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-rw-r--r--servers/xr_server.h37
1 files changed, 23 insertions, 14 deletions
diff --git a/servers/xr_server.h b/servers/xr_server.h
index 48d73cac9a..74128bfb54 100644
--- a/servers/xr_server.h
+++ b/servers/xr_server.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 */
@@ -41,8 +41,6 @@ class XRInterface;
class XRPositionalTracker;
/**
- @author Bastiaan Olij <mux213@gmail.com>
-
The XR server is a singleton object that gives access to the various
objects and SDKs that are available on the system.
Because there can be multiple SDKs active this is exposed as an array
@@ -59,6 +57,12 @@ class XRServer : public Object {
_THREAD_SAFE_CLASS_
public:
+ enum XRMode {
+ XRMODE_DEFAULT, /* Default behaviour, means we check project settings */
+ XRMODE_OFF, /* Ignore project settings, disable OpenXR, disable shaders */
+ XRMODE_ON, /* Ignore project settings, enable OpenXR, enable shaders, run editor in VR (if applicable) */
+ };
+
enum TrackerType {
TRACKER_HEAD = 0x01, /* tracks the position of the players head (or in case of handheld AR, location of the phone) */
TRACKER_CONTROLLER = 0x02, /* tracks a controller */
@@ -77,6 +81,8 @@ public:
};
private:
+ static XRMode xr_mode;
+
Vector<Ref<XRInterface>> interfaces;
Dictionary trackers;
@@ -86,16 +92,15 @@ private:
Transform3D world_origin; /* our world origin point, maps a location in our virtual world to the origin point in our real world tracking volume */
Transform3D reference_frame; /* our reference frame */
- uint64_t last_process_usec; /* for frame timing, usec when we did our processing */
- uint64_t last_commit_usec; /* for frame timing, usec when we finished committing both eyes */
- uint64_t last_frame_usec; /* time it took between process and committing, we should probably average this over the last x frames */
-
protected:
static XRServer *singleton;
static void _bind_methods();
public:
+ static XRMode get_xr_mode();
+ static void set_xr_mode(XRMode p_mode);
+
static XRServer *get_singleton();
/*
@@ -177,12 +182,16 @@ public:
PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const;
// Q: Should we add get_suggested_input_names and get_suggested_haptic_names even though we don't use them for the IDE?
- uint64_t get_last_process_usec();
- uint64_t get_last_commit_usec();
- uint64_t get_last_frame_usec();
-
+ // Process is called before we handle our physics process and game process. This is where our interfaces will update controller data and such.
void _process();
- void _mark_commit();
+
+ // Pre-render is called right before we're rendering our viewports.
+ // This is where interfaces such as OpenVR and OpenXR will update positioning data.
+ // Many of these interfaces will also do a predictive sync which ensures we run at a steady framerate.
+ void pre_render();
+
+ // End-frame is called right after Godot has finished its rendering bits.
+ void end_frame();
XRServer();
~XRServer();
@@ -193,4 +202,4 @@ public:
VARIANT_ENUM_CAST(XRServer::TrackerType);
VARIANT_ENUM_CAST(XRServer::RotationMode);
-#endif
+#endif // XR_SERVER_H