/*************************************************************************/ /* xr_interface_extension.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* 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 */ /* "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 "xr_interface_extension.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/renderer_storage.h" #include "servers/rendering/rendering_server_globals.h" void XRInterfaceExtension::_bind_methods() { GDVIRTUAL_BIND(_get_name); GDVIRTUAL_BIND(_get_capabilities); GDVIRTUAL_BIND(_is_initialized); GDVIRTUAL_BIND(_initialize); GDVIRTUAL_BIND(_uninitialize); GDVIRTUAL_BIND(_supports_play_area_mode, "mode"); GDVIRTUAL_BIND(_get_play_area_mode); GDVIRTUAL_BIND(_set_play_area_mode, "mode"); GDVIRTUAL_BIND(_get_play_area); GDVIRTUAL_BIND(_get_render_target_size); GDVIRTUAL_BIND(_get_view_count); GDVIRTUAL_BIND(_get_camera_transform); GDVIRTUAL_BIND(_get_transform_for_view, "view", "cam_transform"); GDVIRTUAL_BIND(_get_projection_for_view, "view", "aspect", "z_near", "z_far"); GDVIRTUAL_BIND(_process); GDVIRTUAL_BIND(_pre_render); GDVIRTUAL_BIND(_pre_draw_viewport, "render_target"); GDVIRTUAL_BIND(_post_draw_viewport, "render_target", "screen_rect"); GDVIRTUAL_BIND(_end_frame); GDVIRTUAL_BIND(_notification, "what"); /** input and output **/ GDVIRTUAL_BIND(_get_suggested_tracker_names); GDVIRTUAL_BIND(_get_suggested_pose_names, "tracker_name"); GDVIRTUAL_BIND(_get_tracking_status); GDVIRTUAL_BIND(_trigger_haptic_pulse, "action_name", "tracker_name", "frequency", "amplitude", "duration_sec", "delay_sec"); // we don't have any properties specific to VR yet.... // but we do have properties specific to AR.... GDVIRTUAL_BIND(_get_anchor_detection_is_enabled); GDVIRTUAL_BIND(_set_anchor_detection_is_enabled, "enabled"); GDVIRTUAL_BIND(_get_camera_feed_id); // helper methods ClassDB::bind_method(D_METHOD("add_blit", "render_target", "src_rect", "dst_rect", "use_layer", "layer", "apply_lens_distortion", "eye_center", "k1", "k2", "upscale", "aspect_ratio"), &XRInterfaceExtension::add_blit); ClassDB::bind_method(D_METHOD("get_render_target_texture", "render_target"), &XRInterfaceExtension::get_render_target_texture); // ClassDB::bind_method(D_METHOD("get_render_target_depth", "render_target"), &XRInterfaceExtension::get_render_target_depth); } StringName XRInterfaceExtension::get_name() const { StringName name; if (GDVIRTUAL_CALL(_get_name, name)) { return name; } return "Unknown"; } uint32_t XRInterfaceExtension::get_capabilities() const { uint32_t capabilities; if (GDVIRTUAL_CALL(_get_capabilities, capabilities)) { return capabilities; } return 0; } bool XRInterfaceExtension::is_initialized() const { bool initialised = false; if (GDVIRTUAL_CALL(_is_initialized, initialised)) { return initialised; } return false; } bool XRInterfaceExtension::initialize() { bool initialised = false; if (GDVIRTUAL_CALL(_initialize, initialised)) { return initialised; } return false; } void XRInterfaceExtension::uninitialize() { GDVIRTUAL_CALL(_uninitialize); } PackedStringArray XRInterfaceExtension::get_suggested_tracker_names() const { PackedStringArray arr; GDVIRTUAL_CALL(_get_suggested_tracker_names, arr); return arr; } PackedStringArray XRInterfaceExtension::get_suggested_pose_names(const StringName &p_tracker_name) const { PackedStringArray arr; GDVIRTUAL_CALL(_get_suggested_pose_names, p_tracker_name, arr); return arr; } XRInterface::TrackingStatus XRInterfaceExtension::get_tracking_status() const { uint32_t status; if (GDVIRTUAL_CALL(_get_tracking_status, status)) { return TrackingStatus(status); } return XR_UNKNOWN_TRACKING; } void XRInterfaceExtension::trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec) { GDVIRTUAL_CALL(_trigger_haptic_pulse, p_action_name, p_tracker_name, p_frequency, p_amplitude, p_duration_sec, p_delay_sec); } bool XRInterfaceExtension::supports_play_area_mode(XRInterface::PlayAreaMode p_mode) { bool is_supported; if (GDVIRTUAL_CALL(_supports_play_area_mode, p_mode, is_supported)) { return is_supported; } return false; } XRInterface::PlayAreaMode XRInterfaceExtension::get_play_area_mode() const { uint32_t mode; if (GDVIRTUAL_CALL(_get_play_area_mode, mode)) { return XRInterface::PlayAreaMode(mode); } return XRInterface::XR_PLAY_AREA_UNKNOWN; } bool XRInterfaceExtension::set_play_area_mode(XRInterface::PlayAreaMode p_mode) { bool success; if (GDVIRTUAL_CALL(_set_play_area_mode, p_mode, success)) { return success; } return false; } PackedVector3Array XRInterfaceExtension::get_play_area() const { PackedVector3Array arr; GDVIRTUAL_CALL(_get_play_area, arr); return arr; } /** these will only be implemented on AR interfaces, so we want dummies for VR **/ bool XRInterfaceExtension::get_anchor_detection_is_enabled() const { bool enabled; if (GDVIRTUAL_CALL(_get_anchor_detection_is_enabled, enabled)) { return enabled; } return false; } void XRInterfaceExtension::set_anchor_detection_is_enabled(bool p_enable) { // don't do anything here, this needs to be implemented on AR interface to enable/disable things like plane detection etc. GDVIRTUAL_CALL(_set_anchor_detection_is_enabled, p_enable); } int XRInterfaceExtension::get_camera_feed_id() { int feed_id; if (GDVIRTUAL_CALL(_get_camera_feed_id, feed_id)) { return feed_id; } return 0; } Size2 XRInterfaceExtension::get_render_target_size() { Size2 size; if (GDVIRTUAL_CALL(_get_render_target_size, size)) { return size; } return Size2(0, 0); } uint32_t XRInterfaceExtension::get_view_count() { uint32_t view_count; if (GDVIRTUAL_CALL(_get_view_count, view_count)) { return view_count; } return 1; } Transform3D XRInterfaceExtension::get_camera_transform() { Transform3D transform; if (GDVIRTUAL_CALL(_get_camera_transform, transform)) { return transform; } return Transform3D(); } Transform3D XRInterfaceExtension::get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) { Transform3D transform; if (GDVIRTUAL_CALL(_get_transform_for_view, p_view, p_cam_transform, transform)) { return transform; } return Transform3D(); } CameraMatrix XRInterfaceExtension::get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) { CameraMatrix cm; PackedFloat64Array arr; if (GDVIRTUAL_CALL(_get_projection_for_view, p_view, p_aspect, p_z_near, p_z_far, arr)) { ERR_FAIL_COND_V_MSG(arr.size() != 16, CameraMatrix(), "Projection matrix must contain 16 floats"); real_t *m = (real_t *)cm.matrix; for (int i = 0; i < 16; i++) { m[i] = arr[i]; } return cm; } return CameraMatrix(); } void XRInterfaceExtension::add_blit(RID p_render_target, Rect2 p_src_rect, Rect2i p_dst_rect, bool p_use_layer, uint32_t p_layer, bool p_apply_lens_distortion, Vector2 p_eye_center, double p_k1, double p_k2, double p_upscale, double p_aspect_ratio) { BlitToScreen blit; ERR_FAIL_COND_MSG(!can_add_blits, "add_blit can only be called from an XR plugin from within _post_draw_viewport!"); blit.render_target = p_render_target; blit.src_rect = p_src_rect; blit.dst_rect = p_dst_rect; blit.multi_view.use_layer = p_use_layer; blit.multi_view.layer = p_layer; blit.lens_distortion.apply = p_apply_lens_distortion; blit.lens_distortion.eye_center = p_eye_center; blit.lens_distortion.k1 = p_k1; blit.lens_distortion.k2 = p_k2; blit.lens_distortion.upscale = p_upscale; blit.lens_distortion.aspect_ratio = p_aspect_ratio; blits.push_back(blit); } void XRInterfaceExtension::process() { GDVIRTUAL_CALL(_process); } void XRInterfaceExtension::pre_render() { GDVIRTUAL_CALL(_pre_render); } bool XRInterfaceExtension::pre_draw_viewport(RID p_render_target) { bool do_render = true; if (GDVIRTUAL_CALL(_pre_draw_viewport, p_render_target, do_render)) { return do_render; } else { // if not implemented we're returning true return true; } } Vector XRInterfaceExtension::post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) { // This is just so our XR plugin can add blits... blits.clear(); can_add_blits = true; if (GDVIRTUAL_CALL(_post_draw_viewport, p_render_target, p_screen_rect)) { return blits; } can_add_blits = false; return blits; } void XRInterfaceExtension::end_frame() { GDVIRTUAL_CALL(_end_frame); } void XRInterfaceExtension::notification(int p_what) { GDVIRTUAL_CALL(_notification, p_what); } RID XRInterfaceExtension::get_render_target_texture(RID p_render_target) { // In due time this will need to be enhance to return the correct INTERNAL RID for the chosen rendering engine. // So once a GLES driver is implemented we'll return that and the implemented plugin needs to handle this correctly too. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); ERR_FAIL_NULL_V_MSG(texture_storage, RID(), "Texture storage not setup"); return texture_storage->render_target_get_rd_texture(p_render_target); } /* RID XRInterfaceExtension::get_render_target_depth(RID p_render_target) { // TODO implement this, the problem is that our depth texture isn't part of our render target as it is used for 3D rendering only // but we don't have access to our render buffers from here.... RendererSceneRenderRD * rd_scene = ?????; ERR_FAIL_NULL_V_MSG(rd_scene, RID(), "Renderer scene render not setup"); return rd_scene->render_buffers_get_depth_texture(????????????); } */