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- /**************************************************************************/
- /* 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<String, bool *> OpenXRVisibilityMaskExtension::get_requested_extensions() {
- HashMap<String, bool *> 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;
- }
- }
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