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- /**************************************************************************/
- /* xr_interface.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef XR_INTERFACE_H
- #define XR_INTERFACE_H
- #include "core/math/projection.h"
- #include "core/os/thread_safe.h"
- #include "servers/xr_server.h"
- #include "xr_vrs.h"
- // forward declaration
- struct BlitToScreen;
- /**
- The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs.
- The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
- when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
- If the user wants to enable AR/VR the choose the interface they want to use and initialize it.
- Note that we may make this into a fully instantiable class for GDExtension support.
- */
- class XRInterface : public RefCounted {
- GDCLASS(XRInterface, RefCounted);
- public:
- enum Capabilities { /* purely metadata, provides some info about what this interface supports */
- XR_NONE = 0, /* no capabilities */
- XR_MONO = 1, /* can be used with mono output */
- XR_STEREO = 2, /* can be used with stereo output */
- XR_QUAD = 4, /* can be used with quad output (not currently supported) */
- XR_VR = 8, /* offers VR support */
- XR_AR = 16, /* offers AR support */
- XR_EXTERNAL = 32 /* renders to external device */
- };
- enum TrackingStatus { /* tracking status currently based on AR but we can start doing more with this for VR as well */
- XR_NORMAL_TRACKING,
- XR_EXCESSIVE_MOTION,
- XR_INSUFFICIENT_FEATURES,
- XR_UNKNOWN_TRACKING,
- XR_NOT_TRACKING
- };
- enum PlayAreaMode { /* defines the mode used by the XR interface for tracking */
- XR_PLAY_AREA_UNKNOWN, /* Area mode not set or not available */
- XR_PLAY_AREA_3DOF, /* Only support orientation tracking, no positional tracking, area will center around player */
- XR_PLAY_AREA_SITTING, /* Player is in seated position, limited positional tracking, fixed guardian around player */
- XR_PLAY_AREA_ROOMSCALE, /* Player is free to move around, full positional tracking */
- XR_PLAY_AREA_STAGE, /* Same as roomscale but origin point is fixed to the center of the physical space */
- };
- enum EnvironmentBlendMode {
- XR_ENV_BLEND_MODE_OPAQUE, /* You cannot see the real world, VR like */
- XR_ENV_BLEND_MODE_ADDITIVE, /* You can see the real world, AR like */
- XR_ENV_BLEND_MODE_ALPHA_BLEND, /* Real world is passed through where alpha channel is 0.0 and gradually blends to opaque for value 1.0. */
- };
- protected:
- _THREAD_SAFE_CLASS_
- static void _bind_methods();
- public:
- /** general interface information **/
- virtual StringName get_name() const = 0;
- virtual uint32_t get_capabilities() const = 0;
- bool is_primary();
- void set_primary(bool p_is_primary);
- virtual bool is_initialized() const = 0; /* returns true if we've initialized this interface */
- virtual bool initialize() = 0; /* initialize this interface, if this has an HMD it becomes the primary interface */
- virtual void uninitialize() = 0; /* deinitialize this interface */
- virtual Dictionary get_system_info() = 0; /* return a dictionary with info about our system */
- /** input and output **/
- virtual PackedStringArray get_suggested_tracker_names() const; /* return a list of likely/suggested tracker names */
- virtual PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const; /* return a list of likely/suggested action names for this tracker */
- virtual TrackingStatus get_tracking_status() const; /* get the status of our current tracking */
- virtual void trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec = 0); /* trigger a haptic pulse */
- /** specific to VR **/
- virtual bool supports_play_area_mode(XRInterface::PlayAreaMode p_mode); /* query if this interface supports this play area mode */
- virtual XRInterface::PlayAreaMode get_play_area_mode() const; /* get the current play area mode */
- virtual bool set_play_area_mode(XRInterface::PlayAreaMode p_mode); /* change the play area mode, note that this should return false if the mode is not available */
- virtual PackedVector3Array get_play_area() const; /* if available, returns an array of vectors denoting the play area the player can move around in */
- /** specific to AR **/
- virtual bool get_anchor_detection_is_enabled() const;
- virtual void set_anchor_detection_is_enabled(bool p_enable);
- virtual int get_camera_feed_id();
- /** rendering and internal **/
- // These methods are called from the main thread.
- virtual Transform3D get_camera_transform() = 0; /* returns the position of our camera, only used for updating reference frame. For monoscopic this is equal to the views transform, for stereoscopic this should be an average */
- virtual void process() = 0;
- // These methods can be called from both main and render thread.
- virtual Size2 get_render_target_size() = 0; /* returns the recommended render target size per eye for this device */
- virtual uint32_t get_view_count() = 0; /* returns the view count we need (1 is monoscopic, 2 is stereoscopic but can be more) */
- // These methods are called from the rendering thread.
- virtual Transform3D get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) = 0; /* get each views transform */
- virtual Projection get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) = 0; /* get each view projection matrix */
- virtual RID get_color_texture(); /* obtain color output texture (if applicable) */
- virtual RID get_depth_texture(); /* obtain depth output texture (if applicable, used for reprojection) */
- virtual RID get_velocity_texture(); /* obtain velocity output texture (if applicable, used for spacewarp) */
- virtual void pre_render(){};
- virtual bool pre_draw_viewport(RID p_render_target) { return true; }; /* inform XR interface we are about to start our viewport draw process */
- virtual Vector<BlitToScreen> post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) = 0; /* inform XR interface we finished our viewport draw process */
- virtual void end_frame(){};
- /** passthrough **/
- virtual bool is_passthrough_supported() { return false; }
- virtual bool is_passthrough_enabled() { return false; }
- virtual bool start_passthrough() { return false; }
- virtual void stop_passthrough() {}
- /** environment blend mode **/
- virtual Array get_supported_environment_blend_modes();
- virtual XRInterface::EnvironmentBlendMode get_environment_blend_mode() const { return XR_ENV_BLEND_MODE_OPAQUE; }
- virtual bool set_environment_blend_mode(EnvironmentBlendMode mode) { return false; }
- /** VRS **/
- virtual RID get_vrs_texture(); /* obtain VRS texture */
- XRInterface();
- ~XRInterface();
- };
- VARIANT_ENUM_CAST(XRInterface::Capabilities);
- VARIANT_ENUM_CAST(XRInterface::TrackingStatus);
- VARIANT_ENUM_CAST(XRInterface::PlayAreaMode);
- VARIANT_ENUM_CAST(XRInterface::EnvironmentBlendMode);
- #endif // XR_INTERFACE_H
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