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280 lines
9.3 KiB
C++
280 lines
9.3 KiB
C++
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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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#include "openxr_visibility_mask_extension.h"
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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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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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OpenXRVisibilityMaskExtension *OpenXRVisibilityMaskExtension::singleton = nullptr;
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OpenXRVisibilityMaskExtension *OpenXRVisibilityMaskExtension::get_singleton() {
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return singleton;
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}
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OpenXRVisibilityMaskExtension::OpenXRVisibilityMaskExtension() {
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singleton = this;
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}
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OpenXRVisibilityMaskExtension::~OpenXRVisibilityMaskExtension() {
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singleton = nullptr;
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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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request_extensions[XR_KHR_VISIBILITY_MASK_EXTENSION_NAME] = &available;
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return request_extensions;
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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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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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OpenXRAPI *openxr_api = (OpenXRAPI *)OpenXRAPI::get_singleton();
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ERR_FAIL_NULL(openxr_api);
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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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// 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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// Create our mesh.
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mesh = rendering_server->mesh_create();
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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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// And update our mesh
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_update_mesh();
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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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// 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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// 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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// 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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mesh_count = 0;
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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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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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print_verbose("OpenXR EVENT: Visibility mask changed for view " + String::num_uint64(vismask_event->viewIndex));
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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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return true;
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}
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return false;
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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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RID OpenXRVisibilityMaskExtension::get_mesh() {
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return mesh;
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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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OpenXRAPI *openxr_api = OpenXRAPI::get_singleton();
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ERR_FAIL_NULL(openxr_api);
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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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// 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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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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// 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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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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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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// 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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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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OpenXRAPI *openxr_api = (OpenXRAPI *)OpenXRAPI::get_singleton();
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ERR_FAIL_NULL(openxr_api);
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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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uint64_t vertice_count = 0;
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uint64_t index_count = 0;
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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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vertices.resize(vertice_count);
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indices.resize(index_count);
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uint64_t offset = 0;
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Vector3 *v_out = vertices.ptrw();
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int32_t *i_out = indices.ptrw();
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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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offset += mesh_data[i].vertices.size();
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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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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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// Set no longer dirty.
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is_dirty = false;
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}
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}
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