Commit graph

12 commits

Author SHA1 Message Date
rsjtdrjgfuzkfg
4243b85990 OpenXR: support XR_KHR_android_create_instance
This commit adds support for the OpenXR extension
XR_KHR_android_create_instance, which seems to be required on Pico
devices.
2022-11-04 01:57:48 +01:00
Bastiaan Olij
c7656978ba Adding getters to RenderTarget and implementing override functionality for XR 2022-10-05 11:37:49 +11:00
Rémi Verschelde
809927862b Merge pull request #66282 from BastiaanOlij/openxr_palm_pose
Add OpenXR palm pose extension support
2022-09-27 10:03:56 +02:00
Gergely Kis
d5445c25a6 Dynamic loading of OpenXR Loader on Android
This change implements dynamic loading of the OpenXR Loader library
on Android. If an OpenXR Loader library is not found,
Godot will still function with OpenXR disabled.

Also, on every platform, the OpenXR symbols are resolved at runtime
using xrGetInstanceProcAddr.

On Windows and Linux the OpenXR loader is included in the main
engine binary.

On Android, the OpenXR Loader is not built with the engine. Separately
distributed Android plugins will be provided with the correct loader
library for each device.

Co-authored-by: Gábor Pál Korom <gabor.p.korom@migeran.com>
Co-authored-by: Gábor Koncz <gabor.koncz@migeran.com>
2022-09-24 13:57:03 +02:00
Bastiaan Olij
6da6e1690e Add OpenXR palm pose extension support 2022-09-23 13:20:12 +10:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz
455c06ecd4 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.
2022-07-23 14:00:01 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde
831dc74b1f
Merge pull request #59940 from BastiaanOlij/xr_new_controllers_20220405 2022-04-11 11:38:39 +02:00
Bastiaan Olij
f8dab282cb Added missing interaction profiles and making sure related extensions are enabled if available 2022-04-06 23:00:26 +10:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Bastiaan Olij
a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00