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-rw-r--r--servers/xr/xr_interface.h19
1 files changed, 10 insertions, 9 deletions
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index b489481f75..62eba2f00b 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -39,15 +39,13 @@
struct BlitToScreen;
/**
- @author Bastiaan Olij <mux213@gmail.com>
-
The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs.
The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
If the user wants to enable AR/VR the choose the interface they want to use and initialize it.
- Note that we may make this into a fully instantiable class for GDNative support.
+ Note that we may make this into a fully instantiable class for GDExtension support.
*/
class XRInterface : public RefCounted {
@@ -125,10 +123,13 @@ public:
// note, external color/depth/vrs texture support will be added here soon.
- virtual Vector<BlitToScreen> commit_views(RID p_render_target, const Rect2 &p_screen_rect) = 0; /* commit rendered views to the XR interface */
-
virtual void process() = 0;
- virtual void notification(int p_what);
+ virtual void pre_render(){};
+ virtual bool pre_draw_viewport(RID p_render_target) { return true; }; /* inform XR interface we are about to start our viewport draw process */
+ virtual Vector<BlitToScreen> post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) = 0; /* inform XR interface we finished our viewport draw process */
+ virtual void end_frame(){};
+
+ virtual void notification(int p_what){};
XRInterface();
~XRInterface();
@@ -138,4 +139,4 @@ VARIANT_ENUM_CAST(XRInterface::Capabilities);
VARIANT_ENUM_CAST(XRInterface::TrackingStatus);
VARIANT_ENUM_CAST(XRInterface::PlayAreaMode);
-#endif // !XR_INTERFACE_H
+#endif // XR_INTERFACE_H