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113 lines
3.4 KiB
GDScript
113 lines
3.4 KiB
GDScript
extends Node3D
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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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var xr_interface : OpenXRInterface
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var xr_is_focused := false
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func _ready() -> void:
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xr_interface = XRServer.find_interface("OpenXR")
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if xr_interface and xr_interface.is_initialized():
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print("OpenXR instantiated successfully.")
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var vp : Viewport = get_viewport()
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# Enable XR on our viewport.
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vp.use_xr = true
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# Make sure V-Sync is off, as V-Sync is handled by OpenXR.
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
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# Enable variable rate shading.
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if RenderingServer.get_rendering_device():
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vp.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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# Connect the OpenXR events.
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xr_interface.session_begun.connect(_on_openxr_session_begun)
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xr_interface.session_visible.connect(_on_openxr_visible_state)
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xr_interface.session_focussed.connect(_on_openxr_focused_state)
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xr_interface.session_stopping.connect(_on_openxr_stopping)
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xr_interface.pose_recentered.connect(_on_openxr_pose_recentered)
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else:
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# We couldn't start OpenXR.
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print("OpenXR not instantiated!")
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get_tree().quit()
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# Handle OpenXR session ready.
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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 := xr_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 := current_refresh_rate
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var available_rates: Array = xr_interface.get_available_display_refresh_rates()
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if available_rates.is_empty():
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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 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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xr_interface.set_display_refresh_rate(new_rate)
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current_refresh_rate = new_rate
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# Now match our physics rate. This is currently needed to avoid jittering,
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# due to physics interpolation not being used.
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Engine.physics_ticks_per_second = roundi(current_refresh_rate)
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# Handle OpenXR visible state.
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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 off their headset.
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if xr_is_focused:
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print("OpenXR lost focus")
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xr_is_focused = false
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# Pause our game.
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process_mode = Node.PROCESS_MODE_DISABLED
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focus_lost.emit()
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# Handle OpenXR focused state
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func _on_openxr_focused_state() -> void:
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print("OpenXR gained focus")
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xr_is_focused = true
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# Unpause our game.
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process_mode = Node.PROCESS_MODE_INHERIT
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focus_gained.emit()
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# Handle OpenXR stopping state.
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func _on_openxr_stopping() -> void:
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# Our session is being stopped.
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print("OpenXR is stopping")
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# Handle OpenXR pose recentered signal.
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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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