Commit Graph
13 Commits
Author SHA1 Message Date
bearstonem d9968210aa fix(vr): correct visual glitches and reduce rendering overhead
Restore desktop HUD behavior and objective state, fix stereo text lifetimes, HUD placement and colors, sprite culling, and font shader passes. Handle swapchain timeouts and incomplete stereo frames safely, remove forced GPU waits, and correct rendering timing attribution.

Track client-game source additions in CMake. Validated desktop and Android GL1/GL2 builds plus targeted regression and sanitizer checks. Headset appearance and performance remain unverified.
2026-10-14 14:48:22 -07:00
bearstonemandClaude Opus 5 a8a1314c2d fix(vr): ask for an ES context for the fixed function renderer, and check it is current
Two problems the first device run found, one hiding the other.

GLimp_SetMode's fixedFunction branch offers exactly one context: desktop OpenGL
1.1. There is no such thing on Android, so window creation failed three times
over and R_Init gave up with "Couldn't get a visual". renderergl2 never met this
because it takes the other branch, which already knows how to ask for ES.

gl4es is what makes the request answerable, and it wants the opposite of what
the renderer believes it is getting: desktop GL 1.x presented upwards, OpenGL ES
underneath. So the fixed function branch now asks for ES 3.0 and then ES 2.0,
and the renderer is never told - it reads its version through gl4es, which
reports desktop GL, and takes the desktop fixed function path on the strength of
it.

That got the renderer up, and revealed the second problem: the OpenXR session
found no current EGL context. Which is where gl4es having its own opinion about
glGetString stops being convenient. The engine's proof that a context is live is
GL_VERSION coming back non-NULL, and gl4es answers VERSION, VENDOR and RENDERER
out of constants without asking the driver - so a context that was created but
never bound passes that test and is only noticed much later, somewhere else
entirely. GLimp_SetMode now asks SDL directly whether the context it just made
is current, restoring the check gl4es defeated.

The session no longer assumes one is bound either. Being current is per thread,
and a window that has not been shown yet has no surface to be current against,
so VR_CreateSession asks for the binding through GLimp_MakeCurrent rather than
requiring it to already be there, and reports the EGL handles when it cannot get
one.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 22:02:44 -07:00
bearstonemandClaude Opus 5 5aff8d336a feat(vr): stereo rendering and 6DoF head tracking through OpenXR
Runs on a Meta Quest 3 in stereo at the headset's native 1680x1760 per
eye, with the world tracking head movement in six degrees of freedom.

The session binds to the EGL context SDL already created rather than a
private one, so there is a single GL context and the renderer needs no
thread or context juggling. Each eye is rendered into an OpenXR swapchain
image by substituting the framebuffer the renderer treats as the screen,
which leaves the whole render path untouched. Exactly two eye passes per
frame; there is deliberately no third pass to produce a flat image.

The session and its swapchains belong to the GL context they were made
with, so they are torn down and rebuilt around the renderer restarts the
engine performs.

Menus, the loading screen and cinematics go on a quad layer fixed in the
room, placed once in front of wherever the player is facing. Drawing
screen space content into both eyes instead gives it no stereo disparity
while each eye still warps it through its own asymmetric frustum, and the
result cannot be fused. The panel is drawn into one persistent buffer
that is then copied into the swapchain image: a swapchain rotates through
several images, and the engine's 2D path expects the screen to still hold
what it drew last frame.

Head tracking:

- The per-eye asymmetric frustum from xrLocateViews feeds
  R_SetupProjection directly. A symmetric approximation misaligns the two
  images by a few degrees, which the eyes cannot fuse.
- The pose is applied in RE_RenderScene, so it follows every camera the
  game has - the player's, cutscenes, ladders, death animations - without
  each needing to know about VR.
- Orientation is carried as axes rather than pitch/yaw/roll, and composed
  with the game's heading as a rotation. Adding Euler angles only works
  while pitch and roll are near zero and turns every head movement into a
  twist once they are not.
- Position is measured from where the head was when tracking started, so
  the game keeps supplying eye height and the headset contributes only
  leaning, ducking and stepping. The initial heading is subtracted too,
  or the play space's arbitrary forward is added to the character's and
  the player spawns facing the wrong way.

The controllers point at the panel and click: the aim ray is intersected
with the quad and the hit becomes the engine's cursor position, so the
menus behave as they always did.

The renderer's own framebuffer objects stay off on Android. Each eye is
already a swapchain image, so routing through tr.renderFbo first would
cost a second full resolution pass and resolve per eye for nothing.

Known gaps: head orientation does not yet reach the player's view angles,
so the game does not know where the player is looking; and there is no
controller model or pointer ray.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 17:03:38 -07:00
smallmodel 51afcd7b96 Fix loading screen being incorrectly displayed
This fixes an issue where some part of the loading screen would not be drawn correctly, due to the screen being updated recursively through UI_Update()
2024-09-27 17:59:03 +02:00
smallmodel f9d264058b Use safe version of sprintf and strcpy 2024-09-20 23:08:53 +02:00
OM 6134b150c1 ioq3 files backport 2023-06-25 20:26:47 +02:00
OM 7b79877516 made renderer (original quake III) work with SDL 2023-05-27 22:23:03 +02:00
OM 3d223f5a5d Updates 2023-05-27 15:36:19 +02:00
OM dc45c33c79 ioq3 updates 2023-05-26 20:53:00 +02:00
OM ca3340b158 ioquake3 porting 2023-05-24 19:29:36 +02:00
OM 95c0f4fe2d Fixed renderer crash 2023-05-10 17:07:10 +02:00
mohabhassan cb7ef4f98e Multiple/general imporvements. 2019-06-25 01:17:10 +02:00
Ley0k 09bed43f97 Hard reset 2016-03-27 11:49:47 +02:00