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Get WebXR minimally working again in Godot 4

This commit is contained in:
David Snopek
2022-08-16 17:33:26 -05:00
parent 55bed82b05
commit b5c14e5f15
5 changed files with 59 additions and 194 deletions

View File

@@ -34,9 +34,11 @@
#include "core/input/input.h"
#include "core/os/os.h"
#include "drivers/gles3/storage/texture_storage.h"
#include "emscripten.h"
#include "godot_webxr.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/rendering_server_globals.h"
#include <stdlib.h>
@@ -232,6 +234,8 @@ bool WebXRInterfaceJS::initialize() {
}
// we must create a tracker for our head
head_transform.basis = Basis();
head_transform.origin = Vector3();
head_tracker.instantiate();
head_tracker->set_tracker_type(XRServer::TRACKER_HEAD);
head_tracker->set_tracker_name("head");
@@ -334,15 +338,17 @@ Transform3D WebXRInterfaceJS::get_camera_transform() {
XRServer *xr_server = XRServer::get_singleton();
ERR_FAIL_NULL_V(xr_server, transform_for_eye);
float *js_matrix = godot_webxr_get_transform_for_eye(0);
if (!initialized || js_matrix == nullptr) {
return transform_for_eye;
if (initialized) {
float world_scale = xr_server->get_world_scale();
// just scale our origin point of our transform
Transform3D _head_transform = head_transform;
_head_transform.origin *= world_scale;
transform_for_eye = (xr_server->get_reference_frame()) * _head_transform;
}
transform_for_eye = _js_matrix_to_transform(js_matrix);
free(js_matrix);
return xr_server->get_reference_frame() * transform_for_eye;
return transform_for_eye;
};
Transform3D WebXRInterfaceJS::get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) {
@@ -360,6 +366,14 @@ Transform3D WebXRInterfaceJS::get_transform_for_view(uint32_t p_view, const Tran
transform_for_eye = _js_matrix_to_transform(js_matrix);
free(js_matrix);
float world_scale = xr_server->get_world_scale();
// Scale only the center point of our eye transform, so we don't scale the
// distance between the eyes.
Transform3D _head_transform = head_transform;
transform_for_eye.origin -= _head_transform.origin;
_head_transform.origin *= world_scale;
transform_for_eye.origin += _head_transform.origin;
return p_cam_transform * xr_server->get_reference_frame() * transform_for_eye;
};
@@ -394,29 +408,33 @@ Vector<BlitToScreen> WebXRInterfaceJS::post_draw_viewport(RID p_render_target, c
return blit_to_screen;
}
// @todo Refactor this to be based on "views" rather than "eyes".
godot_webxr_commit_for_eye(1);
if (godot_webxr_get_view_count() > 1) {
godot_webxr_commit_for_eye(2);
GLES3::TextureStorage *texture_storage = dynamic_cast<GLES3::TextureStorage *>(RSG::texture_storage);
if (!texture_storage) {
return blit_to_screen;
}
GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
// @todo Support multiple eyes!
godot_webxr_commit_for_eye(1, rt->fbo);
return blit_to_screen;
};
void WebXRInterfaceJS::process() {
if (initialized) {
godot_webxr_sample_controller_data();
// Get the "head" position.
float *js_matrix = godot_webxr_get_transform_for_eye(0);
if (js_matrix != nullptr) {
head_transform = _js_matrix_to_transform(js_matrix);
free(js_matrix);
}
if (head_tracker.is_valid()) {
// TODO set default pose to our head location (i.e. get_camera_transform without world scale and reference frame applied)
// head_tracker->set_pose("default", head_transform, Vector3(), Vector3());
head_tracker->set_pose("default", head_transform, Vector3(), Vector3());
}
godot_webxr_sample_controller_data();
int controller_count = godot_webxr_get_controller_count();
if (controller_count == 0) {
return;
}
for (int i = 0; i < controller_count; i++) {
_update_tracker(i);
}