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https://github.com/godotengine/godot.git
synced 2024-11-10 06:03:09 +00:00
Get WebXR minimally working again in Godot 4
This commit is contained in:
parent
55bed82b05
commit
b5c14e5f15
@ -1,5 +1,5 @@
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def can_build(env, platform):
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return not env["disable_3d"]
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return env["opengl3"] and not env["disable_3d"]
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def configure(env):
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@ -65,8 +65,7 @@ extern int godot_webxr_get_view_count();
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extern int *godot_webxr_get_render_target_size();
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extern float *godot_webxr_get_transform_for_eye(int p_eye);
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extern float *godot_webxr_get_projection_for_eye(int p_eye);
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extern int godot_webxr_get_external_texture_for_eye(int p_eye);
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extern void godot_webxr_commit_for_eye(int p_eye);
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extern void godot_webxr_commit_for_eye(int p_eye, unsigned int p_destination_fbo);
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extern void godot_webxr_sample_controller_data();
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extern int godot_webxr_get_controller_count();
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@ -32,9 +32,6 @@ const GodotWebXR = {
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$GodotWebXR: {
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gl: null,
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texture_ids: [null, null],
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textures: [null, null],
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session: null,
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space: null,
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frame: null,
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@ -77,110 +74,6 @@ const GodotWebXR = {
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}, 0);
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},
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// Some custom WebGL code for blitting our eye textures to the
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// framebuffer we get from WebXR.
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shaderProgram: null,
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programInfo: null,
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buffer: null,
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// Vertex shader source.
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vsSource: `
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const vec2 scale = vec2(0.5, 0.5);
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attribute vec4 aVertexPosition;
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varying highp vec2 vTextureCoord;
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void main () {
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gl_Position = aVertexPosition;
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vTextureCoord = aVertexPosition.xy * scale + scale;
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}
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`,
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// Fragment shader source.
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fsSource: `
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varying highp vec2 vTextureCoord;
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uniform sampler2D uSampler;
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void main() {
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gl_FragColor = texture2D(uSampler, vTextureCoord);
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}
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`,
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initShaderProgram: (gl, vsSource, fsSource) => {
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const vertexShader = GodotWebXR.loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = GodotWebXR.loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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GodotRuntime.error(`Unable to initialize the shader program: ${gl.getProgramInfoLog(shaderProgram)}`);
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return null;
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}
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return shaderProgram;
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},
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loadShader: (gl, type, source) => {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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GodotRuntime.error(`An error occurred compiling the shader: ${gl.getShaderInfoLog(shader)}`);
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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},
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initBuffer: (gl) => {
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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const positions = [
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-1.0, -1.0,
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1.0, -1.0,
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-1.0, 1.0,
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1.0, 1.0,
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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return positionBuffer;
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},
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blitTexture: (gl, texture) => {
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if (GodotWebXR.shaderProgram === null) {
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GodotWebXR.shaderProgram = GodotWebXR.initShaderProgram(gl, GodotWebXR.vsSource, GodotWebXR.fsSource);
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GodotWebXR.programInfo = {
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program: GodotWebXR.shaderProgram,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(GodotWebXR.shaderProgram, 'aVertexPosition'),
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},
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uniformLocations: {
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uSampler: gl.getUniformLocation(GodotWebXR.shaderProgram, 'uSampler'),
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},
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};
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GodotWebXR.buffer = GodotWebXR.initBuffer(gl);
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}
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const orig_program = gl.getParameter(gl.CURRENT_PROGRAM);
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gl.useProgram(GodotWebXR.shaderProgram);
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gl.bindBuffer(gl.ARRAY_BUFFER, GodotWebXR.buffer);
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gl.vertexAttribPointer(GodotWebXR.programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(GodotWebXR.programInfo.attribLocations.vertexPosition);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.uniform1i(GodotWebXR.programInfo.uniformLocations.uSampler, 0);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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// Restore state.
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.disableVertexAttribArray(GodotWebXR.programInfo.attribLocations.vertexPosition);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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gl.useProgram(orig_program);
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},
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// Holds the controllers list between function calls.
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controllers: [],
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@ -370,22 +263,6 @@ const GodotWebXR = {
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.catch((e) => { });
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}
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// Clean-up the textures we allocated for each view.
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const gl = GodotWebXR.gl;
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for (let i = 0; i < GodotWebXR.textures.length; i++) {
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const texture = GodotWebXR.textures[i];
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if (texture !== null) {
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gl.deleteTexture(texture);
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}
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GodotWebXR.textures[i] = null;
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const texture_id = GodotWebXR.texture_ids[i];
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if (texture_id !== null) {
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GL.textures[texture_id] = null;
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}
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GodotWebXR.texture_ids[i] = null;
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}
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GodotWebXR.session = null;
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GodotWebXR.space = null;
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GodotWebXR.frame = null;
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@ -460,50 +337,9 @@ const GodotWebXR = {
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return buf;
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},
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godot_webxr_get_external_texture_for_eye__proxy: 'sync',
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godot_webxr_get_external_texture_for_eye__sig: 'ii',
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godot_webxr_get_external_texture_for_eye: function (p_eye) {
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if (!GodotWebXR.session) {
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return 0;
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}
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const view_index = (p_eye === 2 /* ARVRInterface::EYE_RIGHT */) ? 1 : 0;
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if (GodotWebXR.texture_ids[view_index]) {
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return GodotWebXR.texture_ids[view_index];
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}
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// Check pose separately and after returning the cached texture id,
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// because we won't get a pose in some cases if we lose tracking, and
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// we don't want to return 0 just because tracking was lost.
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if (!GodotWebXR.pose) {
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return 0;
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}
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const glLayer = GodotWebXR.session.renderState.baseLayer;
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const view = GodotWebXR.pose.views[view_index];
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const viewport = glLayer.getViewport(view);
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const gl = GodotWebXR.gl;
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, viewport.width, viewport.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.bindTexture(gl.TEXTURE_2D, null);
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const texture_id = GL.getNewId(GL.textures);
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GL.textures[texture_id] = texture;
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GodotWebXR.textures[view_index] = texture;
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GodotWebXR.texture_ids[view_index] = texture_id;
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return texture_id;
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},
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godot_webxr_commit_for_eye__proxy: 'sync',
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godot_webxr_commit_for_eye__sig: 'vi',
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godot_webxr_commit_for_eye: function (p_eye) {
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godot_webxr_commit_for_eye__sig: 'vii',
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godot_webxr_commit_for_eye: function (p_eye, p_destination_fbo) {
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if (!GodotWebXR.session || !GodotWebXR.pose) {
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return;
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}
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@ -514,18 +350,29 @@ const GodotWebXR = {
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const viewport = glLayer.getViewport(view);
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const gl = GodotWebXR.gl;
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const framebuffer = GL.framebuffers[p_destination_fbo];
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const orig_framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);
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const orig_viewport = gl.getParameter(gl.VIEWPORT);
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const orig_read_framebuffer = gl.getParameter(gl.READ_FRAMEBUFFER_BINDING);
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const orig_read_buffer = gl.getParameter(gl.READ_BUFFER);
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const orig_draw_framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);
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// Bind to WebXR's framebuffer.
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gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
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gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
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// Copy from Godot render target into framebuffer from WebXR.
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindFramebuffer(gl.READ_FRAMEBUFFER, framebuffer);
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gl.readBuffer(gl.COLOR_ATTACHMENT0);
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gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, glLayer.framebuffer);
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GodotWebXR.blitTexture(gl, GodotWebXR.textures[view_index]);
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// Flip Y upside down on destination.
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gl.blitFramebuffer(0, 0, viewport.width, viewport.height,
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viewport.x, viewport.height, viewport.width, viewport.y,
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gl.COLOR_BUFFER_BIT, gl.NEAREST);
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// Restore state.
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gl.bindFramebuffer(gl.FRAMEBUFFER, orig_framebuffer);
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gl.viewport(orig_viewport[0], orig_viewport[1], orig_viewport[2], orig_viewport[3]);
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gl.bindFramebuffer(gl.READ_FRAMEBUFFER, orig_read_framebuffer);
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gl.readBuffer(orig_read_buffer);
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gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, orig_draw_framebuffer);
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},
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godot_webxr_sample_controller_data__proxy: 'sync',
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@ -34,9 +34,11 @@
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#include "core/input/input.h"
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#include "core/os/os.h"
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#include "drivers/gles3/storage/texture_storage.h"
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#include "emscripten.h"
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#include "godot_webxr.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/rendering_server_globals.h"
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#include <stdlib.h>
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@ -232,6 +234,8 @@ bool WebXRInterfaceJS::initialize() {
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}
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// we must create a tracker for our head
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head_transform.basis = Basis();
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head_transform.origin = Vector3();
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head_tracker.instantiate();
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head_tracker->set_tracker_type(XRServer::TRACKER_HEAD);
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head_tracker->set_tracker_name("head");
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@ -334,15 +338,17 @@ Transform3D WebXRInterfaceJS::get_camera_transform() {
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XRServer *xr_server = XRServer::get_singleton();
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ERR_FAIL_NULL_V(xr_server, transform_for_eye);
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float *js_matrix = godot_webxr_get_transform_for_eye(0);
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if (!initialized || js_matrix == nullptr) {
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return transform_for_eye;
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if (initialized) {
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float world_scale = xr_server->get_world_scale();
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// just scale our origin point of our transform
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Transform3D _head_transform = head_transform;
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_head_transform.origin *= world_scale;
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transform_for_eye = (xr_server->get_reference_frame()) * _head_transform;
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}
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transform_for_eye = _js_matrix_to_transform(js_matrix);
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free(js_matrix);
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return xr_server->get_reference_frame() * transform_for_eye;
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return transform_for_eye;
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};
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Transform3D WebXRInterfaceJS::get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) {
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@ -360,6 +366,14 @@ Transform3D WebXRInterfaceJS::get_transform_for_view(uint32_t p_view, const Tran
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transform_for_eye = _js_matrix_to_transform(js_matrix);
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free(js_matrix);
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float world_scale = xr_server->get_world_scale();
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// Scale only the center point of our eye transform, so we don't scale the
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// distance between the eyes.
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Transform3D _head_transform = head_transform;
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transform_for_eye.origin -= _head_transform.origin;
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_head_transform.origin *= world_scale;
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transform_for_eye.origin += _head_transform.origin;
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return p_cam_transform * xr_server->get_reference_frame() * transform_for_eye;
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};
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@ -394,29 +408,33 @@ Vector<BlitToScreen> WebXRInterfaceJS::post_draw_viewport(RID p_render_target, c
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return blit_to_screen;
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}
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// @todo Refactor this to be based on "views" rather than "eyes".
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godot_webxr_commit_for_eye(1);
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if (godot_webxr_get_view_count() > 1) {
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godot_webxr_commit_for_eye(2);
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GLES3::TextureStorage *texture_storage = dynamic_cast<GLES3::TextureStorage *>(RSG::texture_storage);
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if (!texture_storage) {
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return blit_to_screen;
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}
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GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
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// @todo Support multiple eyes!
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godot_webxr_commit_for_eye(1, rt->fbo);
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return blit_to_screen;
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};
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void WebXRInterfaceJS::process() {
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if (initialized) {
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godot_webxr_sample_controller_data();
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// Get the "head" position.
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float *js_matrix = godot_webxr_get_transform_for_eye(0);
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if (js_matrix != nullptr) {
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head_transform = _js_matrix_to_transform(js_matrix);
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free(js_matrix);
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}
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if (head_tracker.is_valid()) {
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// TODO set default pose to our head location (i.e. get_camera_transform without world scale and reference frame applied)
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// head_tracker->set_pose("default", head_transform, Vector3(), Vector3());
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head_tracker->set_pose("default", head_transform, Vector3(), Vector3());
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}
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godot_webxr_sample_controller_data();
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int controller_count = godot_webxr_get_controller_count();
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if (controller_count == 0) {
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return;
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}
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for (int i = 0; i < controller_count; i++) {
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_update_tracker(i);
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}
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@ -45,6 +45,7 @@ class WebXRInterfaceJS : public WebXRInterface {
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private:
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bool initialized;
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Ref<XRPositionalTracker> head_tracker;
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Transform3D head_transform;
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String session_mode;
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String required_features;
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