godot/modules/openxr/extensions/openxr_fb_passthrough_extension_wrapper.h

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/**************************************************************************/
/* openxr_fb_passthrough_extension_wrapper.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 */
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/**************************************************************************/
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#ifndef OPENXR_FB_PASSTHROUGH_EXTENSION_WRAPPER_H
#define OPENXR_FB_PASSTHROUGH_EXTENSION_WRAPPER_H
#include "../openxr_api.h"
#include "../util.h"
#include "openxr_composition_layer_provider.h"
#include "openxr_extension_wrapper.h"
#include <map>
class Viewport;
// Wrapper for the set of Facebook XR passthrough extensions.
class OpenXRFbPassthroughExtensionWrapper : public OpenXRExtensionWrapper, public OpenXRCompositionLayerProvider {
public:
OpenXRFbPassthroughExtensionWrapper();
~OpenXRFbPassthroughExtensionWrapper();
virtual HashMap<String, bool *> get_requested_extensions() override;
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void on_instance_created(const XrInstance instance) override;
void on_session_created(const XrSession session) override;
void on_session_destroyed() override;
void on_instance_destroyed() override;
XrCompositionLayerBaseHeader *get_composition_layer() override;
bool is_passthrough_supported() {
return fb_passthrough_ext;
}
bool is_passthrough_enabled();
bool start_passthrough();
void stop_passthrough();
static OpenXRFbPassthroughExtensionWrapper *get_singleton();
private:
// Create a passthrough feature
EXT_PROTO_XRRESULT_FUNC3(xrCreatePassthroughFB,
(XrSession), session,
(const XrPassthroughCreateInfoFB *), create_info,
(XrPassthroughFB *), feature_out)
// Destroy a previously created passthrough feature
EXT_PROTO_XRRESULT_FUNC1(xrDestroyPassthroughFB, (XrPassthroughFB), feature)
//*** Passthrough feature state management functions *********
// Start the passthrough feature
EXT_PROTO_XRRESULT_FUNC1(xrPassthroughStartFB, (XrPassthroughFB), passthrough)
// Pause the passthrough feature
EXT_PROTO_XRRESULT_FUNC1(xrPassthroughPauseFB, (XrPassthroughFB), passthrough)
EXT_PROTO_XRRESULT_FUNC3(xrCreatePassthroughLayerFB, (XrSession), session,
(const XrPassthroughLayerCreateInfoFB *), config,
(XrPassthroughLayerFB *), layer_out)
EXT_PROTO_XRRESULT_FUNC1(xrDestroyPassthroughLayerFB, (XrPassthroughLayerFB), layer)
EXT_PROTO_XRRESULT_FUNC1(xrPassthroughLayerPauseFB, (XrPassthroughLayerFB), layer)
EXT_PROTO_XRRESULT_FUNC1(xrPassthroughLayerResumeFB, (XrPassthroughLayerFB), layer)
// Set the style of an existing passthrough layer. If the enabled feature set
// doesnt change, this is a lightweight operation that can be called in every
// frame to animate the style. Changes that may incur a bigger cost:
// - Enabling/disabling the color mapping, or changing the type of mapping
// (monochromatic to RGBA or back).
// - Changing `textureOpacityFactor` from 0 to non-zero or vice versa
// - Changing `edgeColor[3]` from 0 to non-zero or vice versa
// NOTE: For XR_FB_passthrough, all color values are treated as linear.
EXT_PROTO_XRRESULT_FUNC2(xrPassthroughLayerSetStyleFB,
(XrPassthroughLayerFB), layer,
(const XrPassthroughStyleFB *), style)
// Create a geometry instance to be used as a projection surface for passthrough.
// A geometry instance assigns a triangle mesh as part of the specified layer's
// projection surface.
// The operation is only valid if the passthrough layer's purpose has been set to
// `XR_PASSTHROUGH_LAYER_PURPOSE_PROJECTED_FB`. Otherwise, the call this function will
// result in an error. In the specified layer, Passthrough will be visible where the view
// is covered by the user-specified geometries.
//
// A triangle mesh object can be instantiated multiple times - in the same or different layers'
// projection surface. Each instantiation has its own transformation, which
// can be updated using `xrGeometryInstanceSetTransformFB`.
EXT_PROTO_XRRESULT_FUNC3(xrCreateGeometryInstanceFB,
(XrSession), session,
(const XrGeometryInstanceCreateInfoFB *), create_info,
(XrGeometryInstanceFB *), out_geometry_instance)
// Destroys a previously created geometry instance from passthrough rendering.
// This removes the geometry instance from passthrough rendering.
// The operation has no effect on other instances or the underlying mesh.
EXT_PROTO_XRRESULT_FUNC1(xrDestroyGeometryInstanceFB, (XrGeometryInstanceFB), instance)
// Update the transformation of a passthrough geometry instance.
EXT_PROTO_XRRESULT_FUNC2(xrGeometryInstanceSetTransformFB,
(XrGeometryInstanceFB), instance,
(const XrGeometryInstanceTransformFB *), transformation)
// Create a triangle mesh geometry object.
// Depending on the behavior flags, the mesh could be created immutable (data is assigned
// at creation and cannot be changed) or mutable (the mesh is created empty and can be updated
// by calling begin/end update functions).
EXT_PROTO_XRRESULT_FUNC3(xrCreateTriangleMeshFB,
(XrSession), session,
(const XrTriangleMeshCreateInfoFB *), create_info,
(XrTriangleMeshFB *), out_triangle_mesh)
// Destroy an `XrTriangleMeshFB` object along with its data. The mesh buffers must not be
// accessed anymore after their parent mesh object has been destroyed.
EXT_PROTO_XRRESULT_FUNC1(xrDestroyTriangleMeshFB, (XrTriangleMeshFB), mesh)
// Retrieve a pointer to the vertex buffer. The vertex buffer is structured as an array of 3 floats
// per vertex representing x, y, and z: `[x0, y0, z0, x1, y1, z1, ...]`. The size of the buffer is
// `maxVertexCount * 3` floats. The application must call `xrTriangleMeshBeginUpdateFB` or
// `xrTriangleMeshBeginVertexBufferUpdateFB` before making modifications to the vertex
// buffer. The buffer location is guaranteed to remain constant over the lifecycle of the mesh
// object.
EXT_PROTO_XRRESULT_FUNC2(xrTriangleMeshGetVertexBufferFB,
(XrTriangleMeshFB), mesh,
(XrVector3f **), out_vertex_buffer)
// Retrieve the index buffer that defines the topology of the triangle mesh. Each triplet of
// consecutive elements point to three vertices in the vertex buffer and thus form a triangle. The
// size of each element is `indexElementSize` bytes, and thus the size of the buffer is
// `maxTriangleCount * 3 * indexElementSize` bytes. The application must call
// `xrTriangleMeshBeginUpdateFB` before making modifications to the index buffer. The buffer
// location is guaranteed to remain constant over the lifecycle of the mesh object.
EXT_PROTO_XRRESULT_FUNC2(xrTriangleMeshGetIndexBufferFB,
(XrTriangleMeshFB), mesh,
(uint32_t **), out_index_buffer)
// Begin updating the mesh buffer data. The application must call this function before it makes any
// modifications to the buffers retrieved by `xrTriangleMeshGetVertexBufferFB` and
// `xrTriangleMeshGetIndexBufferFB`. If only the vertex buffer needs to be updated,
// `xrTriangleMeshBeginVertexBufferUpdateFB` can be used instead. To commit the
// modifications, the application must call `xrTriangleMeshEndUpdateFB`.
EXT_PROTO_XRRESULT_FUNC1(xrTriangleMeshBeginUpdateFB, (XrTriangleMeshFB), mesh)
// Signal the API that the application has finished updating the mesh buffers after a call to
// `xrTriangleMeshBeginUpdateFB`. `vertexCount` and `triangleCount` specify the actual
// number of primitives that make up the mesh after the update. They must be larger than zero but
// smaller or equal to the maximum counts defined at create time. Buffer data beyond these counts
// is ignored.
EXT_PROTO_XRRESULT_FUNC3(xrTriangleMeshEndUpdateFB,
(XrTriangleMeshFB), mesh,
(uint32_t), vertexCount,
(uint32_t), triangle_count)
// Update the vertex positions of a triangle mesh. Can only be called once the mesh topology has
// been set using `xrTriangleMeshBeginUpdateFB`/`xrTriangleMeshEndUpdateFB`. The
// vertex count is defined by the last invocation to `xrTriangleMeshEndUpdateFB`. Once the
// modification is done, `xrTriangleMeshEndVertexBufferUpdateFB` must be called.
EXT_PROTO_XRRESULT_FUNC2(xrTriangleMeshBeginVertexBufferUpdateFB,
(XrTriangleMeshFB), mesh,
(uint32_t *), out_vertex_count)
// Signal the API that the contents of the vertex buffer data has been updated
// after a call to `xrTriangleMeshBeginVertexBufferUpdateFB`.
EXT_PROTO_XRRESULT_FUNC1(xrTriangleMeshEndVertexBufferUpdateFB, (XrTriangleMeshFB), mesh)
bool initialize_fb_passthrough_extension(const XrInstance instance);
bool initialize_fb_triangle_mesh_extension(const XrInstance instance);
void cleanup();
// TODO: Temporary workaround (https://github.com/GodotVR/godot_openxr/issues/138)
// Address a bug in the passthrough api where XR_ERROR_UNEXPECTED_STATE_PASSTHROUGH_FB is
// returned even when the operation is valid on Meta Quest devices.
// The issue should be addressed on that platform in OS release v37.
inline bool is_valid_passthrough_result(XrResult result, const char *format) {
return OpenXRAPI::get_singleton()->xr_result(result, format) || result == XR_ERROR_UNEXPECTED_STATE_PASSTHROUGH_FB;
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}
Viewport *get_main_viewport();
bool is_composition_passthrough_layer_ready();
static OpenXRFbPassthroughExtensionWrapper *singleton;
bool fb_passthrough_ext = false; // required for any passthrough functionality
bool fb_triangle_mesh_ext = false; // only use for projected passthrough
XrPassthroughCreateInfoFB passthrough_create_info = {
XR_TYPE_PASSTHROUGH_CREATE_INFO_FB,
nullptr,
0,
};
XrPassthroughFB passthrough_handle = XR_NULL_HANDLE;
XrPassthroughLayerCreateInfoFB passthrough_layer_config = {
XR_TYPE_PASSTHROUGH_LAYER_CREATE_INFO_FB,
nullptr,
passthrough_handle,
XR_PASSTHROUGH_IS_RUNNING_AT_CREATION_BIT_FB,
XR_PASSTHROUGH_LAYER_PURPOSE_RECONSTRUCTION_FB,
};
XrPassthroughLayerFB passthrough_layer = XR_NULL_HANDLE;
XrCompositionLayerPassthroughFB composition_passthrough_layer = {
XR_TYPE_COMPOSITION_LAYER_PASSTHROUGH_FB,
nullptr,
XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT,
XR_NULL_HANDLE,
XR_NULL_HANDLE,
};
};
#endif // OPENXR_FB_PASSTHROUGH_EXTENSION_WRAPPER_H