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Renaming all ARVR nodes to XR
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23d786d6fb
commit
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55 changed files with 811 additions and 814 deletions
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@ -1883,7 +1883,7 @@ void RenderingServerScene::render_camera(RID p_render_buffers, RID p_camera, RID
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#endif
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}
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void RenderingServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
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void RenderingServerScene::render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
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// render for AR/VR interface
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Camera *camera = camera_owner.getornull(p_camera);
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@ -1895,16 +1895,14 @@ void RenderingServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface
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// We also ignore our camera position, it will have been positioned with a slightly old tracking position.
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// Instead we take our origin point and have our ar/vr interface add fresh tracking data! Whoohoo!
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Transform world_origin = ARVRServer::get_singleton()->get_world_origin();
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Transform world_origin = XRServer::get_singleton()->get_world_origin();
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Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
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// For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
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if (p_eye == ARVRInterface::EYE_LEFT) {
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///@TODO possibly move responsibility for this into our ARVRServer or ARVRInterface?
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if (p_eye == XRInterface::EYE_LEFT) {
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// Center our transform, we assume basis is equal.
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Transform mono_transform = cam_transform;
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Transform right_transform = p_interface->get_transform_for_eye(ARVRInterface::EYE_RIGHT, world_origin);
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Transform right_transform = p_interface->get_transform_for_eye(XRInterface::EYE_RIGHT, world_origin);
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mono_transform.origin += right_transform.origin;
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mono_transform.origin *= 0.5;
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@ -1958,7 +1956,7 @@ void RenderingServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface
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// now prepare our scene with our adjusted transform projection matrix
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_prepare_scene(mono_transform, combined_matrix, false, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
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} else if (p_eye == ARVRInterface::EYE_MONO) {
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} else if (p_eye == XRInterface::EYE_MONO) {
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// For mono render, prepare as per usual
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_prepare_scene(cam_transform, camera_matrix, false, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
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}
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