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-rw-r--r--modules/mobile_vr/SCsub13
-rw-r--r--modules/mobile_vr/config.py12
-rw-r--r--modules/mobile_vr/doc_classes/MobileVRInterface.xml134
-rw-r--r--modules/mobile_vr/mobile_interface.cpp504
-rw-r--r--modules/mobile_vr/mobile_interface.h152
-rw-r--r--modules/mobile_vr/register_types.cpp43
-rw-r--r--modules/mobile_vr/register_types.h31
-rw-r--r--modules/mobile_vr/shaders/SCsub7
-rw-r--r--modules/mobile_vr/shaders/lens_distorted.glsl59
9 files changed, 955 insertions, 0 deletions
diff --git a/modules/mobile_vr/SCsub b/modules/mobile_vr/SCsub
new file mode 100644
index 0000000000..b4e2edcca1
--- /dev/null
+++ b/modules/mobile_vr/SCsub
@@ -0,0 +1,13 @@
+#!/usr/bin/env python
+
+import os
+import methods
+
+Import('env')
+Import('env_modules')
+
+env_mobile_vr = env_modules.Clone()
+
+env_mobile_vr.add_source_files(env.modules_sources, '*.cpp')
+
+SConscript("shaders/SCsub")
diff --git a/modules/mobile_vr/config.py b/modules/mobile_vr/config.py
new file mode 100644
index 0000000000..cf96c66125
--- /dev/null
+++ b/modules/mobile_vr/config.py
@@ -0,0 +1,12 @@
+def can_build(platform):
+ # should probably change this to only be true on iOS and Android
+ return True
+
+def configure(env):
+ pass
+
+def get_doc_classes():
+ return ["MobileVRInterface"]
+
+def get_doc_path():
+ return "doc_classes"
diff --git a/modules/mobile_vr/doc_classes/MobileVRInterface.xml b/modules/mobile_vr/doc_classes/MobileVRInterface.xml
new file mode 100644
index 0000000000..c945a99a9a
--- /dev/null
+++ b/modules/mobile_vr/doc_classes/MobileVRInterface.xml
@@ -0,0 +1,134 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="MobileVRInterface" inherits="ARVRInterface" category="Core" version="3.0.alpha.custom_build">
+ <brief_description>
+ Generic mobile VR implementation
+ </brief_description>
+ <description>
+ This is a generic mobile VR implementation where you need to provide details about the phone and HMD used. It does not rely on any existing framework. This is the most basic interface we have. For the best effect you do need a mobile phone with a gyroscope and accelerometer.
+ Note that even though there is no positional tracking the camera will assume the headset is at a height of 1.85 meters.
+ </description>
+ <tutorials>
+ </tutorials>
+ <demos>
+ </demos>
+ <methods>
+ <method name="get_display_to_lens" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ Returns the distance between the display and the lens.
+ </description>
+ </method>
+ <method name="get_display_width" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ Return the width of the LCD screen of the device.
+ </description>
+ </method>
+ <method name="get_iod" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ Returns the interocular distance.
+ </description>
+ </method>
+ <method name="get_k1" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ Returns the k1 lens constant.
+ </description>
+ </method>
+ <method name="get_k2" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ Retuns the k2 lens constant
+ </description>
+ </method>
+ <method name="get_oversample" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ Returns the oversampling setting.
+ </description>
+ </method>
+ <method name="set_display_to_lens">
+ <return type="void">
+ </return>
+ <argument index="0" name="display_to_lens" type="float">
+ </argument>
+ <description>
+ Sets the distance between display and the lens.
+ </description>
+ </method>
+ <method name="set_display_width">
+ <return type="void">
+ </return>
+ <argument index="0" name="display_width" type="float">
+ </argument>
+ <description>
+ Sets the width of the LCD screen of the device.
+ </description>
+ </method>
+ <method name="set_iod">
+ <return type="void">
+ </return>
+ <argument index="0" name="iod" type="float">
+ </argument>
+ <description>
+ Sets the interocular distance.
+ </description>
+ </method>
+ <method name="set_k1">
+ <return type="void">
+ </return>
+ <argument index="0" name="k" type="float">
+ </argument>
+ <description>
+ Sets the k1 lens constant.
+ </description>
+ </method>
+ <method name="set_k2">
+ <return type="void">
+ </return>
+ <argument index="0" name="k" type="float">
+ </argument>
+ <description>
+ Sets the k2 lens constant.
+ </description>
+ </method>
+ <method name="set_oversample">
+ <return type="void">
+ </return>
+ <argument index="0" name="oversample" type="float">
+ </argument>
+ <description>
+ Sets the oversampling setting.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="display_to_lens" type="float" setter="set_display_to_lens" getter="get_display_to_lens">
+ The distance between the display and the lenses inside of the device in centimeters.
+ </member>
+ <member name="display_width" type="float" setter="set_display_width" getter="get_display_width">
+ The width of the display in centimeters.
+ </member>
+ <member name="iod" type="float" setter="set_iod" getter="get_iod">
+ The interocular distance, also known as the interpupillary distance. The distance between the pupils of the left and right eye.
+ </member>
+ <member name="k1" type="float" setter="set_k1" getter="get_k1">
+ The k1 lens factor is one of the two constants that define the strength of the lens used and directly influences the lens distortion effect.
+ </member>
+ <member name="k2" type="float" setter="set_k2" getter="get_k2">
+ The k2 lens factor, see k1.
+ </member>
+ <member name="oversample" type="float" setter="set_oversample" getter="get_oversample">
+ The oversample setting. Because of the lens distortion we have to render our buffers at a higher resolution then the screen can natively handle. A value between 1.5 and 2.0 often provides good results but at the cost of performance.
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/modules/mobile_vr/mobile_interface.cpp b/modules/mobile_vr/mobile_interface.cpp
new file mode 100644
index 0000000000..eb87bb2cf0
--- /dev/null
+++ b/modules/mobile_vr/mobile_interface.cpp
@@ -0,0 +1,504 @@
+/*************************************************************************/
+/* mobile_interface.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "mobile_interface.h"
+#include "core/os/input.h"
+#include "core/os/os.h"
+#include "servers/visual/visual_server_global.h"
+
+StringName MobileVRInterface::get_name() const {
+ return "Native mobile";
+};
+
+int MobileVRInterface::get_capabilities() const {
+ return ARVRInterface::ARVR_STEREO;
+};
+
+Vector3 MobileVRInterface::scale_magneto(const Vector3 &p_magnetometer) {
+ // Our magnetometer doesn't give us nice clean data.
+ // Well it may on Mac OS X because we're getting a calibrated value in the current implementation but Android we're getting raw data.
+ // This is a fairly simple adjustment we can do to correct for the magnetometer data being elliptical
+
+ Vector3 mag_raw = p_magnetometer;
+ Vector3 mag_scaled = p_magnetometer;
+
+ // update our variables every x frames
+ if (mag_count > 20) {
+ mag_current_min = mag_next_min;
+ mag_current_max = mag_next_max;
+ mag_count = 0;
+ } else {
+ mag_count++;
+ };
+
+ // adjust our min and max
+ if (mag_raw.x > mag_next_max.x) mag_next_max.x = mag_raw.x;
+ if (mag_raw.y > mag_next_max.y) mag_next_max.y = mag_raw.y;
+ if (mag_raw.z > mag_next_max.z) mag_next_max.z = mag_raw.z;
+
+ if (mag_raw.x < mag_next_min.x) mag_next_min.x = mag_raw.x;
+ if (mag_raw.y < mag_next_min.y) mag_next_min.y = mag_raw.y;
+ if (mag_raw.z < mag_next_min.z) mag_next_min.z = mag_raw.z;
+
+ // scale our x, y and z
+ if (!(mag_current_max.x - mag_current_min.x)) {
+ mag_raw.x -= (mag_current_min.x + mag_current_max.x) / 2.0;
+ mag_scaled.x = (mag_raw.x - mag_current_min.x) / ((mag_current_max.x - mag_current_min.x) * 2.0 - 1.0);
+ };
+
+ if (!(mag_current_max.y - mag_current_min.y)) {
+ mag_raw.y -= (mag_current_min.y + mag_current_max.y) / 2.0;
+ mag_scaled.y = (mag_raw.y - mag_current_min.y) / ((mag_current_max.y - mag_current_min.y) * 2.0 - 1.0);
+ };
+
+ if (!(mag_current_max.z - mag_current_min.z)) {
+ mag_raw.z -= (mag_current_min.z + mag_current_max.z) / 2.0;
+ mag_scaled.z = (mag_raw.z - mag_current_min.z) / ((mag_current_max.z - mag_current_min.z) * 2.0 - 1.0);
+ };
+
+ return mag_scaled;
+};
+
+Basis MobileVRInterface::combine_acc_mag(const Vector3 &p_grav, const Vector3 &p_magneto) {
+ // yup, stock standard cross product solution...
+ Vector3 up = -p_grav.normalized();
+
+ Vector3 magneto_east = up.cross(p_magneto.normalized()); // or is this west?, but should be horizon aligned now
+ magneto_east.normalize();
+
+ Vector3 magneto = up.cross(magneto_east); // and now we have a horizon aligned north
+ magneto.normalize();
+
+ // We use our gravity and magnetometer vectors to construct our matrix
+ Basis acc_mag_m3;
+ acc_mag_m3.elements[0] = -magneto_east;
+ acc_mag_m3.elements[1] = up;
+ acc_mag_m3.elements[2] = magneto;
+
+ return acc_mag_m3;
+};
+
+void MobileVRInterface::set_position_from_sensors() {
+ _THREAD_SAFE_METHOD_
+
+ // this is a helper function that attempts to adjust our transform using our 9dof sensors
+ // 9dof is a misleading marketing term coming from 3 accelerometer axis + 3 gyro axis + 3 magnetometer axis = 9 axis
+ // but in reality this only offers 3 dof (yaw, pitch, roll) orientation
+
+ uint64_t ticks = OS::get_singleton()->get_ticks_usec();
+ uint64_t ticks_elapsed = ticks - last_ticks;
+ float delta_time = (double)ticks_elapsed / 1000000.0;
+
+ // few things we need
+ Input *input = Input::get_singleton();
+ Vector3 down(0.0, -1.0, 0.0); // Down is Y negative
+ Vector3 north(0.0, 0.0, 1.0); // North is Z positive
+
+ // make copies of our inputs
+ Vector3 acc = input->get_accelerometer();
+ Vector3 gyro = input->get_gyroscope();
+ Vector3 grav = input->get_gravity();
+ Vector3 magneto = scale_magneto(input->get_magnetometer()); // this may be overkill on iOS because we're already getting a calibrated magnetometer reading
+
+ if (sensor_first) {
+ sensor_first = false;
+ } else {
+ acc = scrub(acc, last_accerometer_data, 2, 0.2);
+ magneto = scrub(magneto, last_magnetometer_data, 3, 0.3);
+ };
+
+ last_accerometer_data = acc;
+ last_magnetometer_data = magneto;
+
+ if (grav.length() < 0.1) {
+ // not ideal but use our accelerometer, this will contain shakey shakey user behaviour
+ // maybe look into some math but I'm guessing that if this isn't available, its because we lack the gyro sensor to actually work out
+ // what a stable gravity vector is
+ grav = acc;
+ if (grav.length() > 0.1) {
+ has_gyro = true;
+ };
+ } else {
+ has_gyro = true;
+ };
+
+ bool has_magneto = magneto.length() > 0.1;
+ bool has_grav = grav.length() > 0.1;
+
+#ifdef ANDROID_ENABLED
+ ///@TODO needs testing, i don't have a gyro, potentially can be removed depending on what comes out of issue #8101
+ // On Android x and z axis seem inverted
+ gyro.x = -gyro.x;
+ gyro.z = -gyro.z;
+ grav.x = -grav.x;
+ grav.z = -grav.z;
+ magneto.x = -magneto.x;
+ magneto.z = -magneto.z;
+#endif
+
+ if (has_gyro) {
+ // start with applying our gyro (do NOT smooth our gyro!)
+ Basis rotate;
+ rotate.rotate(orientation.get_axis(0), gyro.x * delta_time);
+ rotate.rotate(orientation.get_axis(1), gyro.y * delta_time);
+ rotate.rotate(orientation.get_axis(2), gyro.z * delta_time);
+ orientation = rotate * orientation;
+
+ tracking_state = ARVRInterface::ARVR_NORMAL_TRACKING;
+ };
+
+ ///@TODO improve this, the magnetometer is very fidgity sometimes flipping the axis for no apparent reason (probably a bug on my part)
+ // if you have a gyro + accelerometer that combo tends to be better then combining all three but without a gyro you need the magnetometer..
+ if (has_magneto && has_grav && !has_gyro) {
+ // convert to quaternions, easier to smooth those out
+ Quat transform_quat(orientation);
+ Quat acc_mag_quat(combine_acc_mag(grav, magneto));
+ transform_quat = transform_quat.slerp(acc_mag_quat, 0.1);
+ orientation = Basis(transform_quat);
+
+ tracking_state = ARVRInterface::ARVR_NORMAL_TRACKING;
+ } else if (has_grav) {
+ // use gravity vector to make sure down is down...
+ // transform gravity into our world space
+ grav.normalize();
+ Vector3 grav_adj = orientation.xform(grav);
+ float dot = grav_adj.dot(down);
+ if ((dot > -1.0) && (dot < 1.0)) {
+ // axis around which we have this rotation
+ Vector3 axis = grav_adj.cross(down);
+ axis.normalize();
+
+ Basis drift_compensation(axis, acos(dot) * delta_time * 10);
+ orientation = drift_compensation * orientation;
+ };
+ };
+
+ // JIC
+ orientation.orthonormalize();
+
+ last_ticks = ticks;
+};
+
+void MobileVRInterface::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_iod", "iod"), &MobileVRInterface::set_iod);
+ ClassDB::bind_method(D_METHOD("get_iod"), &MobileVRInterface::get_iod);
+
+ ClassDB::bind_method(D_METHOD("set_display_width", "display_width"), &MobileVRInterface::set_display_width);
+ ClassDB::bind_method(D_METHOD("get_display_width"), &MobileVRInterface::get_display_width);
+
+ ClassDB::bind_method(D_METHOD("set_display_to_lens", "display_to_lens"), &MobileVRInterface::set_display_to_lens);
+ ClassDB::bind_method(D_METHOD("get_display_to_lens"), &MobileVRInterface::get_display_to_lens);
+
+ ClassDB::bind_method(D_METHOD("set_oversample", "oversample"), &MobileVRInterface::set_oversample);
+ ClassDB::bind_method(D_METHOD("get_oversample"), &MobileVRInterface::get_oversample);
+
+ ClassDB::bind_method(D_METHOD("set_k1", "k"), &MobileVRInterface::set_k1);
+ ClassDB::bind_method(D_METHOD("get_k1"), &MobileVRInterface::get_k1);
+
+ ClassDB::bind_method(D_METHOD("set_k2", "k"), &MobileVRInterface::set_k2);
+ ClassDB::bind_method(D_METHOD("get_k2"), &MobileVRInterface::get_k2);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "iod", PROPERTY_HINT_RANGE, "4.0,10.0,0.1"), "set_iod", "get_iod");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "display_width", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_width", "get_display_width");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "display_to_lens", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_to_lens", "get_display_to_lens");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "oversample", PROPERTY_HINT_RANGE, "1.0,2.0,0.1"), "set_oversample", "get_oversample");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "k1", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k1", "get_k1");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "k2", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k2", "get_k2");
+}
+
+void MobileVRInterface::set_iod(const real_t p_iod) {
+ intraocular_dist = p_iod;
+};
+
+real_t MobileVRInterface::get_iod() const {
+ return intraocular_dist;
+};
+
+void MobileVRInterface::set_display_width(const real_t p_display_width) {
+ display_width = p_display_width;
+};
+
+real_t MobileVRInterface::get_display_width() const {
+ return display_width;
+};
+
+void MobileVRInterface::set_display_to_lens(const real_t p_display_to_lens) {
+ display_to_lens = p_display_to_lens;
+};
+
+real_t MobileVRInterface::get_display_to_lens() const {
+ return display_to_lens;
+};
+
+void MobileVRInterface::set_oversample(const real_t p_oversample) {
+ oversample = p_oversample;
+};
+
+real_t MobileVRInterface::get_oversample() const {
+ return oversample;
+};
+
+void MobileVRInterface::set_k1(const real_t p_k1) {
+ k1 = p_k1;
+};
+
+real_t MobileVRInterface::get_k1() const {
+ return k1;
+};
+
+void MobileVRInterface::set_k2(const real_t p_k2) {
+ k2 = p_k2;
+};
+
+real_t MobileVRInterface::get_k2() const {
+ return k2;
+};
+
+bool MobileVRInterface::is_stereo() {
+ // needs stereo...
+ return true;
+};
+
+bool MobileVRInterface::is_initialized() {
+ return (initialized);
+};
+
+bool MobileVRInterface::initialize() {
+ ARVRServer *arvr_server = ARVRServer::get_singleton();
+ ERR_FAIL_NULL_V(arvr_server, false);
+
+ if (!initialized) {
+ // reset our sensor data and orientation
+ mag_count = 0;
+ has_gyro = false;
+ sensor_first = true;
+ mag_next_min = Vector3(10000, 10000, 10000);
+ mag_next_max = Vector3(-10000, -10000, -10000);
+ mag_current_min = Vector3(0, 0, 0);
+ mag_current_max = Vector3(0, 0, 0);
+
+ // reset our orientation
+ orientation = Basis();
+
+ // make this our primary interface
+ arvr_server->set_primary_interface(this);
+
+ last_ticks = OS::get_singleton()->get_ticks_usec();
+ ;
+ initialized = true;
+ };
+
+ return true;
+};
+
+void MobileVRInterface::uninitialize() {
+ if (initialized) {
+ ARVRServer *arvr_server = ARVRServer::get_singleton();
+ if (arvr_server != NULL) {
+ // no longer our primary interface
+ arvr_server->clear_primary_interface_if(this);
+ }
+
+ initialized = false;
+ };
+};
+
+Size2 MobileVRInterface::get_recommended_render_targetsize() {
+ _THREAD_SAFE_METHOD_
+
+ // we use half our window size
+ Size2 target_size = OS::get_singleton()->get_window_size();
+ target_size.x *= 0.5 * oversample;
+ target_size.y *= oversample;
+
+ return target_size;
+};
+
+Transform MobileVRInterface::get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) {
+ _THREAD_SAFE_METHOD_
+
+ Transform transform_for_eye;
+
+ ARVRServer *arvr_server = ARVRServer::get_singleton();
+ ERR_FAIL_NULL_V(arvr_server, transform_for_eye);
+
+ if (initialized) {
+ float world_scale = arvr_server->get_world_scale();
+
+ // we don't need to check for the existance of our HMD, doesn't effect our values...
+ // note * 0.01 to convert cm to m and * 0.5 as we're moving half in each direction...
+ if (p_eye == ARVRInterface::EYE_LEFT) {
+ transform_for_eye.origin.x = -(intraocular_dist * 0.01 * 0.5 * world_scale);
+ } else if (p_eye == ARVRInterface::EYE_RIGHT) {
+ transform_for_eye.origin.x = intraocular_dist * 0.01 * 0.5 * world_scale;
+ } else {
+ // for mono we don't reposition, we want our center position.
+ };
+
+ // just scale our origin point of our transform
+ Transform hmd_transform;
+ hmd_transform.basis = orientation;
+ hmd_transform.origin = Vector3(0.0, eye_height * world_scale, 0.0);
+
+ transform_for_eye = p_cam_transform * (arvr_server->get_reference_frame()) * hmd_transform * transform_for_eye;
+ } else {
+ // huh? well just return what we got....
+ transform_for_eye = p_cam_transform;
+ };
+
+ return transform_for_eye;
+};
+
+CameraMatrix MobileVRInterface::get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
+ _THREAD_SAFE_METHOD_
+
+ CameraMatrix eye;
+
+ if (p_eye == ARVRInterface::EYE_MONO) {
+ ///@TODO for now hardcode some of this, what is really needed here is that this needs to be in sync with the real cameras properties
+ // which probably means implementing a specific class for iOS and Android. For now this is purely here as an example.
+ // Note also that if you use a normal viewport with AR/VR turned off you can still use the tracker output of this interface
+ // to position a stock standard Godot camera and have control over this.
+ // This will make more sense when we implement ARkit on iOS (probably a separate interface).
+ eye.set_perspective(60.0, p_aspect, p_z_near, p_z_far, false);
+ } else {
+ eye.set_for_hmd(p_eye == ARVRInterface::EYE_LEFT ? 1 : 2, p_aspect, intraocular_dist, display_width, display_to_lens, oversample, p_z_near, p_z_far);
+ };
+
+ return eye;
+};
+
+void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) {
+ _THREAD_SAFE_METHOD_
+
+ // We must have a valid render target
+ ERR_FAIL_COND(!p_render_target.is_valid());
+
+ // Because we are rendering to our device we must use our main viewport!
+ ERR_FAIL_COND(p_screen_rect == Rect2());
+
+ float offset_x = 0.0;
+ float aspect_ratio = 0.5 * p_screen_rect.size.x / p_screen_rect.size.y;
+ Vector2 eye_center;
+
+ if (p_eye == ARVRInterface::EYE_LEFT) {
+ offset_x = -1.0;
+ eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
+ } else if (p_eye == ARVRInterface::EYE_RIGHT) {
+ eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
+ }
+
+ // unset our render target so we are outputting to our main screen by making RasterizerStorageGLES3::system_fbo our current FBO
+ VSG::rasterizer->set_current_render_target(RID());
+
+ // now output to screen
+ // VSG::rasterizer->blit_render_target_to_screen(p_render_target, screen_rect, 0);
+
+ // get our render target
+ RID eye_texture = VSG::storage->render_target_get_texture(p_render_target);
+ uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texid);
+
+ lens_shader.bind();
+ lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET_X, offset_x);
+ lens_shader.set_uniform(LensDistortedShaderGLES3::K1, k1);
+ lens_shader.set_uniform(LensDistortedShaderGLES3::K2, k2);
+ lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, eye_center);
+ lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, oversample);
+ lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
+
+ glBindVertexArray(half_screen_array);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindVertexArray(0);
+};
+
+void MobileVRInterface::process() {
+ _THREAD_SAFE_METHOD_
+
+ if (initialized) {
+ set_position_from_sensors();
+ };
+};
+
+MobileVRInterface::MobileVRInterface() {
+ initialized = false;
+
+ // Just set some defaults for these. At some point we need to look at adding a lookup table for common device + headset combos and/or support reading cardboard QR codes
+ eye_height = 1.85;
+ intraocular_dist = 6.0;
+ display_width = 14.5;
+ display_to_lens = 4.0;
+ oversample = 1.5;
+ k1 = 0.215;
+ k2 = 0.215;
+ last_ticks = 0;
+
+ // create our shader stuff
+ lens_shader.init();
+
+ {
+ glGenBuffers(1, &half_screen_quad);
+ glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
+ {
+ const float qv[16] = {
+ 0, -1,
+ -1, -1,
+ 0, 1,
+ -1, 1,
+ 1, 1,
+ 1, 1,
+ 1, -1,
+ 1, -1,
+ };
+
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+
+ glGenVertexArrays(1, &half_screen_array);
+ glBindVertexArray(half_screen_array);
+ glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
+ glEnableVertexAttribArray(4);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ }
+};
+
+MobileVRInterface::~MobileVRInterface() {
+ // and make sure we cleanup if we haven't already
+ if (is_initialized()) {
+ uninitialize();
+ };
+};
diff --git a/modules/mobile_vr/mobile_interface.h b/modules/mobile_vr/mobile_interface.h
new file mode 100644
index 0000000000..6a5e01c163
--- /dev/null
+++ b/modules/mobile_vr/mobile_interface.h
@@ -0,0 +1,152 @@
+/*************************************************************************/
+/* mobile_interface.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifndef MOBILE_VR_INTERFACE_H
+#define MOBILE_VR_INTERFACE_H
+
+#include "servers/arvr/arvr_interface.h"
+#include "servers/arvr/arvr_positional_tracker.h"
+
+#include "shaders/lens_distorted.glsl.gen.h"
+
+/**
+ @author Bastiaan Olij <mux213@gmail.com>
+
+ The mobile interface is a native VR interface that can be used on Android and iOS phones.
+ It contains a basic implementation supporting 3DOF tracking if a gyroscope and accelerometer are
+ present and sets up the proper projection matrices based on the values provided.
+
+ We're planning to eventually do separate interfaces towards mobile SDKs that have far more capabilities and
+ do not rely on the user providing most of these settings (though enhancing this with auto detection features
+ based on the device we're running on would be cool). I'm mostly adding this as an example or base plate for
+ more advanced interfaces.
+*/
+
+class MobileVRInterface : public ARVRInterface {
+ GDCLASS(MobileVRInterface, ARVRInterface);
+
+private:
+ bool initialized;
+ Basis orientation;
+ float eye_height;
+ uint64_t last_ticks;
+
+ LensDistortedShaderGLES3 lens_shader;
+ GLuint half_screen_quad;
+ GLuint half_screen_array;
+
+ real_t intraocular_dist;
+ real_t display_width;
+ real_t display_to_lens;
+ real_t oversample;
+
+ //@TODO not yet used, these are needed in our distortion shader...
+ real_t k1;
+ real_t k2;
+
+ /*
+ logic for processing our sensor data, this was originally in our positional tracker logic but I think
+ that doesn't make sense in hindsight. It only makes marginally more sense to park it here for now,
+ this probably deserves an object of its own
+ */
+ Vector3 scale_magneto(const Vector3 &p_magnetometer);
+ Basis combine_acc_mag(const Vector3 &p_grav, const Vector3 &p_magneto);
+
+ int mag_count;
+ bool has_gyro;
+ bool sensor_first;
+ Vector3 last_accerometer_data;
+ Vector3 last_magnetometer_data;
+ Vector3 mag_current_min;
+ Vector3 mag_current_max;
+ Vector3 mag_next_min;
+ Vector3 mag_next_max;
+
+ ///@TODO a few support functions for trackers, most are math related and should likely be moved elsewhere
+ float floor_decimals(float p_value, float p_decimals) {
+ float power_of_10 = pow(10.0, p_decimals);
+ return floor(p_value * power_of_10) / power_of_10;
+ };
+
+ Vector3 floor_decimals(const Vector3 &p_vector, float p_decimals) {
+ return Vector3(floor_decimals(p_vector.x, p_decimals), floor_decimals(p_vector.y, p_decimals), floor_decimals(p_vector.z, p_decimals));
+ };
+
+ Vector3 low_pass(const Vector3 &p_vector, const Vector3 &p_last_vector, float p_factor) {
+ return p_vector + (p_factor * (p_last_vector - p_vector));
+ };
+
+ Vector3 scrub(const Vector3 &p_vector, const Vector3 &p_last_vector, float p_decimals, float p_factor) {
+ return low_pass(floor_decimals(p_vector, p_decimals), p_last_vector, p_factor);
+ };
+
+ void set_position_from_sensors();
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_iod(const real_t p_iod);
+ real_t get_iod() const;
+
+ void set_display_width(const real_t p_display_width);
+ real_t get_display_width() const;
+
+ void set_display_to_lens(const real_t p_display_to_lens);
+ real_t get_display_to_lens() const;
+
+ void set_oversample(const real_t p_oversample);
+ real_t get_oversample() const;
+
+ void set_k1(const real_t p_k1);
+ real_t get_k1() const;
+
+ void set_k2(const real_t p_k2);
+ real_t get_k2() const;
+
+ virtual StringName get_name() const;
+ virtual int get_capabilities() const;
+
+ virtual bool is_initialized();
+ virtual bool initialize();
+ virtual void uninitialize();
+
+ virtual Size2 get_recommended_render_targetsize();
+ virtual bool is_stereo();
+ virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
+ virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
+ virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
+
+ virtual void process();
+
+ MobileVRInterface();
+ ~MobileVRInterface();
+};
+
+#endif // MOBILE_VR_INTERFACE_H
diff --git a/modules/mobile_vr/register_types.cpp b/modules/mobile_vr/register_types.cpp
new file mode 100644
index 0000000000..f742ecbf00
--- /dev/null
+++ b/modules/mobile_vr/register_types.cpp
@@ -0,0 +1,43 @@
+/*************************************************************************/
+/* register_types.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#include "register_types.h"
+
+#include "mobile_interface.h"
+
+void register_mobile_vr_types() {
+ ClassDB::register_class<MobileVRInterface>();
+
+ Ref<MobileVRInterface> mobile_vr;
+ mobile_vr.instance();
+ ARVRServer::get_singleton()->add_interface(mobile_vr);
+}
+
+void unregister_mobile_vr_types() {
+}
diff --git a/modules/mobile_vr/register_types.h b/modules/mobile_vr/register_types.h
new file mode 100644
index 0000000000..a492fff397
--- /dev/null
+++ b/modules/mobile_vr/register_types.h
@@ -0,0 +1,31 @@
+/*************************************************************************/
+/* register_types.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+void register_mobile_vr_types();
+void unregister_mobile_vr_types();
diff --git a/modules/mobile_vr/shaders/SCsub b/modules/mobile_vr/shaders/SCsub
new file mode 100644
index 0000000000..cf53c9ebe0
--- /dev/null
+++ b/modules/mobile_vr/shaders/SCsub
@@ -0,0 +1,7 @@
+#!/usr/bin/env python
+
+Import('env')
+
+if 'GLES3_GLSL' in env['BUILDERS']:
+ env.GLES3_GLSL('lens_distorted.glsl');
+
diff --git a/modules/mobile_vr/shaders/lens_distorted.glsl b/modules/mobile_vr/shaders/lens_distorted.glsl
new file mode 100644
index 0000000000..5a2975d737
--- /dev/null
+++ b/modules/mobile_vr/shaders/lens_distorted.glsl
@@ -0,0 +1,59 @@
+[vertex]
+
+layout(location=0) in highp vec4 vertex_attrib;
+layout(location=4) in vec2 uv_in;
+
+uniform float offset_x;
+
+out vec2 uv_interp;
+
+void main() {
+
+ uv_interp = uv_in;
+ gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 0.0, 1.0);
+}
+
+[fragment]
+
+uniform sampler2D source; //texunit:0
+
+uniform vec2 eye_center;
+uniform float k1;
+uniform float k2;
+uniform float upscale;
+uniform float aspect_ratio;
+
+in vec2 uv_interp;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ vec2 coords = uv_interp;
+ vec2 offset = coords - eye_center;
+
+ // take aspect ratio into account
+ offset.y /= aspect_ratio;
+
+ // distort
+ vec2 offset_sq = offset * offset;
+ float radius_sq = offset_sq.x + offset_sq.y;
+ float radius_s4 = radius_sq * radius_sq;
+ float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
+ offset *= distortion_scale;
+
+ // reapply aspect ratio
+ offset.y *= aspect_ratio;
+
+ // add our eye center back in
+ coords = offset + eye_center;
+ coords /= upscale;
+
+ // and check our color
+ if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
+ frag_color = vec4(0.0, 0.0, 0.0, 1.0);
+ } else {
+ coords = (coords + vec2(1.0)) / vec2(2.0);
+ frag_color = textureLod(source, coords, 0.0);
+ }
+}
+