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Allow unbundling OpenXR (for Linux distros)
Copy XrMatrix4x4f_CreateProjectionFov to our OpenXRUtil, instead of relying on a private header.
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@@ -32,6 +32,8 @@
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#include <openxr/openxr_reflection.h>
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#include <math.h>
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#define XR_ENUM_CASE_STR(name, val) \
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case name: \
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return #name;
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@@ -75,3 +77,89 @@ String OpenXRUtil::make_xr_version_string(XrVersion p_version) {
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return version;
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}
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// Copied from OpenXR xr_linear.h private header, so we can still link against
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// system-provided packages without relying on our `thirdparty` code.
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// Copyright (c) 2017 The Khronos Group Inc.
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// Copyright (c) 2016 Oculus VR, LLC.
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//
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// SPDX-License-Identifier: Apache-2.0
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// Creates a projection matrix based on the specified dimensions.
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// The projection matrix transforms -Z=forward, +Y=up, +X=right to the appropriate clip space for the graphics API.
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// The far plane is placed at infinity if farZ <= nearZ.
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// An infinite projection matrix is preferred for rasterization because, except for
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// things *right* up against the near plane, it always provides better precision:
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// "Tightening the Precision of Perspective Rendering"
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// Paul Upchurch, Mathieu Desbrun
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// Journal of Graphics Tools, Volume 16, Issue 1, 2012
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void OpenXRUtil::XrMatrix4x4f_CreateProjection(XrMatrix4x4f *result, GraphicsAPI graphicsApi, const float tanAngleLeft,
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const float tanAngleRight, const float tanAngleUp, float const tanAngleDown,
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const float nearZ, const float farZ) {
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const float tanAngleWidth = tanAngleRight - tanAngleLeft;
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// Set to tanAngleDown - tanAngleUp for a clip space with positive Y down (Vulkan).
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// Set to tanAngleUp - tanAngleDown for a clip space with positive Y up (OpenGL / D3D / Metal).
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const float tanAngleHeight = graphicsApi == GRAPHICS_VULKAN ? (tanAngleDown - tanAngleUp) : (tanAngleUp - tanAngleDown);
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// Set to nearZ for a [-1,1] Z clip space (OpenGL / OpenGL ES).
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// Set to zero for a [0,1] Z clip space (Vulkan / D3D / Metal).
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const float offsetZ = (graphicsApi == GRAPHICS_OPENGL || graphicsApi == GRAPHICS_OPENGL_ES) ? nearZ : 0;
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if (farZ <= nearZ) {
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// place the far plane at infinity
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result->m[0] = 2.0f / tanAngleWidth;
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result->m[4] = 0.0f;
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result->m[8] = (tanAngleRight + tanAngleLeft) / tanAngleWidth;
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result->m[12] = 0.0f;
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result->m[1] = 0.0f;
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result->m[5] = 2.0f / tanAngleHeight;
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result->m[9] = (tanAngleUp + tanAngleDown) / tanAngleHeight;
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result->m[13] = 0.0f;
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result->m[2] = 0.0f;
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result->m[6] = 0.0f;
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result->m[10] = -1.0f;
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result->m[14] = -(nearZ + offsetZ);
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result->m[3] = 0.0f;
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result->m[7] = 0.0f;
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result->m[11] = -1.0f;
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result->m[15] = 0.0f;
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} else {
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// normal projection
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result->m[0] = 2.0f / tanAngleWidth;
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result->m[4] = 0.0f;
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result->m[8] = (tanAngleRight + tanAngleLeft) / tanAngleWidth;
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result->m[12] = 0.0f;
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result->m[1] = 0.0f;
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result->m[5] = 2.0f / tanAngleHeight;
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result->m[9] = (tanAngleUp + tanAngleDown) / tanAngleHeight;
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result->m[13] = 0.0f;
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result->m[2] = 0.0f;
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result->m[6] = 0.0f;
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result->m[10] = -(farZ + offsetZ) / (farZ - nearZ);
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result->m[14] = -(farZ * (nearZ + offsetZ)) / (farZ - nearZ);
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result->m[3] = 0.0f;
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result->m[7] = 0.0f;
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result->m[11] = -1.0f;
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result->m[15] = 0.0f;
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}
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}
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// Creates a projection matrix based on the specified FOV.
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void OpenXRUtil::XrMatrix4x4f_CreateProjectionFov(XrMatrix4x4f *result, GraphicsAPI graphicsApi, const XrFovf fov,
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const float nearZ, const float farZ) {
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const float tanLeft = tanf(fov.angleLeft);
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const float tanRight = tanf(fov.angleRight);
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const float tanDown = tanf(fov.angleDown);
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const float tanUp = tanf(fov.angleUp);
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XrMatrix4x4f_CreateProjection(result, graphicsApi, tanLeft, tanRight, tanUp, tanDown, nearZ, farZ);
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}
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