717f3227ec
- add set_interface function - add access to depth buffer - add supplying a depth buffer from an ARVR plugin
93 lines
4.1 KiB
C++
93 lines
4.1 KiB
C++
/*************************************************************************/
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/* arvr_interface_gdnative.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ARVR_INTERFACE_GDNATIVE_H
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#define ARVR_INTERFACE_GDNATIVE_H
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#include "modules/gdnative/gdnative.h"
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#include "servers/arvr/arvr_interface.h"
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/**
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@authors Hinsbart & Karroffel & Mux213
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This subclass of our AR/VR interface forms a bridge to GDNative.
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*/
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class ARVRInterfaceGDNative : public ARVRInterface {
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GDCLASS(ARVRInterfaceGDNative, ARVRInterface);
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void cleanup();
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protected:
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const godot_arvr_interface_gdnative *interface;
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void *data;
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static void _bind_methods();
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public:
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/** general interface information **/
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ARVRInterfaceGDNative();
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~ARVRInterfaceGDNative();
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void set_interface(const godot_arvr_interface_gdnative *p_interface);
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virtual StringName get_name() const;
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virtual int get_capabilities() const;
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virtual bool is_initialized() const;
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virtual bool initialize();
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virtual void uninitialize();
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/** specific to AR **/
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virtual bool get_anchor_detection_is_enabled() const;
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virtual void set_anchor_detection_is_enabled(bool p_enable);
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virtual int get_camera_feed_id();
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/** rendering and internal **/
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virtual Size2 get_render_targetsize();
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virtual bool is_stereo();
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virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
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// we expose a PoolVector<float> version of this function to GDNative
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PoolVector<float> _get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
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// and a CameraMatrix version to ARVRServer
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virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
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virtual unsigned int get_external_texture_for_eye(ARVRInterface::Eyes p_eye);
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virtual unsigned int get_external_depth_for_eye(ARVRInterface::Eyes p_eye);
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virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
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virtual void process();
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virtual void notification(int p_what);
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};
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#endif // ARVR_INTERFACE_GDNATIVE_H
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