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OpenXR: Add documentation page about the new composition layers
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.. _doc_openxr_composition_layers: | ||
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OpenXR composition layers | ||
========================= | ||
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Introduction | ||
------------ | ||
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In XR games you generally want to create user interactions that happen in 3D space | ||
and involve users touching objects as if they are touching them in real life. | ||
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Sometimes however it is unavoidable to create a more traditional 2D interface. | ||
In XR however you can't just add 2D components to your scene. | ||
Godot needs depth information to properly position these elements so they appear at | ||
a comfortable place for the user. | ||
Even with depth information there are headsets with slanted displays that make it impossible | ||
for the standard 2D pipeline to correctly render the 2D elements. | ||
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The solution then is to render the UI to a :ref:`SubViewport <class_subviewport>` | ||
and display the result of this using a :ref:`ViewportTexture <class_viewporttexture>` on a 3D mesh. | ||
The :ref:`QuadMesh <class_quadmesh>` is a suitable option for this. | ||
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.. note:: | ||
See the `GUI in 3D <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/gui_in_3d>`_ | ||
example project for an example of this approach. | ||
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The problem with displaying the viewport in this way is that the rendered result | ||
is sampled for lens distortion by the XR runtime and the resulting quality loss | ||
can make UI text hard to read. | ||
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OpenXR offers a solution to this problem through composition layers. | ||
With composition layers it is possible for the contents of a viewport to be projected | ||
on a surface after lens distortion resulting in a much higher quality end result. | ||
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.. note:: | ||
As not all XR runtimes support all composition layer types, | ||
Godot implements a fallback solution where we render the viewport | ||
as part of the normal scene but with the aforementioned quality | ||
limitations. | ||
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.. warning:: | ||
When the composition layer is supported, | ||
it is the XR runtime that presents the subviewport. | ||
This means the UI is only visible in the headset, | ||
it will not be accessible by Godot and will thus | ||
not be shown when you have a spectator view on the desktop. | ||
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There are currently 3 nodes that expose this functionality: | ||
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- :ref:`OpenXRCompositionLayerCylinder <class_OpenXRCompositionLayerCylinder>` shows the contents of the SubViewport on the inside of a cylinder. | ||
- :ref:`OpenXRCompositionLayerEquirect <class_OpenXRCompositionLayerEquirect>` shows the contents of the SubViewport on a warped rectangle. | ||
- :ref:`OpenXRCompositionLayerQuad <class_OpenXRCompositionLayerQuad>` shows the contents of the SubViewport on a flat rectangle. | ||
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Setting up the SubViewport | ||
-------------------------- | ||
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The first step is adding a SubViewport for our 2D UI, | ||
this doesn't require any specific steps. | ||
For our example we do mark the viewport as transparent. | ||
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You can now create the 2D UI by adding child nodes to the SubViewport as you normally would. | ||
It is advisable to save the 2D UI in a subscene, this makes it easier to do your layout. | ||
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.. image:: img/openxr_composition_layer_subviewport.webp | ||
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.. warning:: | ||
The update mode "When Visible" will not work as Godot can't determine whether | ||
the viewport is visible to the user. | ||
When assigning our viewport to a composition layer Godot will automatically adjust this. | ||
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Adding a composition layer | ||
-------------------------- | ||
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The second step is adding our composition layer. | ||
We simply add the correct composition layer node as a child node of | ||
our :ref:`XROrigin3D <class_xrorigin3d>` node. | ||
This is very important as the XR runtime positions everything in relation to our origin. | ||
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We want to position the composition layer so it is at eye height and roughly 1 to 1.5 meters | ||
away from the player. | ||
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We now assign the SubViewport to the ``Layer Viewport`` property and enable Alpha Blend. | ||
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.. image:: img/openxr_composition_layer_quad.webp | ||
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.. note:: | ||
As the player can walk away from the origin point, | ||
you will want to reposition the composition layer when the player recenters the view. | ||
Using the reference space ``Local Floor`` will apply this logic automatically. | ||
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Making the interface work | ||
------------------------- | ||
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So far we're only displaying our UI, to make it work we need to add some code. | ||
For this example we're going to keep things simple and | ||
make one of the controllers work as a pointer. | ||
We'll then simulate mouse actions with this pointer. | ||
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This code also requires a ``MeshInstance3D`` node called ``Pointer`` to be added | ||
as a child to our ``OpenXRCompositionLayerQuad`` node. | ||
We configure a ``SphereMesh`` with a radius ``0.01`` meters. | ||
We'll be using this as a helper to visualize where the user is pointing. | ||
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The main function that drives this functionality is the ``intersects_ray`` | ||
function on our composition layer node. | ||
This function takes the global position and orientation of our pointer and returns | ||
the UV where our ray intersects our viewport. | ||
It returns ``Vector2(-1.0, -1.0)`` if we're not pointing at our viewport. | ||
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We start with setting up some variables, important here are the export variables | ||
which identify our controller node with which we point to our screen. | ||
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.. code:: gdscript | ||
extends OpenXRCompositionLayerQuad | ||
const NO_INTERSECTION = Vector2(-1.0, -1.0) | ||
@export var controller : XRController3D | ||
@export var button_action : String = "trigger_click" | ||
var was_pressed : bool = false | ||
var was_intersect : Vector2 = NO_INTERSECTION | ||
... | ||
Next we define a helper function that takes the value returned from ``intersects_ray`` | ||
and gives us the global position for that intersection point. | ||
This implementation only works for our ``OpenXRCompositionLayerQuad`` node. | ||
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.. code:: gdscript | ||
... | ||
func _intersect_to_global_pos(intersect : Vector2) -> Vector3: | ||
if intersect != NO_INTERSECTION: | ||
var local_pos : Vector2 = (intersect - Vector2(0.5, 0.5)) * quad_size | ||
return global_transform * Vector3(local_pos.x, -local_pos.y, 0.0) | ||
else: | ||
return Vector3() | ||
... | ||
We also define a helper function that takes our ``intersect`` value and | ||
returns our location in the viewports local coordinate system: | ||
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.. code:: gdscript | ||
... | ||
func _intersect_to_viewport_pos(intersect : Vector2) -> Vector2i: | ||
if layer_viewport and intersect != NO_INTERSECTION: | ||
var pos : Vector2 = intersect * Vector2(layer_viewport.size) | ||
return Vector2i(pos) | ||
else: | ||
return Vector2i(-1, -1) | ||
... | ||
The main logic happens in our ``_process`` function. | ||
Here we start by hiding our pointer, | ||
we then check if we have a valid controller and viewport, | ||
and we call ``intersects_ray`` with the position and orientation of our controller: | ||
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.. code:: gdscript | ||
... | ||
# Called every frame. 'delta' is the elapsed time since the previous frame. | ||
func _process(_delta): | ||
# Hide our pointer, we'll make it visible if we're interacting with the viewport. | ||
$Pointer.visible = false | ||
if controller and layer_viewport: | ||
var controller_t : Transform3D = controller.global_transform | ||
var intersect : Vector2 = intersects_ray(controller_t.origin, -controller_t.basis.z) | ||
... | ||
Next we check if we're intersecting with our viewport. | ||
If so we check if our button is pressed and place our pointer at our intersection point. | ||
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.. code:: gdscript | ||
... | ||
if intersect != NO_INTERSECTION: | ||
var is_pressed : bool = controller.is_button_pressed(button_action) | ||
# Place our pointer where we're pointing | ||
var pos : Vector3 = _intersect_to_global_pos(intersect) | ||
$Pointer.visible = true | ||
$Pointer.global_position = pos | ||
... | ||
If we were intersecting in our previous process call and our pointer has moved, | ||
we prepare a :ref:`InputEventMouseMotion <class_InputEventMouseMotion>` object | ||
to simulate our mouse moving and send that to our viewport for further processing. | ||
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.. code:: gdscript | ||
... | ||
if was_intersect != NO_INTERSECTION and intersect != was_intersect: | ||
# Pointer moved | ||
var event : InputEventMouseMotion = InputEventMouseMotion.new() | ||
var from : Vector2 = _intersect_to_viewport_pos(was_intersect) | ||
var to : Vector2 = _intersect_to_viewport_pos(intersect) | ||
if was_pressed: | ||
event.button_mask = MOUSE_BUTTON_MASK_LEFT | ||
event.relative = to - from | ||
event.position = to | ||
layer_viewport.push_input(event) | ||
... | ||
If we've just released our button we also prepare | ||
a :ref:`InputEventMouseButton <class_InputEventMouseButton>` object | ||
to simulate a button release and send that to our viewport for further processing. | ||
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.. code:: gdscript | ||
... | ||
if !is_pressed and was_pressed: | ||
# Button was let go? | ||
var event : InputEventMouseButton = InputEventMouseButton.new() | ||
event.button_index = 1 | ||
event.pressed = false | ||
event.position = _intersect_to_viewport_pos(intersect) | ||
layer_viewport.push_input(event) | ||
... | ||
Or if we've just pressed our button we prepare | ||
a :ref:`InputEventMouseButton <class_InputEventMouseButton>` object | ||
to simulate a button press and send that to our viewport for further processing. | ||
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.. code:: gdscript | ||
... | ||
elif is_pressed and !was_pressed: | ||
# Button was pressed? | ||
var event : InputEventMouseButton = InputEventMouseButton.new() | ||
event.button_index = 1 | ||
event.button_mask = MOUSE_BUTTON_MASK_LEFT | ||
event.pressed = true | ||
event.position = _intersect_to_viewport_pos(intersect) | ||
layer_viewport.push_input(event) | ||
... | ||
Next we remember our state for next frame. | ||
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.. code:: gdscript | ||
... | ||
was_pressed = is_pressed | ||
was_intersect = intersect | ||
... | ||
Finally, if we aren't intersecting, we simply clear our state. | ||
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.. code:: gdscript | ||
... | ||
else: | ||
was_pressed = false | ||
was_intersect = NO_INTERSECTION | ||
Hole punching | ||
------------- | ||
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This is a feature that is specifically targeted at AR use cases as it requires our | ||
main viewport to be configured with a transparent background. | ||
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As the composition layer is composited on top of the render result, | ||
it can be rendered in front of objects that are actually forward of the viewport. | ||
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By enabling hole punch you instruct Godot to render a transparent object | ||
where our viewport is displayed. | ||
It does this in a way that fills the depth buffer and clears the current rendering result. | ||
Anything behind our viewport will now be cleared, | ||
while anything in front of our viewport will be rendered as usual. | ||
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You also need to set ``Sort Order`` to a negative value, | ||
the XR compositor will now draw the viewport first, and then overlay our rendering result. |