110 lines
3.4 KiB
GDScript
110 lines
3.4 KiB
GDScript
extends Node
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signal focus_lost
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signal focus_gained
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signal pose_recentered
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@export var maximum_refresh_rate: int = 90
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@onready var viewport: Viewport = get_viewport()
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@onready var environment: Environment = %WorldEnvironment.environment
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@onready var openxr_handler: Node = %OpenXR
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var openxr_interface: XRInterface
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var xr_is_focussed: bool = false
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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openxr_interface = XRServer.find_interface("OpenXR")
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if openxr_interface and openxr_interface.is_initialized():
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initialize_openxr()
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func initialize_openxr() -> void:
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# Enable XR on our viewport
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get_viewport().use_xr = true
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# Make sure v-sync is off, v-sync is handled by OpenXR
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
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# Enable V"res://main.tscn"RS
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if RenderingServer.get_rendering_device():
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viewport.vrs_mode = Viewport.VRS_XR
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elif int(ProjectSettings.get_setting("xr/openxr/foveation_level")) == 0:
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push_warning("OpenXR: Recommend setting Foveation level to High in Project Settings")
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# Enable Passthrough
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environment.background_mode = Environment.BG_COLOR
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environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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environment.ambient_light_color = Color(0.5, 0.5, 0.5)
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# Connect the OpenXR events
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openxr_interface.session_begun.connect(_on_openxr_session_begun)
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openxr_interface.session_visible.connect(_on_openxr_visible_state)
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openxr_interface.session_focussed.connect(_on_openxr_focussed_state)
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openxr_interface.session_stopping.connect(_on_openxr_stopping)
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openxr_interface.pose_recentered.connect(_on_openxr_pose_recentered)
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func _on_openxr_session_begun() -> void:
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# Get the reported refresh rate
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var current_refresh_rate: float = openxr_interface.get_display_refresh_rate()
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#if current_refresh_rate > 0:
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# print("OpenXR: Refresh rate reported as ", str(current_refresh_rate))
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#else:
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# print("OpenXR: No refresh rate given by XR runtime")
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# See if we have a better refresh rate available
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var new_rate: float = current_refresh_rate
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var available_rates: Array = openxr_interface.get_available_display_refresh_rates()
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if available_rates.size() == 0:
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print("OpenXR: Target does not support refresh rate extension")
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elif available_rates.size() == 1:
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# Only one available, so use it
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new_rate = available_rates[0]
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else:
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for rate: float in available_rates:
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if rate > new_rate and rate <= maximum_refresh_rate:
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new_rate = rate
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# Did we find a better rate?
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if current_refresh_rate != new_rate:
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print("OpenXR: Setting refresh rate to ", str(new_rate))
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openxr_interface.set_display_refresh_rate(new_rate)
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current_refresh_rate = new_rate
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# Match the physics rate
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Engine.physics_ticks_per_second = int(current_refresh_rate)
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func _on_openxr_visible_state() -> void:
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# We always pass this state at startup,
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# but the second time we get this it means our player took the headset off
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if xr_is_focussed:
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xr_is_focussed = false
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# Pause our game
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get_tree().paused = true
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focus_lost.emit()
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func _on_openxr_focussed_state() -> void:
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xr_is_focussed = true
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# unpause our game
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get_tree().paused = false
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focus_gained.emit()
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func _on_openxr_stopping() -> void:
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# on_openxr_stopping.emit()
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# Our session is being stopped.
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print("OpenXR: Stopping session")
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func _on_openxr_pose_recentered() -> void:
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# User recentered view, we have to react to this by recentering the view
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# This is game implementation dependent
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pose_recentered.emit()
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