godot/servers/arvr/arvr_interface.h

90 lines
4.6 KiB
C++

/*************************************************************************/
/* arvr_interface.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) */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/*************************************************************************/
#ifndef ARVR_INTERFACE_H
#define ARVR_INTERFACE_H
#include "core/math/camera_matrix.h"
#include "os/thread_safe.h"
#include "scene/main/viewport.h"
#include "servers/arvr_server.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
The ARVR interface is a template class ontop of which we build interface to differt 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.
*/
class ARVRInterface : public Reference {
GDCLASS(ARVRInterface, Reference);
protected:
_THREAD_SAFE_CLASS_
static void _bind_methods();
public:
enum Eyes {
EYE_MONO, /* my son says we should call this EYE_CYCLOPS */
EYE_LEFT,
EYE_RIGHT
};
virtual StringName get_name() const;
bool is_primary();
void set_is_primary(bool p_is_primary);
virtual bool is_installed() = 0; /* returns true if the middle ware related to this interface has been installed */
virtual bool hmd_is_present() = 0; /* returns true if our HMD is connected */
virtual bool supports_hmd() = 0; /* returns true is this interface handles output to an HMD or only handles positioning */
virtual bool is_initialized() = 0; /* returns true if we've initialized this interface */
virtual bool initialize() = 0; /* initialize this interface, if this has an HMD it becomes the primary interface */
virtual void uninitialize() = 0; /* deinitialize this interface */
virtual Size2 get_recommended_render_targetsize() = 0; /* returns the recommended render target size per eye for this device */
virtual bool is_stereo() = 0; /* returns true if this interface requires stereo rendering (for VR HMDs) or mono rendering (for mobile AR) */
virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) = 0; /* get each eyes camera transform, also implement EYE_MONO */
virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) = 0; /* get each eyes projection matrix */
virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) = 0; /* output the left or right eye */
virtual void process() = 0;
};
VARIANT_ENUM_CAST(ARVRInterface::Eyes);
#endif