reintroduce generic mobile vr interface

This commit is contained in:
BastiaanOlij 2017-09-28 22:15:21 +10:00
parent 4f39ce32b9
commit ca4f055db0
8 changed files with 825 additions and 0 deletions

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modules/mobile_vr/SCsub Normal file
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#!/usr/bin/env python
import os
import methods
Import('env')
Import('env_modules')
env_mobile_vr = env_modules.Clone()
env_mobile_vr.add_source_files(env.modules_sources, '*.cpp')
SConscript("shaders/SCsub")

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def can_build(platform):
# should probably change this to only be true on iOS and Android
return True
def configure(env):
pass

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/*************************************************************************/
/* mobile_interface.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 "mobile_interface.h"
#include "core/os/input.h"
#include "core/os/os.h"
#include "servers/visual/visual_server_global.h"
StringName MobileVRInterface::get_name() const {
return "Native mobile";
};
Vector3 MobileVRInterface::scale_magneto(const Vector3 &p_magnetometer) {
// Our magnetometer doesn't give us nice clean data.
// Well it may on Mac OS X because we're getting a calibrated value in the current implementation but Android we're getting raw data.
// This is a fairly simple adjustment we can do to correct for the magnetometer data being elliptical
Vector3 mag_raw = p_magnetometer;
Vector3 mag_scaled = p_magnetometer;
// update our variables every x frames
if (mag_count > 20) {
mag_current_min = mag_next_min;
mag_current_max = mag_next_max;
mag_count = 0;
} else {
mag_count++;
};
// adjust our min and max
if (mag_raw.x > mag_next_max.x) mag_next_max.x = mag_raw.x;
if (mag_raw.y > mag_next_max.y) mag_next_max.y = mag_raw.y;
if (mag_raw.z > mag_next_max.z) mag_next_max.z = mag_raw.z;
if (mag_raw.x < mag_next_min.x) mag_next_min.x = mag_raw.x;
if (mag_raw.y < mag_next_min.y) mag_next_min.y = mag_raw.y;
if (mag_raw.z < mag_next_min.z) mag_next_min.z = mag_raw.z;
// scale our x, y and z
if (!(mag_current_max.x - mag_current_min.x)) {
mag_raw.x -= (mag_current_min.x + mag_current_max.x) / 2.0;
mag_scaled.x = (mag_raw.x - mag_current_min.x) / ((mag_current_max.x - mag_current_min.x) * 2.0 - 1.0);
};
if (!(mag_current_max.y - mag_current_min.y)) {
mag_raw.y -= (mag_current_min.y + mag_current_max.y) / 2.0;
mag_scaled.y = (mag_raw.y - mag_current_min.y) / ((mag_current_max.y - mag_current_min.y) * 2.0 - 1.0);
};
if (!(mag_current_max.z - mag_current_min.z)) {
mag_raw.z -= (mag_current_min.z + mag_current_max.z) / 2.0;
mag_scaled.z = (mag_raw.z - mag_current_min.z) / ((mag_current_max.z - mag_current_min.z) * 2.0 - 1.0);
};
return mag_scaled;
};
Basis MobileVRInterface::combine_acc_mag(const Vector3 &p_grav, const Vector3 &p_magneto) {
// yup, stock standard cross product solution...
Vector3 up = -p_grav.normalized();
Vector3 magneto_east = up.cross(p_magneto.normalized()); // or is this west?, but should be horizon aligned now
magneto_east.normalize();
Vector3 magneto = up.cross(magneto_east); // and now we have a horizon aligned north
magneto.normalize();
// We use our gravity and magnetometer vectors to construct our matrix
Basis acc_mag_m3;
acc_mag_m3.elements[0] = -magneto_east;
acc_mag_m3.elements[1] = up;
acc_mag_m3.elements[2] = magneto;
return acc_mag_m3;
};
void MobileVRInterface::set_position_from_sensors() {
_THREAD_SAFE_METHOD_
// this is a helper function that attempts to adjust our transform using our 9dof sensors
// 9dof is a misleading marketing term coming from 3 accelerometer axis + 3 gyro axis + 3 magnetometer axis = 9 axis
// but in reality this only offers 3 dof (yaw, pitch, roll) orientation
uint64_t ticks = OS::get_singleton()->get_ticks_usec();
uint64_t ticks_elapsed = ticks - last_ticks;
float delta_time = (double)ticks_elapsed / 1000000.0;
// few things we need
Input *input = Input::get_singleton();
Vector3 down(0.0, -1.0, 0.0); // Down is Y negative
Vector3 north(0.0, 0.0, 1.0); // North is Z positive
// make copies of our inputs
Vector3 acc = input->get_accelerometer();
Vector3 gyro = input->get_gyroscope();
Vector3 grav = input->get_gravity();
Vector3 magneto = scale_magneto(input->get_magnetometer()); // this may be overkill on iOS because we're already getting a calibrated magnetometer reading
if (sensor_first) {
sensor_first = false;
} else {
acc = scrub(acc, last_accerometer_data, 2, 0.2);
magneto = scrub(magneto, last_magnetometer_data, 3, 0.3);
};
last_accerometer_data = acc;
last_magnetometer_data = magneto;
if (grav.length() < 0.1) {
// not ideal but use our accelerometer, this will contain shakey shakey user behaviour
// maybe look into some math but I'm guessing that if this isn't available, its because we lack the gyro sensor to actually work out
// what a stable gravity vector is
grav = acc;
if (grav.length() > 0.1) {
has_gyro = true;
};
} else {
has_gyro = true;
};
bool has_magneto = magneto.length() > 0.1;
bool has_grav = grav.length() > 0.1;
#ifdef ANDROID_ENABLED
///@TODO needs testing, i don't have a gyro, potentially can be removed depending on what comes out of issue #8101
// On Android x and z axis seem inverted
gyro.x = -gyro.x;
gyro.z = -gyro.z;
grav.x = -grav.x;
grav.z = -grav.z;
magneto.x = -magneto.x;
magneto.z = -magneto.z;
#endif
if (has_gyro) {
// start with applying our gyro (do NOT smooth our gyro!)
Basis rotate;
rotate.rotate(orientation.get_axis(0), gyro.x * delta_time);
rotate.rotate(orientation.get_axis(1), gyro.y * delta_time);
rotate.rotate(orientation.get_axis(2), gyro.z * delta_time);
orientation = rotate * orientation;
};
///@TODO improve this, the magnetometer is very fidgity sometimes flipping the axis for no apparent reason (probably a bug on my part)
// if you have a gyro + accelerometer that combo tends to be better then combining all three but without a gyro you need the magnetometer..
if (has_magneto && has_grav && !has_gyro) {
// convert to quaternions, easier to smooth those out
Quat transform_quat(orientation);
Quat acc_mag_quat(combine_acc_mag(grav, magneto));
transform_quat = transform_quat.slerp(acc_mag_quat, 0.1);
orientation = Basis(transform_quat);
} else if (has_grav) {
// use gravity vector to make sure down is down...
// transform gravity into our world space
grav.normalize();
Vector3 grav_adj = orientation.xform(grav);
float dot = grav_adj.dot(down);
if ((dot > -1.0) && (dot < 1.0)) {
// axis around which we have this rotation
Vector3 axis = grav_adj.cross(down);
axis.normalize();
Basis drift_compensation(axis, acos(dot) * delta_time * 10);
orientation = drift_compensation * orientation;
};
};
// JIC
orientation.orthonormalize();
last_ticks = ticks;
};
void MobileVRInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_iod", "iod"), &MobileVRInterface::set_iod);
ClassDB::bind_method(D_METHOD("get_iod"), &MobileVRInterface::get_iod);
ClassDB::bind_method(D_METHOD("set_display_width", "display_width"), &MobileVRInterface::set_display_width);
ClassDB::bind_method(D_METHOD("get_display_width"), &MobileVRInterface::get_display_width);
ClassDB::bind_method(D_METHOD("set_display_to_lens", "display_to_lens"), &MobileVRInterface::set_display_to_lens);
ClassDB::bind_method(D_METHOD("get_display_to_lens"), &MobileVRInterface::get_display_to_lens);
ClassDB::bind_method(D_METHOD("set_oversample", "oversample"), &MobileVRInterface::set_oversample);
ClassDB::bind_method(D_METHOD("get_oversample"), &MobileVRInterface::get_oversample);
ClassDB::bind_method(D_METHOD("set_k1", "k"), &MobileVRInterface::set_k1);
ClassDB::bind_method(D_METHOD("get_k1"), &MobileVRInterface::get_k1);
ClassDB::bind_method(D_METHOD("set_k2", "k"), &MobileVRInterface::set_k2);
ClassDB::bind_method(D_METHOD("get_k2"), &MobileVRInterface::get_k2);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "iod", PROPERTY_HINT_RANGE, "4.0,10.0,0.1"), "set_iod", "get_iod");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "display_width", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_width", "get_display_width");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "display_to_lens", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_to_lens", "get_display_to_lens");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "oversample", PROPERTY_HINT_RANGE, "1.0,2.0,0.1"), "set_oversample", "get_oversample");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "k1", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k1", "get_k1");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "k2", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k2", "get_k2");
}
void MobileVRInterface::set_iod(const real_t p_iod) {
intraocular_dist = p_iod;
};
real_t MobileVRInterface::get_iod() const {
return intraocular_dist;
};
void MobileVRInterface::set_display_width(const real_t p_display_width) {
display_width = p_display_width;
};
real_t MobileVRInterface::get_display_width() const {
return display_width;
};
void MobileVRInterface::set_display_to_lens(const real_t p_display_to_lens) {
display_to_lens = p_display_to_lens;
};
real_t MobileVRInterface::get_display_to_lens() const {
return display_to_lens;
};
void MobileVRInterface::set_oversample(const real_t p_oversample) {
oversample = p_oversample;
};
real_t MobileVRInterface::get_oversample() const {
return oversample;
};
void MobileVRInterface::set_k1(const real_t p_k1) {
k1 = p_k1;
};
real_t MobileVRInterface::get_k1() const {
return k1;
};
void MobileVRInterface::set_k2(const real_t p_k2) {
k2 = p_k2;
};
real_t MobileVRInterface::get_k2() const {
return k2;
};
bool MobileVRInterface::is_installed() {
// we don't have any middle ware here, if we have our interface, we can use it
return true;
};
bool MobileVRInterface::hmd_is_present() {
// our device is our HMD
return true;
};
bool MobileVRInterface::supports_hmd() {
// our device is our HMD
return true;
};
bool MobileVRInterface::is_stereo() {
// needs stereo...
return true;
};
bool MobileVRInterface::is_initialized() {
return (initialized);
};
bool MobileVRInterface::initialize() {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL_V(arvr_server, false);
if (!initialized) {
// reset our sensor data and orientation
mag_count = 0;
has_gyro = false;
sensor_first = true;
mag_next_min = Vector3(10000, 10000, 10000);
mag_next_max = Vector3(-10000, -10000, -10000);
mag_current_min = Vector3(0, 0, 0);
mag_current_max = Vector3(0, 0, 0);
// reset our orientation
orientation = Basis();
// make this our primary interface
arvr_server->set_primary_interface(this);
last_ticks = OS::get_singleton()->get_ticks_usec();
;
initialized = true;
};
return true;
};
void MobileVRInterface::uninitialize() {
if (initialized) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
if (arvr_server != NULL) {
// no longer our primary interface
arvr_server->clear_primary_interface_if(this);
}
initialized = false;
};
};
Size2 MobileVRInterface::get_recommended_render_targetsize() {
_THREAD_SAFE_METHOD_
// we use half our window size
Size2 target_size = OS::get_singleton()->get_window_size();
target_size.x *= 0.5 * oversample;
target_size.y *= oversample;
return target_size;
};
Transform MobileVRInterface::get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) {
_THREAD_SAFE_METHOD_
Transform transform_for_eye;
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL_V(arvr_server, transform_for_eye);
if (initialized) {
float world_scale = arvr_server->get_world_scale();
// we don't need to check for the existance of our HMD, doesn't effect our values...
// note * 0.01 to convert cm to m and * 0.5 as we're moving half in each direction...
if (p_eye == ARVRInterface::EYE_LEFT) {
transform_for_eye.origin.x = -(intraocular_dist * 0.01 * 0.5 * world_scale);
} else if (p_eye == ARVRInterface::EYE_RIGHT) {
transform_for_eye.origin.x = intraocular_dist * 0.01 * 0.5 * world_scale;
} else {
// for mono we don't reposition, we want our center position.
};
// just scale our origin point of our transform
Transform hmd_transform;
hmd_transform.basis = orientation;
hmd_transform.origin = Vector3(0.0, eye_height * world_scale, 0.0);
transform_for_eye = p_cam_transform * (arvr_server->get_reference_frame()) * hmd_transform * transform_for_eye;
} else {
// huh? well just return what we got....
transform_for_eye = p_cam_transform;
};
return transform_for_eye;
};
CameraMatrix MobileVRInterface::get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
_THREAD_SAFE_METHOD_
CameraMatrix eye;
if (p_eye == ARVRInterface::EYE_MONO) {
///@TODO for now hardcode some of this, what is really needed here is that this needs to be in sync with the real cameras properties
// which probably means implementing a specific class for iOS and Android. For now this is purely here as an example.
// Note also that if you use a normal viewport with AR/VR turned off you can still use the tracker output of this interface
// to position a stock standard Godot camera and have control over this.
// This will make more sense when we implement ARkit on iOS (probably a separate interface).
eye.set_perspective(60.0, p_aspect, p_z_near, p_z_far, false);
} else {
eye.set_for_hmd(p_eye == ARVRInterface::EYE_LEFT ? 1 : 2, p_aspect, intraocular_dist, display_width, display_to_lens, oversample, p_z_near, p_z_far);
};
return eye;
};
void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) {
_THREAD_SAFE_METHOD_
// We must have a valid render target
ERR_FAIL_COND(!p_render_target.is_valid());
// Because we are rendering to our device we must use our main viewport!
ERR_FAIL_COND(p_screen_rect == Rect2());
float offset_x = 0.0;
float aspect_ratio = 0.5 * p_screen_rect.size.x / p_screen_rect.size.y;
Vector2 eye_center;
if (p_eye == ARVRInterface::EYE_LEFT) {
offset_x = -1.0;
eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
} else if (p_eye == ARVRInterface::EYE_RIGHT) {
eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
}
// unset our render target so we are outputting to our main screen by making RasterizerStorageGLES3::system_fbo our current FBO
VSG::rasterizer->set_current_render_target(RID());
// now output to screen
// VSG::rasterizer->blit_render_target_to_screen(p_render_target, screen_rect, 0);
// get our render target
RID eye_texture = VSG::storage->render_target_get_texture(p_render_target);
uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texid);
lens_shader.bind();
lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET_X, offset_x);
lens_shader.set_uniform(LensDistortedShaderGLES3::K1, k1);
lens_shader.set_uniform(LensDistortedShaderGLES3::K2, k2);
lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, eye_center);
lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, oversample);
lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
glBindVertexArray(half_screen_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
};
void MobileVRInterface::process() {
_THREAD_SAFE_METHOD_
if (initialized) {
set_position_from_sensors();
};
};
MobileVRInterface::MobileVRInterface() {
initialized = false;
// Just set some defaults for these. At some point we need to look at adding a lookup table for common device + headset combos and/or support reading cardboard QR codes
eye_height = 1.85;
intraocular_dist = 6.0;
display_width = 13.0;
display_to_lens = 4.0;
oversample = 1.5;
k1 = 0.22;
k2 = 0.23;
last_ticks = 0;
// create our shader stuff
lens_shader.init();
{
glGenBuffers(1, &half_screen_quad);
glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
{
const float qv[16] = {
0, -1,
-1, -1,
0, 1,
-1, 1,
1, 1,
1, 1,
1, -1,
1, -1,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glGenVertexArrays(1, &half_screen_array);
glBindVertexArray(half_screen_array);
glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
glEnableVertexAttribArray(4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
};
MobileVRInterface::~MobileVRInterface() {
// and make sure we cleanup if we haven't already
if (is_initialized()) {
uninitialize();
};
};

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/*************************************************************************/
/* mobile_interface.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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. */
/*************************************************************************/
#ifndef MOBILE_VR_INTERFACE_H
#define MOBILE_VR_INTERFACE_H
#include "servers/arvr/arvr_interface.h"
#include "servers/arvr/arvr_positional_tracker.h"
#include "shaders/lens_distorted.glsl.gen.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
The mobile interface is a native VR interface that can be used on Android and iOS phones.
It contains a basic implementation supporting 3DOF tracking if a gyroscope and accelerometer are
present and sets up the proper projection matrices based on the values provided.
We're planning to eventually do separate interfaces towards mobile SDKs that have far more capabilities and
do not rely on the user providing most of these settings (though enhancing this with auto detection features
based on the device we're running on would be cool). I'm mostly adding this as an example or base plate for
more advanced interfaces.
*/
class MobileVRInterface : public ARVRInterface {
GDCLASS(MobileVRInterface, ARVRInterface);
private:
bool initialized;
Basis orientation;
float eye_height;
uint64_t last_ticks;
LensDistortedShaderGLES3 lens_shader;
GLuint half_screen_quad;
GLuint half_screen_array;
real_t intraocular_dist;
real_t display_width;
real_t display_to_lens;
real_t oversample;
//@TODO not yet used, these are needed in our distortion shader...
real_t k1;
real_t k2;
/*
logic for processing our sensor data, this was originally in our positional tracker logic but I think
that doesn't make sense in hindsight. It only makes marginally more sense to park it here for now,
this probably deserves an object of its own
*/
Vector3 scale_magneto(const Vector3 &p_magnetometer);
Basis combine_acc_mag(const Vector3 &p_grav, const Vector3 &p_magneto);
int mag_count;
bool has_gyro;
bool sensor_first;
Vector3 last_accerometer_data;
Vector3 last_magnetometer_data;
Vector3 mag_current_min;
Vector3 mag_current_max;
Vector3 mag_next_min;
Vector3 mag_next_max;
///@TODO a few support functions for trackers, most are math related and should likely be moved elsewhere
float floor_decimals(float p_value, float p_decimals) {
float power_of_10 = pow(10.0, p_decimals);
return floor(p_value * power_of_10) / power_of_10;
};
Vector3 floor_decimals(const Vector3 &p_vector, float p_decimals) {
return Vector3(floor_decimals(p_vector.x, p_decimals), floor_decimals(p_vector.y, p_decimals), floor_decimals(p_vector.z, p_decimals));
};
Vector3 low_pass(const Vector3 &p_vector, const Vector3 &p_last_vector, float p_factor) {
return p_vector + (p_factor * (p_last_vector - p_vector));
};
Vector3 scrub(const Vector3 &p_vector, const Vector3 &p_last_vector, float p_decimals, float p_factor) {
return low_pass(floor_decimals(p_vector, p_decimals), p_last_vector, p_factor);
};
void set_position_from_sensors();
protected:
static void _bind_methods();
public:
void set_iod(const real_t p_iod);
real_t get_iod() const;
void set_display_width(const real_t p_display_width);
real_t get_display_width() const;
void set_display_to_lens(const real_t p_display_to_lens);
real_t get_display_to_lens() const;
void set_oversample(const real_t p_oversample);
real_t get_oversample() const;
void set_k1(const real_t p_k1);
real_t get_k1() const;
void set_k2(const real_t p_k2);
real_t get_k2() const;
virtual StringName get_name() const;
virtual bool is_installed();
virtual bool hmd_is_present();
virtual bool supports_hmd();
virtual bool is_initialized();
virtual bool initialize();
virtual void uninitialize();
virtual Size2 get_recommended_render_targetsize();
virtual bool is_stereo();
virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
virtual void process();
MobileVRInterface();
~MobileVRInterface();
};
#endif // MOBILE_VR_INTERFACE_H

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/*************************************************************************/
/* register_types.cpp */
/*************************************************************************/
/* 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) */
/* */
/* 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 "register_types.h"
#include "mobile_interface.h"
void register_mobile_vr_types() {
ClassDB::register_class<MobileVRInterface>();
Ref<MobileVRInterface> mobile_vr;
mobile_vr.instance();
ARVRServer::get_singleton()->add_interface(mobile_vr);
}
void unregister_mobile_vr_types() {
}

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/*************************************************************************/
/* register_types.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) */
/* */
/* 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. */
/*************************************************************************/
void register_mobile_vr_types();
void unregister_mobile_vr_types();

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#!/usr/bin/env python
Import('env')
if 'GLES3_GLSL' in env['BUILDERS']:
env.GLES3_GLSL('lens_distorted.glsl');

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[vertex]
layout(location=0) in highp vec4 vertex_attrib;
layout(location=4) in vec2 uv_in;
uniform float offset_x;
out vec2 uv_interp;
void main() {
uv_interp = uv_in;
gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 0.0, 1.0);
}
[fragment]
uniform sampler2D source; //texunit:0
uniform vec2 eye_center;
uniform float k1;
uniform float k2;
uniform float upscale;
uniform float aspect_ratio;
in vec2 uv_interp;
layout(location = 0) out vec4 frag_color;
void main() {
vec2 coords = uv_interp;
vec2 offset = coords - eye_center;
// take aspect ratio into account
offset.y /= aspect_ratio;
// distort
vec2 offset_sq = offset * offset;
float radius_sq = offset_sq.x + offset_sq.y;
float radius_s4 = radius_sq * radius_sq;
float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
offset *= distortion_scale;
// reapply aspect ratio
offset.y *= aspect_ratio;
// add our eye center back in
coords = offset + eye_center;
coords /= upscale;
// and check our color
if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
frag_color = vec4(0.0, 0.0, 0.0, 1.0);
} else {
coords = (coords + vec2(1.0)) / vec2(2.0);
frag_color = textureLod(source, coords, 0.0);
}
}