godot/servers/xr/xr_interface_extension.cpp

357 lines
11 KiB
C++

/*************************************************************************/
/* 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/storage_rd/texture_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<BlitToScreen> 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(????????????);
}
*/