Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

OpenXR: Support composition layers based on Android surfaces #96185

Merged
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
15 changes: 15 additions & 0 deletions modules/openxr/doc_classes/OpenXRCompositionLayer.xml
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,13 @@
<tutorials>
</tutorials>
<methods>
<method name="get_android_surface">
<return type="JavaObject" />
<description>
Returns a [JavaObject] representing an [code]android.view.Surface[/code] if [member use_android_surface] is enabled and OpenXR has created the surface. Otherwise, this will return [code]null[/code].
[b]Note:[/b] The surface can only be created during an active OpenXR session. So, if [member use_android_surface] is enabled outside of an OpenXR session, it won't be created until a new session fully starts.
</description>
</method>
<method name="intersects_ray" qualifiers="const">
<return type="Vector2" />
<param index="0" name="origin" type="Vector3" />
Expand All @@ -32,6 +39,9 @@
Enables the blending the layer using its alpha channel.
Can be combined with [member Viewport.transparent_bg] to give the layer a transparent background.
</member>
<member name="android_surface_size" type="Vector2i" setter="set_android_surface_size" getter="get_android_surface_size" default="Vector2i(1024, 1024)">
The size of the Android surface to create if [member use_android_surface] is enabled.
</member>
<member name="enable_hole_punch" type="bool" setter="set_enable_hole_punch" getter="get_enable_hole_punch" default="false">
Enables a technique called "hole punching", which allows putting the composition layer behind the main projection layer (i.e. setting [member sort_order] to a negative value) while "punching a hole" through everything rendered by Godot so that the layer is still visible.
This can be used to create the illusion that the composition layer exists in the same 3D space as everything rendered by Godot, allowing objects to appear to pass both behind or in front of the composition layer.
Expand All @@ -43,5 +53,10 @@
The sort order for this composition layer. Higher numbers will be shown in front of lower numbers.
[b]Note:[/b] This will have no effect if a fallback mesh is being used.
</member>
<member name="use_android_surface" type="bool" setter="set_use_android_surface" getter="get_use_android_surface" default="false">
If enabled, an Android surface will be created (with the dimensions from [member android_surface_size]) which will provide the 2D content for the composition layer, rather than using [member layer_viewport].
See [method get_android_surface] for information about how to get the surface so that your application can draw to it.
[b]Note:[/b] This will only work in Android builds.
</member>
</members>
</class>
Loading
Loading