godot/servers/xr/xr_interface_extension.cpp

/**************************************************************************/
/*  xr_interface_extension.cpp                                            */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "xr_interface_extension.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_globals.h"

void XRInterfaceExtension::_bind_methods() {}

StringName XRInterfaceExtension::get_name() const {}

uint32_t XRInterfaceExtension::get_capabilities() const {}

bool XRInterfaceExtension::is_initialized() const {}

bool XRInterfaceExtension::initialize() {}

void XRInterfaceExtension::uninitialize() {}

Dictionary XRInterfaceExtension::get_system_info() {}

PackedStringArray XRInterfaceExtension::get_suggested_tracker_names() const {}

PackedStringArray XRInterfaceExtension::get_suggested_pose_names(const StringName &p_tracker_name) const {}

XRInterface::TrackingStatus XRInterfaceExtension::get_tracking_status() const {}

void XRInterfaceExtension::trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec) {}

bool XRInterfaceExtension::supports_play_area_mode(XRInterface::PlayAreaMode p_mode) {}

XRInterface::PlayAreaMode XRInterfaceExtension::get_play_area_mode() const {}

bool XRInterfaceExtension::set_play_area_mode(XRInterface::PlayAreaMode p_mode) {}

PackedVector3Array XRInterfaceExtension::get_play_area() const {}

/** these will only be implemented on AR interfaces, so we want dummies for VR **/
bool XRInterfaceExtension::get_anchor_detection_is_enabled() const {}

void XRInterfaceExtension::set_anchor_detection_is_enabled(bool p_enable) {}

int XRInterfaceExtension::get_camera_feed_id() {}

Size2 XRInterfaceExtension::get_render_target_size() {}

uint32_t XRInterfaceExtension::get_view_count() {}

Transform3D XRInterfaceExtension::get_camera_transform() {}

Transform3D XRInterfaceExtension::get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) {}

Projection XRInterfaceExtension::get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) {}

RID XRInterfaceExtension::get_vrs_texture() {}

RID XRInterfaceExtension::get_color_texture() {}

RID XRInterfaceExtension::get_depth_texture() {}

RID XRInterfaceExtension::get_velocity_texture() {}

void XRInterfaceExtension::add_blit(RID p_render_target, Rect2 p_src_rect, Rect2i p_dst_rect, bool p_use_layer, uint32_t p_layer, bool p_apply_lens_distortion, Vector2 p_eye_center, double p_k1, double p_k2, double p_upscale, double p_aspect_ratio) {}

void XRInterfaceExtension::process() {}

void XRInterfaceExtension::pre_render() {}

bool XRInterfaceExtension::pre_draw_viewport(RID p_render_target) {}

Vector<BlitToScreen> XRInterfaceExtension::post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) {}

void XRInterfaceExtension::end_frame() {}

RID XRInterfaceExtension::get_render_target_texture(RID p_render_target) {}

/*
RID XRInterfaceExtension::get_render_target_depth(RID p_render_target) {
	// TODO implement this, the problem is that our depth texture isn't part of our render target as it is used for 3D rendering only
	// but we don't have access to our render buffers from here....
}
*/