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