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Improvements to VRS/Foveated rendering
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@@ -132,13 +132,7 @@ void XRInterface::set_primary(bool p_primary) {
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XRInterface::XRInterface() {}
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XRInterface::~XRInterface() {
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if (vrs.vrs_texture.is_valid()) {
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ERR_FAIL_NULL(RenderingServer::get_singleton());
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RS::get_singleton()->free(vrs.vrs_texture);
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vrs.vrs_texture = RID();
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}
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}
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XRInterface::~XRInterface() {}
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// query if this interface supports this play area mode
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bool XRInterface::supports_play_area_mode(XRInterface::PlayAreaMode p_mode) {
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@@ -176,80 +170,7 @@ int XRInterface::get_camera_feed_id() {
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}
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RID XRInterface::get_vrs_texture() {
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// Default logic will return a standard VRS image based on our target size and default projections.
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// Note that this only gets called if VRS is supported on the hardware.
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int32_t texel_width = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_WIDTH);
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int32_t texel_height = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_HEIGHT);
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int view_count = get_view_count();
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Size2 target_size = get_render_target_size();
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real_t aspect = target_size.x / target_size.y; // is this y/x ?
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Size2 vrs_size = Size2(round(0.5 + target_size.x / texel_width), round(0.5 + target_size.y / texel_height));
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real_t radius = vrs_size.length() * 0.5;
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Size2 vrs_sizei = vrs_size;
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if (vrs.size != vrs_sizei) {
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const uint8_t densities[] = {
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0, // 1x1
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1, // 1x2
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// 2, // 1x4 - not supported
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// 3, // 1x8 - not supported
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// 4, // 2x1
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5, // 2x2
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6, // 2x4
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// 9, // 4x2
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10, // 4x4
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};
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// out with the old
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if (vrs.vrs_texture.is_valid()) {
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RS::get_singleton()->free(vrs.vrs_texture);
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vrs.vrs_texture = RID();
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}
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// in with the new
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Vector<Ref<Image>> images;
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vrs.size = vrs_sizei;
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for (int i = 0; i < view_count && i < 2; i++) {
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PackedByteArray data;
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data.resize(vrs_sizei.x * vrs_sizei.y);
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uint8_t *data_ptr = data.ptrw();
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// Our near and far don't matter much for what we're doing here, but there are some interfaces that will remember this as the near and far and may fail as a result...
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Projection cm = get_projection_for_view(i, aspect, 0.1, 1000.0);
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Vector3 center = cm.xform(Vector3(0.0, 0.0, 999.0));
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Vector2i view_center;
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view_center.x = int(vrs_size.x * (center.x + 1.0) * 0.5);
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view_center.y = int(vrs_size.y * (center.y + 1.0) * 0.5);
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int d = 0;
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for (int y = 0; y < vrs_sizei.y; y++) {
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for (int x = 0; x < vrs_sizei.x; x++) {
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Vector2 offset = Vector2(x - view_center.x, y - view_center.y);
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offset.y *= aspect;
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real_t distance = offset.length();
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int idx = round(5.0 * distance / radius);
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if (idx > 4) {
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idx = 4;
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}
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uint8_t density = densities[idx];
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data_ptr[d++] = density;
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}
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}
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images.push_back(Image::create_from_data(vrs_sizei.x, vrs_sizei.y, false, Image::FORMAT_R8, data));
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}
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if (images.size() == 1) {
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vrs.vrs_texture = RS::get_singleton()->texture_2d_create(images[0]);
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} else {
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vrs.vrs_texture = RS::get_singleton()->texture_2d_layered_create(images, RS::TEXTURE_LAYERED_2D_ARRAY);
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}
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}
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return vrs.vrs_texture;
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return RID();
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}
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/** these are optional, so we want dummies **/
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