/**************************************************************************/ /* openxr_visibility_mask_extension.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "openxr_visibility_mask_extension.h" #include "../openxr_api.h" #include "core/string/print_string.h" #include "core/variant/array.h" #include "core/variant/variant.h" #include "servers/rendering_server.h" static const char *VISIBILITY_MASK_SHADER_CODE = "shader_type spatial;\n" "render_mode unshaded, shadows_disabled, cull_disabled;\n" "void vertex() {\n" "\tif (int(VERTEX.z) == VIEW_INDEX) {\n" "\t\tVERTEX.z = -1.0;\n" "\t\tVERTEX += EYE_OFFSET;\n" "\t\tPOSITION = PROJECTION_MATRIX * vec4(VERTEX, 1.0);\n" "\t\tPOSITION.xy /= POSITION.w;\n" "\t\tPOSITION.z = 1.0;\n" "\t\tPOSITION.w = 1.0;\n" "\t} else {\n" "\t\tPOSITION = vec4(2.0, 2.0, 2.0, 1.0);\n" "\t}\n" "}\n" "void fragment() {\n" "\tALBEDO = vec3(0.0, 0.0, 0.0);\n" "}\n"; OpenXRVisibilityMaskExtension *OpenXRVisibilityMaskExtension::singleton = nullptr; OpenXRVisibilityMaskExtension *OpenXRVisibilityMaskExtension::get_singleton() { return singleton; } OpenXRVisibilityMaskExtension::OpenXRVisibilityMaskExtension() { singleton = this; } OpenXRVisibilityMaskExtension::~OpenXRVisibilityMaskExtension() { singleton = nullptr; } HashMap OpenXRVisibilityMaskExtension::get_requested_extensions() { HashMap request_extensions; request_extensions[XR_KHR_VISIBILITY_MASK_EXTENSION_NAME] = &available; return request_extensions; } void OpenXRVisibilityMaskExtension::on_instance_created(const XrInstance p_instance) { if (available) { EXT_INIT_XR_FUNC(xrGetVisibilityMaskKHR); } } void OpenXRVisibilityMaskExtension::on_session_created(const XrSession p_instance) { if (available) { RS *rendering_server = RS::get_singleton(); ERR_FAIL_NULL(rendering_server); OpenXRAPI *openxr_api = (OpenXRAPI *)OpenXRAPI::get_singleton(); ERR_FAIL_NULL(openxr_api); // Create our shader. shader = rendering_server->shader_create(); rendering_server->shader_set_code(shader, VISIBILITY_MASK_SHADER_CODE); // Create our material. material = rendering_server->material_create(); rendering_server->material_set_shader(material, shader); rendering_server->material_set_render_priority(material, 99); // Create our mesh. mesh = rendering_server->mesh_create(); // Get our initial mesh data. mesh_count = openxr_api->get_view_count(); // We need a mesh for each view. for (uint32_t i = 0; i < mesh_count; i++) { _update_mesh_data(i); } // And update our mesh _update_mesh(); } } void OpenXRVisibilityMaskExtension::on_session_destroyed() { RS *rendering_server = RS::get_singleton(); ERR_FAIL_NULL(rendering_server); // Free our mesh. if (mesh.is_valid()) { rendering_server->free(mesh); mesh = RID(); } // Free our material. if (material.is_valid()) { rendering_server->free(material); material = RID(); } // Free our shader. if (shader.is_valid()) { rendering_server->free(shader); shader = RID(); } mesh_count = 0; } void OpenXRVisibilityMaskExtension::on_pre_render() { // Update mesh data if its dirty. // Here we call this from the rendering thread however as we're going through the rendering server this is safe. _update_mesh(); } bool OpenXRVisibilityMaskExtension::on_event_polled(const XrEventDataBuffer &event) { if (event.type == XR_TYPE_EVENT_DATA_VISIBILITY_MASK_CHANGED_KHR) { XrEventDataVisibilityMaskChangedKHR *vismask_event = (XrEventDataVisibilityMaskChangedKHR *)&event; print_verbose("OpenXR EVENT: Visibility mask changed for view " + String::num_uint64(vismask_event->viewIndex)); if (available) { // This event won't be called if this extension is not available but better safe than sorry. _update_mesh_data(vismask_event->viewIndex); } return true; } return false; } bool OpenXRVisibilityMaskExtension::is_available() { return available; } RID OpenXRVisibilityMaskExtension::get_mesh() { return mesh; } void OpenXRVisibilityMaskExtension::_update_mesh_data(uint32_t p_view) { if (available) { ERR_FAIL_UNSIGNED_INDEX(p_view, 4); OpenXRAPI *openxr_api = OpenXRAPI::get_singleton(); ERR_FAIL_NULL(openxr_api); XrSession session = openxr_api->get_session(); XrViewConfigurationType view_configuration_type = openxr_api->get_view_configuration(); // Figure out how much data we're getting. XrVisibilityMaskKHR visibility_mask_data = { XR_TYPE_VISIBILITY_MASK_KHR, nullptr, 0, 0, nullptr, 0, 0, nullptr, }; XrResult result = xrGetVisibilityMaskKHR(session, view_configuration_type, p_view, XR_VISIBILITY_MASK_TYPE_HIDDEN_TRIANGLE_MESH_KHR, &visibility_mask_data); if (XR_FAILED(result)) { print_line("OpenXR: Unable to obtain visibility mask metrics [", openxr_api->get_error_string(result), "]"); return; } // Resize buffers mesh_data[p_view].vertices.resize(visibility_mask_data.vertexCountOutput); mesh_data[p_view].indices.resize(visibility_mask_data.indexCountOutput); visibility_mask_data.vertexCapacityInput = visibility_mask_data.vertexCountOutput; visibility_mask_data.vertices = mesh_data[p_view].vertices.ptrw(); visibility_mask_data.indexCapacityInput = visibility_mask_data.indexCountOutput; visibility_mask_data.indices = mesh_data[p_view].indices.ptrw(); result = xrGetVisibilityMaskKHR(session, view_configuration_type, p_view, XR_VISIBILITY_MASK_TYPE_HIDDEN_TRIANGLE_MESH_KHR, &visibility_mask_data); if (XR_FAILED(result)) { print_line("OpenXR: Unable to obtain visibility mask data [", openxr_api->get_error_string(result), "]"); return; } // Mark as dirty, we have updated mesh data. is_dirty = true; } } void OpenXRVisibilityMaskExtension::_update_mesh() { if (available && is_dirty && mesh_count > 0) { RS *rendering_server = RS::get_singleton(); ERR_FAIL_NULL(rendering_server); OpenXRAPI *openxr_api = (OpenXRAPI *)OpenXRAPI::get_singleton(); ERR_FAIL_NULL(openxr_api); // Combine all vertex and index buffers into one. PackedVector3Array vertices; PackedInt32Array indices; uint64_t vertice_count = 0; uint64_t index_count = 0; for (uint32_t i = 0; i < mesh_count; i++) { vertice_count += mesh_data[i].vertices.size(); index_count += mesh_data[i].indices.size(); } vertices.resize(vertice_count); indices.resize(index_count); uint64_t offset = 0; Vector3 *v_out = vertices.ptrw(); int32_t *i_out = indices.ptrw(); for (uint32_t i = 0; i < mesh_count; i++) { const XrVector2f *v_in = mesh_data[i].vertices.ptr(); for (uint32_t j = 0; j < mesh_data[i].vertices.size(); j++) { v_out->x = v_in->x; v_out->y = v_in->y; v_out->z = float(i); // We store our view in our Z component, our shader will filter the right faces out. v_out++; v_in++; } const uint32_t *i_in = mesh_data[i].indices.ptr(); for (uint32_t j = 0; j < mesh_data[i].indices.size(); j++) { *i_out = offset + *i_in; i_out++; i_in++; } offset += mesh_data[i].vertices.size(); } // Update our mesh. Array arr; arr.resize(RS::ARRAY_MAX); arr[RS::ARRAY_VERTEX] = vertices; arr[RS::ARRAY_INDEX] = indices; rendering_server->mesh_clear(mesh); rendering_server->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr); rendering_server->mesh_surface_set_material(mesh, 0, material); // Set no longer dirty. is_dirty = false; } }