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OpenVR Virtual Reality mode, take 3 #345

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commented Jun 9, 2017

Create OpenVR mode, including rough placement of HUD, menu, and weapon sprite on 3D quads.

This supersedes my previous pull request #338 , which was reviewed by raa-eruanna , and which in turn superseded #336 , which was reviewed by alexey-lysiuk
Sorry I messed up the history on that branch so I made another new pull request here.
Compared to the previous pull request, this one adds projection of 2D display items, and the weapon sprite, onto 3D quads in the game world, rendering the game somewhat playable.

Create initial rotation-tracking-only implementation of OpenVR mode for VR headsets.
Adds an optional CMake build rule for developers who have the OpenVR SDK installed.
There remain several tricky problems to be solved to make this a fun and playable mode.

As before, the zdoom forums discussion is at https://forum.zdoom.org/viewtopic.php?f=59&t=56623

@cmbruns cmbruns force-pushed the cmbruns:openvr_rot3 branch from aaf27f5 to c3e13e7 Jun 12, 2017

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commented Jun 13, 2017

Refactored to use the C API for OpenVR, and to dynamically load the OpenVR shared library (select ENABLE_OPENVR ON, and leave DYN_OPENVR ON in CMake)

cmbruns added some commits Jun 8, 2017

Use C API for OpenVR. Implement dynamic loading of OpenVR. Avoid Comp…
…ile and link warnings. Rename OpenVR CMake options.

Avoid null pointer dereference when launching in OpenVR mode.

Remove unused GZDOOM_USE_OPENVR cmake option.
Implement vertical position tracking.
Debug late scheduled hmd Yaw update.

@cmbruns cmbruns force-pushed the cmbruns:openvr_rot3 branch from c3e13e7 to b933979 Jun 13, 2017

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commented Jun 27, 2017

I'll reopen this later after my current burst of rapid development stabilizes.

@cmbruns cmbruns closed this Jun 27, 2017

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