2021-12-14 02:44:12 +01:00
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/*************************************************************************/
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/* openxr_extension_wrapper.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 OPENXR_EXTENSION_WRAPPER_H
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#define OPENXR_EXTENSION_WRAPPER_H
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#include "core/error/error_macros.h"
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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#include "core/math/projection.h"
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2022-05-13 15:04:37 +02:00
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#include "core/templates/hash_map.h"
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#include "core/templates/rid.h"
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#include "thirdparty/openxr/src/common/xr_linear.h"
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#include <openxr/openxr.h>
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class OpenXRAPI;
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2022-04-06 15:00:26 +02:00
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class OpenXRActionMap;
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class OpenXRExtensionWrapper {
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protected:
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2022-04-04 15:06:57 +02:00
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OpenXRAPI *openxr_api = nullptr;
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// Store extension we require.
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// If bool pointer is a nullptr this means this extension is mandatory and initialisation will fail if it is not available
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// If bool pointer is set, value will be set to true or false depending on whether extension is available
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2022-05-13 15:04:37 +02:00
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HashMap<String, bool *> request_extensions;
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public:
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2022-05-13 15:04:37 +02:00
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virtual HashMap<String, bool *> get_request_extensions() {
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return request_extensions;
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}
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// These functions allow an extension to add entries to a struct chain.
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// `p_next_pointer` points to the last struct that was created for this chain
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// and should be used as the value for the `pNext` pointer in the first struct you add.
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// You should return the pointer to the last struct you define as your result.
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// If you are not adding any structs, just return `p_next_pointer`.
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// See existing extensions for examples of this implementation.
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virtual void *set_system_properties_and_get_next_pointer(void *p_next_pointer) { return p_next_pointer; }
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virtual void *set_session_create_and_get_next_pointer(void *p_next_pointer) { return p_next_pointer; }
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virtual void *set_swapchain_create_info_and_get_next_pointer(void *p_next_pointer) { return p_next_pointer; }
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virtual void on_instance_created(const XrInstance p_instance) {}
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virtual void on_instance_destroyed() {}
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virtual void on_session_created(const XrSession p_instance) {}
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virtual void on_process() {}
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virtual void on_pre_render() {}
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virtual void on_session_destroyed() {}
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virtual void on_state_idle() {}
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virtual void on_state_ready() {}
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virtual void on_state_synchronized() {}
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virtual void on_state_visible() {}
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virtual void on_state_focused() {}
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virtual void on_state_stopping() {}
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virtual void on_state_loss_pending() {}
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virtual void on_state_exiting() {}
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// Returns true if the event was handled, false otherwise.
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virtual bool on_event_polled(const XrEventDataBuffer &event) {
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return false;
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}
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OpenXRExtensionWrapper(OpenXRAPI *p_openxr_api) { openxr_api = p_openxr_api; };
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virtual ~OpenXRExtensionWrapper() = default;
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};
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class OpenXRGraphicsExtensionWrapper : public OpenXRExtensionWrapper {
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public:
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virtual void get_usable_swapchain_formats(Vector<int64_t> &p_usable_swap_chains) = 0;
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virtual String get_swapchain_format_name(int64_t p_swapchain_format) const = 0;
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virtual bool get_swapchain_image_data(XrSwapchain p_swapchain, int64_t p_swapchain_format, uint32_t p_width, uint32_t p_height, uint32_t p_sample_count, uint32_t p_array_size, void **r_swapchain_graphics_data) = 0;
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virtual void cleanup_swapchain_graphics_data(void **p_swapchain_graphics_data) = 0;
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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virtual bool create_projection_fov(const XrFovf p_fov, double p_z_near, double p_z_far, Projection &r_camera_matrix) = 0;
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virtual bool copy_render_target_to_image(RID p_from_render_target, void *p_swapchain_graphics_data, int p_image_index) = 0;
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OpenXRGraphicsExtensionWrapper(OpenXRAPI *p_openxr_api) :
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OpenXRExtensionWrapper(p_openxr_api){};
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};
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#endif // ~OPENXR_EXTENSION_WRAPPER_H
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