate == player || mate->team_index != player->team_index)
continue;
unit_index = distributed_living_unit(mate);
if (unit_index == NONE)
continue;
unit_get_camera_position(unit_index, &center);
center.z -= 0.25f;
vector_from_points3d(eye, &center, &offset);
along = dot_product3d(&offset, &line) / length;
if (along <= 0.0f || along >= length)
continue;
nearest.x = eye->x + line.i * along / length;
nearest.y = eye->y + line.j * along / length;
nearest.z = eye->z + line.k * along / length;
if (distance3d(&nearest, &center) < 0.8f)
return TRUE;
}
return FALSE;
}
/* the nearest person on the bot's team, alive (NONE: none) */
static long bot_nearest_person(
struct player_datum const *player,
real_point3d const *position)
{
long best = NONE;
real best_distance = 40.0f;
short index;
for (index = 0; index < MAXIMUM_TRACKED_PLAYERS; index++)
{
struct player_datum *mate = distributed_player(index);
long unit_index;
real_point3d origin;
real distance;
if (!mate || mate == player || mate->team_index != player->team_index || !bot_player_is_person(mate))
continue;
unit_index = distributed_living_unit(mate);
if (unit_index == NONE)
continue;
object_get_origin(unit_index, &origin);
distance = distance3d(position, &origin);
if (distance < best_distance)
{
best_distance = distance;
best = unit_index;
}
}
return best;
}
/* the nearest enemy unit the bot can see, or NONE */
static long bot_find_target(
struct player_datum const *player,
@@ -388,11 +256,6 @@ static long bot_find_target(
continue;
unit_get_camera_position(unit_index, &head);
distance = distance3d(eye, &head);
if (distance >= bots.sight_range)
continue;
/* (one near a teammate counts as nearer: helped first) */
if (teams)
distance -= bot_threat_to_team(player, &head);
if (distance < best_distance && bot_can_see(player->unit_index, eye, &head))
{
best = unit_index;
@@ -436,7 +299,6 @@ static boolean bot_find_path(
if (goal_surface == NONE)
{
bots.fail_goal++;
bot->path_failures++;
return FALSE;
}
/* (a little wider than a biped: paths that keep off walls and corners) */
@@ -471,11 +333,9 @@ static boolean bot_find_path(
bot->path.valid = FALSE;
bots.paths_failed++;
bots.fail_search++;
bot->path_failures++;
return FALSE;
}
bots.paths_found += bot->path.valid != FALSE;
bot->path_failures = 0;
return bot->path.valid;
}
@@ -916,88 +776,6 @@ static boolean bots_ctf_base(
return FALSE;
}
/* near a teammate who carries something, a few world units off on the bot's
side of it (an escort, not on the carrier's heels) */
static void bot_escort_point(
real_point3d const *position,
real_point3d const *carried,
real_point3d *point)
{
real dx = position->x - carried->x;
real dy = position->y - carried->y;
real length = (real)sqrt(dx * dx + dy * dy);
*point = *carried;
if (length > 0.01f)
{
point->x += dx / length * 2.5f;
point->y += dy / length * 2.5f;
}
}
/* Bots with one place to go spread out: each has a direction of its own
(the golden angle on from the last bot's), a place of its own about a
point to hold, and comes to a point from far off by a way of its own,
wide of the others', going straight to it only for the last stretch. */
static real bot_spread_angle(
long player_index)
{
return (real)DATUM_INDEX_TO_ABSOLUTE_INDEX(player_index) * 2.39996f;
}
/* the bot's place about a point (radius: world units) */
static void bot_spot_around(
real_point3d const *center,
long player_index,
real radius,
real_point3d *spot)
{
real angle = bot_spread_angle(player_index);
*spot = *center;
spot->x += (real)cos(angle) * radius;
spot->y += (real)sin(angle) * radius;
}
/* its place about a point, or the point itself when there is no way to the
place (in a wall, past a ledge) */
static void bot_hold_spot(
struct bot const *bot,
real_point3d const *center,
real radius,
real_point3d *spot)
{
if (bot->path_failures >= 3)
*spot = *center;
else
bot_spot_around(center, bot->player_index, radius, spot);
}
/* where it heads for a point from where it is: from far off, out to a side
of the straight way (its own side and width), in from 10 world units */
static void bot_approach(
struct bot const *bot,
real_point3d const *position,
real_point3d const *goal,
real_point3d *point)
{
long index = DATUM_INDEX_TO_ABSOLUTE_INDEX(bot->player_index);
real dx = goal->x - position->x;
real dy = goal->y - position->y;
real distance = (real)sqrt(dx * dx + dy * dy);
real side = (index & 1 ? 1.0f : -1.0f) * (3.0f + (real)((index >> 1) % 3) * 1.5f);
real share;
*point = *goal;
/* (no way to the side: straight) */
if (distance < 10.0f || bot->path_failures >= 2)
return;
share = MIN((distance - 10.0f) / 10.0f, 1.0f);
point->x += -dy / distance * side * share;
point->y += dx / distance * side * share;
}
/* what the objective asks of the bot now (bot->has_objective and the rest) */
static void bot_play_objective_now(
struct bot *bot,
@@ -1031,7 +809,6 @@ static void bot_play_objective_now(
short index;
bot->has_objective = FALSE;
bot->holding = FALSE;
bot->objective_unit_index = NONE;
bot->carrying = FALSE;
if (type == game_engine_king)
@@ -1046,12 +823,13 @@ static void bot_play_objective_now(
dx = center.x - position->x;
dy = center.y - position->y;
bot->has_objective = TRUE;
bot->holding = TRUE;
/* (near: a place of its own on the hill; far: a way of its own) */
if (dx * dx + dy * dy < 6.0f * 6.0f)
bot_hold_spot(bot, &center, 1.2f, &bot->objective);
else
bot_approach(bot, position, &center, &bot->objective);
bot->objective = center;
/* (on the hill: about in it, not on its middle) */
if (dx * dx + dy * dy < 1.5f * 1.5f)
{
bot->objective.x += (real)cos(bot->weave_phase * 0.05f) * 1.0f;
bot->objective.y += (real)sin(bot->weave_phase * 0.05f) * 1.0f;
}
}
return;
}
@@ -1098,42 +876,23 @@ static void bot_play_objective_now(
bot->objective = own->position;
return;
}
/* (every third guards its own: about the stand, or, every other one
of them, ahead of it towards the enemy's) */
/* (every third guards its own) */
if ((DATUM_INDEX_TO_ABSOLUTE_INDEX(player_index) % 3) == 2 && bots_ctf_base(player->team_index, &base))
{
real_point3d enemy_base;
bot->has_objective = TRUE;
bot->holding = TRUE;
if (((DATUM_INDEX_TO_ABSOLUTE_INDEX(player_index) / 3) & 1) &&
bots_ctf_base((player->team_index + 1) % 2, &enemy_base))
bot->objective = base;
if (distance3d(position, &base) < 4.0f)
{
real dx = enemy_base.x - base.x;
real dy = enemy_base.y - base.y;
real length = (real)sqrt(dx * dx + dy * dy);
bot->objective = base;
if (length > 0.01f)
{
bot->objective.x += dx / length * 7.0f;
bot->objective.y += dy / length * 7.0f;
}
}
else
{
bot_hold_spot(bot, &base, 3.0f, &bot->objective);
bot->objective.x += (real)cos(bot->weave_phase * 0.03f) * 3.0f;
bot->objective.y += (real)sin(bot->weave_phase * 0.03f) * 3.0f;
}
return;
}
/* theirs: to take it, or to escort the teammate carrying it */
/* theirs: to take it, or to cover its carrier */
if (enemy)
{
bot->has_objective = TRUE;
if (enemy->carrier_player_index != NONE)
bot_hold_spot(bot, &enemy->position, 3.0f, &bot->objective);
else
bot_approach(bot, position, &enemy->position, &bot->objective);
bot->objective = enemy->position;
}
return;
}
@@ -1152,20 +911,13 @@ static void bot_play_objective_now(
bot->carrying = TRUE;
return;
}
/* (one a teammate carries: escorted, not chased) */
/* (one a teammate carries: not to be chased) */
if (item->carrier_player_index != NONE && game_engine_has_teams())
{
struct player_datum *carrier = player_try_and_get(item->carrier_player_index);
if (carrier && carrier->team_index == player->team_index)
{
if (!nearest)
{
bot->has_objective = TRUE;
bot_hold_spot(bot, &item->position, 3.0f, &bot->objective);
}
continue;
}
}
distance = distance3d(position, &item->position);
if (distance < nearest_distance)
@@ -1177,7 +929,7 @@ static void bot_play_objective_now(
if (nearest)
{
bot->has_objective = TRUE;
bot_approach(bot, position, &nearest->position, &bot->objective);
bot->objective = nearest->position;
if (nearest->carrier_player_index != NONE)
{
struct player_datum *carrier = player_try_and_get(nearest->carrier_player_index);
@@ -1224,7 +976,6 @@ static void bot_think(
real wanted_yaw;
real wanted_pitch = 0.0f;
boolean firing = FALSE;
boolean following = FALSE;
real moved;
csmemset(action, 0, sizeof(*action));
@@ -1346,13 +1097,13 @@ static void bot_think(
}
bot->weave_phase++;
/* (a good weapon or powerup close by: taken in the fight too) */
if (!bot->carrying && !bot->has_objective && (game_time_get() - bot->item_look_time >= ITEM_LOOK_TICKS / 2 ||
if (!bot->carrying && (game_time_get() - bot->item_look_time >= ITEM_LOOK_TICKS / 2 ||
game_time_get() < bot->item_look_time))
{
bot->item_look_time = game_time_get();
bot->item_index = bot_find_item(unit, &position, 10.0f, 4.0f);
}
if (bot->item_index != NONE && !bot->carrying && !bot->has_objective && object_try_and_get(bot->item_index) &&
if (bot->item_index != NONE && !bot->carrying && object_try_and_get(bot->item_index) &&
bot_item_worth(unit, bot->item_index) > 0.0f)
{
real_point3d item_position;
@@ -1402,13 +1153,6 @@ static void bot_think(
firing = !bot->carrying && distance < BOT_FIRE_RANGE &&
fabsf(bot_angle_difference(wanted_yaw, bot->yaw)) < BOT_FIRE_CONE &&
fabsf(wanted_pitch - bot->pitch) < BOT_FIRE_CONE;
/* (a teammate in the line of fire: held, and a step aside for a
clear shot) */
if (firing && bot_teammate_in_line(player, &eye, &head))
{
firing = FALSE;
action->throttle.j = (bot->weave_phase / 30) & 1 ? 1.0f : -1.0f;
}
/* (a melee blow when it is upon it) */
if (distance < 1.0f)
SET_FLAG(action->control_flags, _unit_control_use_equipment_bit, TRUE);
@@ -1457,8 +1201,6 @@ static void bot_think(
long item = bot_find_item(unit, &position, BOT_ITEM_RANGE, 0.0f);
bot->item_look_time = game_time_get();
if (item == bot->ignored_item_index && game_time_get() - bot->ignored_item_time < 600)
item = NONE;
if (item != bot->item_index)
{
bot->item_index = item;
@@ -1473,16 +1215,8 @@ static void bot_think(
}
if (bot->item_index != NONE && !bot->has_objective)
{
/* (taken or gone, or no way to it: on) */
if (bot->path_failures >= 3)
{
bot->ignored_item_index = bot->item_index;
bot->ignored_item_time = game_time_get();
bot->path_failures = 0;
bot->item_index = NONE;
bot->has_goal = FALSE;
}
else if (!object_try_and_get(bot->item_index) || bot_item_worth(unit, bot->item_index) <= 0.0f)
/* (taken or gone: on) */
if (!object_try_and_get(bot->item_index) || bot_item_worth(unit, bot->item_index) <= 0.0f)
{
bot->item_index = NONE;
bot->has_goal = FALSE;
@@ -1495,56 +1229,12 @@ static void bot_think(
bot_take_item(bot, player, unit, action);
}
}
/* (in a team, every other bot with nothing to do keeps near the
nearest person on its team) */
following = FALSE;
if (bot->item_index == NONE && !bot->has_objective && game_engine_has_teams() &&
(DATUM_INDEX_TO_ABSOLUTE_INDEX(bot->player_index) & 1) == 0 &&
game_time_get() >= bot->follow_again_time)
{
long person = bot_nearest_person(player, &position);
if (person != NONE)
{
real_point3d origin;
following = TRUE;
object_get_origin(person, &origin);
/* (near: where it is, not on top of them) */
if (distance3d(&position, &origin) > 6.0f)
bot_escort_point(&position, &origin, &bot->goal);
else
bot->goal = position;
bot->has_goal = TRUE;
bot->goal_time = game_time_get();
/* (no way to them, as up where only a teleporter goes: not for
ten seconds) */
if (bot->path_failures >= 3)
{
bot->follow_again_time = game_time_get() + 300;
bot->path_failures = 0;
following = FALSE;
}
}
}
/* hunts, or roams: along its way, looking where it goes */
if (bot->item_index == NONE && !bot->has_objective && !following &&
(!bot->has_goal || game_time_get() - bot->goal_time > 90 || bot->path_failures >= 3 ||
if (bot->item_index == NONE && !bot->has_objective &&
(!bot->has_goal || game_time_get() - bot->goal_time > 90 ||
distance3d(&position, &bot->goal) < BOT_GOAL_RADIUS))
{
boolean unreachable = bot->path_failures >= 3;
bot_choose_goal(bot, player, &position);
/* (no way to the last: somewhere near at random instead) */
if (unreachable)
{
real angle = bot_random() * 2.0f * _pi;
bot->goal = position;
bot->goal.x += (real)cos(angle) * 6.0f;
bot->goal.y += (real)sin(angle) * 6.0f;
}
bot->path_failures = 0;
}
wanted_yaw = bot->wander_yaw;
if (bot_next_point(bot, player->unit_index, &position, &point))
@@ -1673,7 +1363,6 @@ static struct bot *bot_get(
free_bot->player_index = player_index;
free_bot->target_unit_index = NONE;
free_bot->item_index = NONE;
free_bot->ignored_item_index = NONE;
}
return free_bot;
}
+9
View File
@@ -140,6 +140,15 @@ out (halo_vr_scope_pass). */
int halo_vr_scope(short local_player_index, float magnification, float position[3], float forward[3], float up[3],
float *vertical_field_of_view);
int halo_vr_scope_pass(void);
/* Players' names over their heads (hud.c, render.c): whether they are drawn
apart this frame; the slot a name is drawn into (left, top, right, bottom
of the game's 640x480); a name's place (world units, over the head),
giving its slot (-1: no more); and the slots, drawn on the cleared back
buffer, taken (it is cleared again) */
int halo_vr_names_apart(void);
void halo_vr_name_slot(int slot, short bounds[4]);
int halo_vr_add_name(const float point[3]);
void halo_vr_capture_names(void);
/* how much higher than a rifle's the weapon in hand has its scope's disc
(metres; render.c, before halo_vr_scope) */
void halo_vr_set_scope_raise(float metres);
+102
View File
@@ -134,6 +134,11 @@ static struct
float scope_size;
int crosshair;
int crosshair_captured; /* this frame (halo_vr_capture_crosshair) */
/* players' names this frame (halo_vr_add_name), and whether their
slots were taken (halo_vr_capture_names) */
int name_count;
float name_points[HALO_XR_MAXIMUM_NAMES][3];
int names_captured;
/* the barrel of the weapon as drawn (halo_vr_set_barrel): where shots,
the crosshair and the laser start */
float barrel[3];
@@ -242,6 +247,7 @@ the target), keeping the size it has in the HUD: this part of the HUD. */
static void cross3(const float a[3], const float b[3], float out[3]);
static float normalize3(float v[3]);
static int crosshair_pose(struct halo_xr_pose *pose, float *size);
static int name_pose(const float point[3], struct halo_xr_pose *pose, float *width);
static int weapon_hand_tracked(short local_player_index);
static void controller_axes(float forward[3], float up[3], float right[3]);
static void hand_offset(float out[3]);
@@ -1021,6 +1027,8 @@ void halo_vr_frame_begin(void)
vr.eyes_captured = 0;
vr.scope_captured = 0;
vr.crosshair_captured = 0;
vr.name_count = 0;
vr.names_captured = 0;
vr.overlay_mode = HALO_XR_OVERLAY_SCREEN;
vr.overlay_blend = 0;
if (vr.frame.recentred)
@@ -1087,6 +1095,20 @@ void halo_vr_present(unsigned int back_buffer_texture)
weapon aims */
if (vr.crosshair_captured && vr.overlay_mode == HALO_XR_OVERLAY_HEAD_LOCKED)
submit.crosshair = crosshair_pose(&submit.crosshair_pose, &submit.crosshair_size);
/* the names, each over its player's head */
if (vr.names_captured && submit.eyes && vr.overlay_mode == HALO_XR_OVERLAY_HEAD_LOCKED)
{
int name;
for (name = 0; name < vr.name_count; name++)
{
if (name_pose(vr.name_points[name], &submit.name_poses[submit.name_count],
&submit.name_widths[submit.name_count]))
{
submit.name_count++;
}
}
}
if (vr.scope_captured && submit.eyes)
{
submit.scope = 1;
@@ -1947,6 +1969,82 @@ static int crosshair_pose(struct halo_xr_pose *pose, float *size)
return 1;
}
/* ---------- players' names
Names over the heads (hud.c) are drawn into slots of a region of the back
buffer, one under another, before the HUD, and each slot is shown on a quad
of its own over its player's head, facing the eyes, as wide as the name
looks at the HUD's distance: in VR the HUD is a screen at one distance,
where names drawn on it hung before the eyes. */
#define NAME_SLOT_LEFT 240
#define NAME_SLOT_WIDTH 160
#define NAME_SLOT_HEIGHT 30
/* how large a name looks against the HUD's text (smaller: over a head, not
on the screen before the eyes) */
#define NAME_SCALE 0.6f
int halo_vr_names_apart(void)
{
return vr.active && halo_vr_stereo_frame();
}
void halo_vr_name_slot(int slot, short bounds[4])
{
bounds[0] = NAME_SLOT_LEFT;
bounds[1] = (short)(slot * NAME_SLOT_HEIGHT);
bounds[2] = NAME_SLOT_LEFT + NAME_SLOT_WIDTH;
bounds[3] = (short)((slot + 1) * NAME_SLOT_HEIGHT);
}
int halo_vr_add_name(const float point[3])
{
int slot = vr.name_count;
if (slot >= HALO_XR_MAXIMUM_NAMES)
return -1;
memcpy(vr.name_points[slot], point, sizeof(vr.name_points[slot]));
vr.name_count++;
return slot;
}
void halo_vr_capture_names(void)
{
if (vr.name_count > 0)
{
vr.names_captured = host_xr_copy_layer_region(HALO_XR_LAYER_NAMES, d3d8_back_buffer_texture(),
HALO_XR_COPY_ALPHA, NAME_SLOT_LEFT / 640.0f, 0.0f, (NAME_SLOT_LEFT + NAME_SLOT_WIDTH) / 640.0f,
HALO_XR_MAXIMUM_NAMES * NAME_SLOT_HEIGHT / 480.0f);
}
d3d8_clear_back_buffer(0.0f, 0.0f, 0.0f, 0.0f);
}
static int name_pose(const float point[3], struct halo_xr_pose *pose, float *width)
{
static const float world_up[3] = { 0.0f, 1.0f, 0.0f };
float x[3], y[3], z[3];
float distance;
float angle;
int axis;
world_to_local(point, pose->position);
for (axis = 0; axis < 3; axis++)
z[axis] = vr.frame.head.position[axis] - pose->position[axis];
distance = normalize3(z);
/* (facing the eyes, upright) */
if (distance < 0.05f)
return 0;
cross3(world_up, z, x);
if (normalize3(x) < 1e-4f)
return 0;
cross3(z, x, y);
quaternion_from_axes(x, y, z, pose->orientation);
/* (as wide as the slot looks on the HUD, smaller) */
angle = (float)NAME_SLOT_WIDTH / 640.0f * vr.hud_width / vr.hud_distance * NAME_SCALE;
*width = 2.0f * distance * tanf(angle * 0.5f);
return 1;
}
/* ---------- the scope
Zoomed in, the weapon shows its view on a disc over the barrel, like a
@@ -2175,6 +2273,10 @@ int halo_vr_scope(short local_player_index, float magnification, float position[
return 0;
}
int halo_vr_scope_pass(void) { return 0; }
int halo_vr_names_apart(void) { return 0; }
void halo_vr_name_slot(int slot, short bounds[4]) { (void)slot; (void)bounds; }
int halo_vr_add_name(const float point[3]) { (void)point; return -1; }
void halo_vr_capture_names(void) {}
void halo_vr_set_scope_raise(float metres) { (void)metres; }
void halo_vr_capture_scope(float left, float top, float right, float bottom)
{
+56 -13
View File
@@ -1033,13 +1033,6 @@ static short hud_player_names_setting(
}
}
#ifdef HALO_ANDROID
/* (the VR port's: in VR the HUD is a screen at a fixed distance before
the eyes, so names drawn on it hang there, not over the heads; none
until they are drawn into each eye's picture) */
if (halo_vr_active())
return _player_names_none;
#endif
return setting;
}
@@ -1134,7 +1127,8 @@ static void hud_draw_player_name(
long player_index,
boolean ally,
boolean indicator,
real enemy_range)
real enemy_range,
boolean vr_apart)
{
struct player_datum const *player = player_get(player_index);
long font_index = hud_get_font_index();
@@ -1164,10 +1158,35 @@ static void hud_draw_player_name(
/* (where the game draws a teammate's triangle) */
head_position.z += 0.30000001f;
matrix4x3_transform_point(&render.frustum.world_to_view, &head_position, &view_position);
if (!render_camera_view_to_screen(&render.camera, &render.frustum, &view_position, &screen_position))
return;
x = (short)fast_ftol(screen_position.x) - render.camera.viewport_bounds.x0;
y = (short)fast_ftol(screen_position.y) - render.camera.viewport_bounds.y0;
#ifdef HALO_ANDROID
if (vr_apart)
{
/* (VR: in a slot of its own, shown over the head: halo_vr.h) */
float point[3];
short slot_bounds[4];
int slot;
point[0] = head_position.x;
point[1] = head_position.y;
point[2] = head_position.z + (indicator ? 0.15f : 0.0f);
slot = halo_vr_add_name(point);
if (slot < 0)
return;
halo_vr_name_slot(slot, slot_bounds);
x = (short)((slot_bounds[0] + slot_bounds[2]) / 2);
y = (short)(slot_bounds[3] - 4);
/* (an ally's whole at any distance it is drawn at) */
view_position.z = -1.0f;
indicator = FALSE;
}
else
#endif
{
if (!render_camera_view_to_screen(&render.camera, &render.frustum, &view_position, &screen_position))
return;
x = (short)fast_ftol(screen_position.x) - render.camera.viewport_bounds.x0;
y = (short)fast_ftol(screen_position.y) - render.camera.viewport_bounds.y0;
}
if (indicator)
{
struct bitmap_data *bitmap = bitmap_group_get_bitmap_from_sequence(
@@ -1209,8 +1228,32 @@ static void hud_draw_player_name(
return;
}
static void hud_draw_player_names_now(
boolean vr_apart);
static void hud_draw_player_names(
void)
{
#ifdef HALO_ANDROID
/* (VR: apart, before the HUD: hud_draw_player_names_vr) */
if (halo_vr_active())
return;
#endif
hud_draw_player_names_now(FALSE);
}
#ifdef HALO_ANDROID
/* VR: the names drawn into their slots, each then shown over its player's
head (render.c, before the HUD; halo_vr_names_apart) */
void hud_draw_player_names_vr(
void)
{
hud_draw_player_names_now(TRUE);
}
#endif
static void hud_draw_player_names_now(
boolean vr_apart)
{
short setting = hud_player_names_setting();
long player_index = local_player_get_player_index(render.local_player_index);
@@ -1235,7 +1278,7 @@ static void hud_draw_player_names(
continue;
if ((ally && setting == _player_names_enemies) || (!ally && setting == _player_names_allies))
continue;
hud_draw_player_name(iterator.datum_index, ally, ally && indicators, enemy_range);
hud_draw_player_name(iterator.datum_index, ally, ally && indicators, enemy_range, vr_apart);
}
return;
+5
View File
@@ -29,6 +29,11 @@ struct hud_scripted_globals_definition
/* ---------- prototypes/HUD.C */
#ifdef HALO_ANDROID
#ifdef HALO_ANDROID
/* VR: players' names drawn into their slots (halo_vr_names_apart) */
void hud_draw_player_names_vr(
void);
#endif
void hud_draw_crosshair(
void);
#endif
+8
View File
@@ -853,6 +853,14 @@ static void render_vr_overlay(
parameters.suppress_clear = TRUE;
parameters.window_index = render.window_index;
if (!menus_active && halo_vr_names_apart())
{
/* the players' names, each to be shown over its head */
rasterizer_window_begin(&parameters);
hud_draw_player_names_vr();
rasterizer_window_end();
halo_vr_capture_names();
}
if (!menus_active && halo_vr_crosshair_apart())
{
/* the weapon's crosshair alone, taken to where the weapon aims */