godot/modules/openxr/extensions/openxr_visibility_mask_exte...

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

280 lines
9.3 KiB
C++
Raw Normal View History

/**************************************************************************/
/* openxr_visibility_mask_extension.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "openxr_visibility_mask_extension.h"
#include "../openxr_api.h"
#include "core/string/print_string.h"
#include "core/variant/array.h"
#include "core/variant/variant.h"
#include "servers/rendering_server.h"
static const char *VISIBILITY_MASK_SHADER_CODE =
"shader_type spatial;\n"
"render_mode unshaded, shadows_disabled, cull_disabled;\n"
"void vertex() {\n"
"\tif (int(VERTEX.z) == VIEW_INDEX) {\n"
"\t\tVERTEX.z = -1.0;\n"
"\t\tVERTEX += EYE_OFFSET;\n"
"\t\tPOSITION = PROJECTION_MATRIX * vec4(VERTEX, 1.0);\n"
"\t\tPOSITION.xy /= POSITION.w;\n"
"\t\tPOSITION.z = 1.0;\n"
"\t\tPOSITION.w = 1.0;\n"
"\t} else {\n"
"\t\tPOSITION = vec4(2.0, 2.0, 2.0, 1.0);\n"
"\t}\n"
"}\n"
"void fragment() {\n"
"\tALBEDO = vec3(0.0, 0.0, 0.0);\n"
"}\n";
OpenXRVisibilityMaskExtension *OpenXRVisibilityMaskExtension::singleton = nullptr;
OpenXRVisibilityMaskExtension *OpenXRVisibilityMaskExtension::get_singleton() {
return singleton;
}
OpenXRVisibilityMaskExtension::OpenXRVisibilityMaskExtension() {
singleton = this;
}
OpenXRVisibilityMaskExtension::~OpenXRVisibilityMaskExtension() {
singleton = nullptr;
}
HashMap<String, bool *> OpenXRVisibilityMaskExtension::get_requested_extensions() {
HashMap<String, bool *> request_extensions;
request_extensions[XR_KHR_VISIBILITY_MASK_EXTENSION_NAME] = &available;
return request_extensions;
}
void OpenXRVisibilityMaskExtension::on_instance_created(const XrInstance p_instance) {
if (available) {
EXT_INIT_XR_FUNC(xrGetVisibilityMaskKHR);
}
}
void OpenXRVisibilityMaskExtension::on_session_created(const XrSession p_instance) {
if (available) {
RS *rendering_server = RS::get_singleton();
ERR_FAIL_NULL(rendering_server);
OpenXRAPI *openxr_api = (OpenXRAPI *)OpenXRAPI::get_singleton();
ERR_FAIL_NULL(openxr_api);
// Create our shader.
shader = rendering_server->shader_create();
rendering_server->shader_set_code(shader, VISIBILITY_MASK_SHADER_CODE);
// Create our material.
material = rendering_server->material_create();
rendering_server->material_set_shader(material, shader);
rendering_server->material_set_render_priority(material, 99);
// Create our mesh.
mesh = rendering_server->mesh_create();
// Get our initial mesh data.
mesh_count = openxr_api->get_view_count(); // We need a mesh for each view.
for (uint32_t i = 0; i < mesh_count; i++) {
_update_mesh_data(i);
}
// And update our mesh
_update_mesh();
}
}
void OpenXRVisibilityMaskExtension::on_session_destroyed() {
RS *rendering_server = RS::get_singleton();
ERR_FAIL_NULL(rendering_server);
// Free our mesh.
if (mesh.is_valid()) {
rendering_server->free(mesh);
mesh = RID();
}
// Free our material.
if (material.is_valid()) {
rendering_server->free(material);
material = RID();
}
// Free our shader.
if (shader.is_valid()) {
rendering_server->free(shader);
shader = RID();
}
mesh_count = 0;
}
void OpenXRVisibilityMaskExtension::on_pre_render() {
// Update mesh data if its dirty.
// Here we call this from the rendering thread however as we're going through the rendering server this is safe.
_update_mesh();
}
bool OpenXRVisibilityMaskExtension::on_event_polled(const XrEventDataBuffer &event) {
if (event.type == XR_TYPE_EVENT_DATA_VISIBILITY_MASK_CHANGED_KHR) {
XrEventDataVisibilityMaskChangedKHR *vismask_event = (XrEventDataVisibilityMaskChangedKHR *)&event;
print_verbose("OpenXR EVENT: Visibility mask changed for view " + String::num_uint64(vismask_event->viewIndex));
if (available) { // This event won't be called if this extension is not available but better safe than sorry.
_update_mesh_data(vismask_event->viewIndex);
}
return true;
}
return false;
}
bool OpenXRVisibilityMaskExtension::is_available() {
return available;
}
RID OpenXRVisibilityMaskExtension::get_mesh() {
return mesh;
}
void OpenXRVisibilityMaskExtension::_update_mesh_data(uint32_t p_view) {
if (available) {
ERR_FAIL_UNSIGNED_INDEX(p_view, 4);
OpenXRAPI *openxr_api = OpenXRAPI::get_singleton();
ERR_FAIL_NULL(openxr_api);
XrSession session = openxr_api->get_session();
XrViewConfigurationType view_configuration_type = openxr_api->get_view_configuration();
// Figure out how much data we're getting.
XrVisibilityMaskKHR visibility_mask_data = {
XR_TYPE_VISIBILITY_MASK_KHR,
nullptr,
0,
0,
nullptr,
0,
0,
nullptr,
};
XrResult result = xrGetVisibilityMaskKHR(session, view_configuration_type, p_view, XR_VISIBILITY_MASK_TYPE_HIDDEN_TRIANGLE_MESH_KHR, &visibility_mask_data);
if (XR_FAILED(result)) {
print_line("OpenXR: Unable to obtain visibility mask metrics [", openxr_api->get_error_string(result), "]");
return;
}
// Resize buffers
mesh_data[p_view].vertices.resize(visibility_mask_data.vertexCountOutput);
mesh_data[p_view].indices.resize(visibility_mask_data.indexCountOutput);
visibility_mask_data.vertexCapacityInput = visibility_mask_data.vertexCountOutput;
visibility_mask_data.vertices = mesh_data[p_view].vertices.ptrw();
visibility_mask_data.indexCapacityInput = visibility_mask_data.indexCountOutput;
visibility_mask_data.indices = mesh_data[p_view].indices.ptrw();
result = xrGetVisibilityMaskKHR(session, view_configuration_type, p_view, XR_VISIBILITY_MASK_TYPE_HIDDEN_TRIANGLE_MESH_KHR, &visibility_mask_data);
if (XR_FAILED(result)) {
print_line("OpenXR: Unable to obtain visibility mask data [", openxr_api->get_error_string(result), "]");
return;
}
// Mark as dirty, we have updated mesh data.
is_dirty = true;
}
}
void OpenXRVisibilityMaskExtension::_update_mesh() {
if (available && is_dirty && mesh_count > 0) {
RS *rendering_server = RS::get_singleton();
ERR_FAIL_NULL(rendering_server);
OpenXRAPI *openxr_api = (OpenXRAPI *)OpenXRAPI::get_singleton();
ERR_FAIL_NULL(openxr_api);
// Combine all vertex and index buffers into one.
PackedVector3Array vertices;
PackedInt32Array indices;
uint64_t vertice_count = 0;
uint64_t index_count = 0;
for (uint32_t i = 0; i < mesh_count; i++) {
vertice_count += mesh_data[i].vertices.size();
index_count += mesh_data[i].indices.size();
}
vertices.resize(vertice_count);
indices.resize(index_count);
uint64_t offset = 0;
Vector3 *v_out = vertices.ptrw();
int32_t *i_out = indices.ptrw();
for (uint32_t i = 0; i < mesh_count; i++) {
const XrVector2f *v_in = mesh_data[i].vertices.ptr();
for (uint32_t j = 0; j < mesh_data[i].vertices.size(); j++) {
v_out->x = v_in->x;
v_out->y = v_in->y;
v_out->z = float(i); // We store our view in our Z component, our shader will filter the right faces out.
v_out++;
v_in++;
}
const uint32_t *i_in = mesh_data[i].indices.ptr();
for (uint32_t j = 0; j < mesh_data[i].indices.size(); j++) {
*i_out = offset + *i_in;
i_out++;
i_in++;
}
offset += mesh_data[i].vertices.size();
}
// Update our mesh.
Array arr;
arr.resize(RS::ARRAY_MAX);
arr[RS::ARRAY_VERTEX] = vertices;
arr[RS::ARRAY_INDEX] = indices;
rendering_server->mesh_clear(mesh);
rendering_server->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr);
rendering_server->mesh_surface_set_material(mesh, 0, material);
// Set no longer dirty.
is_dirty = false;
}
}