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+.. _doc_openxr_passthrough:
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+
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+The OpenXR passthrough
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+======================
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+
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+Passthrough is a technique where camera images are used to present the environment of the user as the background.
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+This turns a VR headset into an AR headset, often referred to as Mixed Reality or MR.
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+
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+.. note::
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+
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+ As passthrough is relatively new there isn't a singular way this is implemented across platforms.
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+ There may be additions in the future so this is a work in progress.
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+
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+Passthrough extension
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+---------------------
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+
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+OpenXR has a vendor extension for passthrough submitted by Meta.
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+Currently this extension is only supported on Quest but may be adopted by other headsets in the future.
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+
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+:ref:`XRInterface <class_xrinterface>` has entry points for passthrough so different interfaces can implement this feature.
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+For :ref:`OpenXRInterface <class_openxrinterface>` the meta passthrough extension is implemented here.
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+
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+In code you can call ``is_passthrough_supported`` to check if this extension is available.
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+If so you can simply enable passthrough by calling ``start_passthrough``.
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+You can call ``stop_passthrough`` to disable passthrough.
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+
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+This will automatically set the main viewports ``transparent_bg`` property to true.
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+It will also result in the camera image being displayed as the background.
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+This will result in the background settings in the environment being ignored and alpha being applied.
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+
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+.. note::
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+
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+ For privacy reasons **no access** is given to the camera image.
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+
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+.. warning::
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+
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+ After passthrough is enabled it is possible to change settings that will break passthrough.
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+ Be sure not to change the ``transparent_bg`` setting or the environment blend mode.
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+ This will result in the camera image no longer being visible but you still incur the overhead.
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+
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+ Always use ``stop_passthrough`` if you wish to turn off passthrough.
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+
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+Finally, for using passthrough on the Quest you must set the following export property:
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+
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+.. image:: img/xr_export_passthrough.webp
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+
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+Passthrough through AR
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+----------------------
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+
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+Some of the headsets recently adding OpenXR support have taken a different approach.
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+They simply mimic being an AR device. The Lynx R1 is such a device but others may be doing the same.
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+
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+The following thus applies to both passthrough devices that mimic AR, and actual AR devices.
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+
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+If ``is_passthrough_supported`` returns false the next step is to call ``get_supported_environment_blend_modes``.
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+This will return a list of supported blend modes for submitting the main render image to OpenXR.
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+
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+We need to check if ``XR_ENV_BLEND_MODE_ALPHA_BLEND`` is present in this list.
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+If so we can tell OpenXR to expect an image that can be alpha blended with a background.
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+To do this, we simply call ``set_environment_blend_mode(XR_ENV_BLEND_MODE_ALPHA_BLEND)``.
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+
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+We must also set ``transparent_bg`` to true to ensure we submit the right image.
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+
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+Putting it together
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+-------------------
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+
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+Putting the above together we can use the following code as a base:
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+
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+.. code-block:: gdscript
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+
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+ func enable_passthrough() -> bool:
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+ var xr_interface : XRInterface = XRServer.primary_interface
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+ if xr_interface and xr_interface.is_passthrough_supported():
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+ return xr_interface.start_passthrough()
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+ else:
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+ var modes = xr_interface.get_supported_environment_blend_modes()
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+ if XR_ENV_BLEND_MODE_ALPHA_BLEND in modes:
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+ xr_interface.set_environment_blend_mode(XR_ENV_BLEND_MODE_ALPHA_BLEND)
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+ return true
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+ else:
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+ return false
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+
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+
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