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OpenXR: Add documentation page about the new composition layers #9373

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1 change: 1 addition & 0 deletions tutorials/xr/index.rst
Original file line number Diff line number Diff line change
Expand Up @@ -30,4 +30,5 @@ Advanced topics
openxr_settings
xr_action_map
xr_room_scale
openxr_composition_layers
openxr_hand_tracking
296 changes: 296 additions & 0 deletions tutorials/xr/openxr_composition_layers.rst
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.. _doc_openxr_composition_layers:

OpenXR composition layers
=========================

Introduction
------------

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.

Sometimes however creating a more traditional 2D interface is unavoidable.
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.

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.

.. 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.

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.

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.

.. 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.

.. 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.

There are currently 3 nodes that expose this functionality:

- :ref:`OpenXRCompositionLayerCylinder <class_OpenXRCompositionLayerCylinder>` shows the contents of the SubViewport on the inside of a cylinder (or "slice" of a cylinder).
- :ref:`OpenXRCompositionLayerEquirect <class_OpenXRCompositionLayerEquirect>` shows the contents of the SubViewport on the interior of a sphere (or "slice" of a sphere).
- :ref:`OpenXRCompositionLayerQuad <class_OpenXRCompositionLayerQuad>` shows the contents of the SubViewport on a flat rectangle.

Setting up the SubViewport
--------------------------

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.

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.

.. image:: img/openxr_composition_layer_subviewport.webp

.. 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.

Adding a composition layer
--------------------------

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.

We want to position the composition layer so it is at eye height and roughly 1 to 1.5 meters
away from the player.

We now assign the SubViewport to the ``Layer Viewport`` property and enable Alpha Blend.

.. image:: img/openxr_composition_layer_quad.webp

.. 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.

Making the interface work
-------------------------

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.

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.

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.

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.

.. 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.

.. 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:

.. 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:

.. 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.

.. 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.

.. 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.

.. code:: gdscript

...

if not 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.

.. code:: gdscript

...

elif is_pressed and not 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.

.. code:: gdscript

...

was_pressed = is_pressed
was_intersect = intersect

...

Finally, if we aren't intersecting, we simply clear our state.

.. code:: gdscript

...

else:
was_pressed = false
was_intersect = NO_INTERSECTION


Hole punching
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It may be worth giving a use-case to illustrate how this is being used in actual project (e.g: adding a virtual window to the environment with passthrough in the 'background'.

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I said I was on board with this use case last night at the XR meeting but I need to run that back: hole punched composition layers aren't the correct method for a "window into a virtual world". Since a subviewport can't be rendered in stereo to make it look actually 3D. If you wanted to achieve that effect you'd be better off having the "virtual world" be the main scene, and then have everything that isn't the window be covered up by (hole punched) geometry passthrough.

The main point of hole punching in composition layers is to just let things be displayed in front of the composition layer, like hand models, etc. Adding that use case would make sense.

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@devloglogan actually for those type of use cases you're better off rendering geometry directly with the shadow to opacity option and skip composition layers all together.

Hole punching in relation to composition layers is purely meant to allow the composition layer to be rendered behind the main content so that you can have virtual foreground objects occlusion part of the content of the composition layer.

Right now composition layers are always visible on top even if they clip through geometry.

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@BastiaanOlij I totally agree, and was attempting to say as much in my previous comment. :) Would not use composition layers when going for that use case.

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Ah we're on the same page then :)

-------------

As the composition layer is composited on top of the render result,
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This is dependent upon the sort order, so it may be worth clarifying that.

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It does say that later on:

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.

it can be rendered in front of objects that are actually forward of the viewport.
Comment on lines +280 to +281
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Is it worth specifically saying something about "virtual hands appearing behind the composition layer"? I feel like that's the first thing developers are going to notice about composition layers in VR.

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Well, we do have the screenshot logan provided, it kind of shows that use case.


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.

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.

.. figure:: img/openxr_composition_layer_hole_punch.webp
:align: center

Use case showing how the users hand is incorrectly obscured
by a composition layer when hole punching is not used.