godot/modules/openxr/openxr_util.cpp

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/*  openxr_util.cpp                                                       */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "openxr_util.h"

#include <openxr/openxr_reflection.h>

#include <math.h>

#define XR_ENUM_CASE_STR(name, val)
#define XR_ENUM_SWITCH(enumType, var)

String OpenXRUtil::get_view_configuration_name(XrViewConfigurationType p_view_configuration){}

String OpenXRUtil::get_reference_space_name(XrReferenceSpaceType p_reference_space){}

String OpenXRUtil::get_structure_type_name(XrStructureType p_structure_type){}

String OpenXRUtil::get_session_state_name(XrSessionState p_session_state){}

String OpenXRUtil::get_action_type_name(XrActionType p_action_type){}

String OpenXRUtil::get_environment_blend_mode_name(XrEnvironmentBlendMode p_blend_mode) {}

String OpenXRUtil::make_xr_version_string(XrVersion p_version) {}

// Copied from OpenXR xr_linear.h private header, so we can still link against
// system-provided packages without relying on our `thirdparty` code.

// Copyright (c) 2017 The Khronos Group Inc.
// Copyright (c) 2016 Oculus VR, LLC.
//
// SPDX-License-Identifier: Apache-2.0

// Creates a projection matrix based on the specified dimensions.
// The projection matrix transforms -Z=forward, +Y=up, +X=right to the appropriate clip space for the graphics API.
// The far plane is placed at infinity if farZ <= nearZ.
// An infinite projection matrix is preferred for rasterization because, except for
// things *right* up against the near plane, it always provides better precision:
//              "Tightening the Precision of Perspective Rendering"
//              Paul Upchurch, Mathieu Desbrun
//              Journal of Graphics Tools, Volume 16, Issue 1, 2012
void OpenXRUtil::XrMatrix4x4f_CreateProjection(XrMatrix4x4f *result, GraphicsAPI graphicsApi, const float tanAngleLeft,
		const float tanAngleRight, const float tanAngleUp, float const tanAngleDown,
		const float nearZ, const float farZ) {}

// Creates a projection matrix based on the specified FOV.
void OpenXRUtil::XrMatrix4x4f_CreateProjectionFov(XrMatrix4x4f *result, GraphicsAPI graphicsApi, const XrFovf fov,
		const float nearZ, const float farZ) {}