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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 can 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 clear our state.
- .. code:: gdscript
- ...
- else:
- was_pressed = false
- was_intersect = NO_INTERSECTION
- Hole punching
- -------------
- 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.
- 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.
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