Give the game quad the same laser-beam pointer as the overlays

Aiming looked and behaved differently depending on whether the
keyboard/menu was open: xr_input_try_overlay() claimed a hand's ray for
its overlay whenever the overlay was merely visible, regardless of
whether the ray was actually pointed at it - so with the keyboard open,
aiming at the main game screen still showed a beam terminating at the
keyboard's fixed depth, while closing the keyboard swapped in the old
flat cross-shaped reticle at whatever the ray was really pointing at.

Only claim an overlay when the ray is actually relevant this frame - a
real hit, or a touch/drag begun on a previous frame still pending
release - so a visible-but-unaimed-at overlay now falls through to the
next-priority target. Give the game quad its own hit-test
(xr_input_try_game_quad()) and the same billboarded laser-beam
treatment as the overlays instead of the old flat reticle, so aiming
looks and behaves identically everywhere - overlay open or not. The
old reticle GL program/shaders are now fully dead and removed. No
click/touch dispatch is added to the game quad itself; that's future
work.
This commit is contained in:
ml
2026-08-14 07:59:09 +02:00
parent 920842a465
commit 824b4a2506
4 changed files with 117 additions and 159 deletions
+84 -129
View File
@@ -70,9 +70,6 @@ static int g_keyboard_drag_hand = -1;
static float g_keyboard_drag_offset_x = 0.0f;
static float g_keyboard_drag_offset_y = 0.0f;
static GLuint g_reticle_program = 0;
static GLint g_reticle_color_loc = -1;
// A "view" reference space, located once per frame (not per hand) to get
// an approximate head position for the laser-beam billboard math below -
// the only consumer of a head pose in this file. Both LOCAL (g_local_space,
@@ -82,9 +79,9 @@ static XrSpace g_view_space = XR_NULL_HANDLE;
// Per-hand laser-beam state: a thin, billboarded quad spanning from the
// controller to wherever that hand's ray currently crosses the plane of
// whichever overlay (keyboard/menu) claimed it this frame - see
// xr_input_build_beam()/xr_input_get_beam_layer(). Each hand gets its own
// tiny solid-color swapchain (no shared tint on XrCompositionLayerQuad,
// whichever target (keyboard, menu, or the game quad) claimed it this
// frame - see xr_input_build_beam()/xr_input_get_beam_layer(). Each hand
// gets its own tiny solid-color swapchain (no shared tint on XrCompositionLayerQuad,
// so two separately-colored textures is simplest). g_beam_quad_valid is
// reset to false at the top of every xr_input_sync_and_draw() call and
// only set back to true if that hand actually claims a beam this frame.
@@ -183,63 +180,6 @@ static void mat3_to_quat(const float x[3], const float y[3], const float z[3], X
}
}
static GLuint compile_shader(GLenum type, const char *src) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
GLint compiled = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
char log[512];
glGetShaderInfoLog(shader, sizeof(log), NULL, log);
LOGE("XR: reticle shader compile failed: %s", log);
}
return shader;
}
// A standalone flat-color shader, independent of the engine's own
// textureShaderProgram (OpenGL.cc is a separate, C++-only translation
// unit, and shader state isn't shared across programs anyway) - position
// is emitted directly in clip space, matching the same [-1,1] local quad
// coordinates android_draw_surface_as_quad() (see android/engine-patches/
// 11-android-openxr-present.patch) already uses for its own vertex
// positions, so no view/projection matrix is needed here either.
static const char *kVertexSrc = "attribute vec3 position;\n"
"void main() { gl_Position = vec4(position, 1.0); }\n";
static const char *kFragmentSrc = "precision mediump float;\n"
"uniform vec4 color;\n"
"void main() { gl_FragColor = color; }\n";
// Attribute 0 to match kVertexSrc's single "position" attribute - fine to
// reuse the same numeric index the engine's own immediate-mode drawing
// treats specially, since that's a per-program binding and this program is
// never current at the same time as gl4es's immediate-mode emulation runs;
// xr_input_sync_and_draw() disables the array again right after drawing,
// the same discipline android_draw_surface_as_quad() already established.
#define RETICLE_POSITION_LOC 0
static bool xr_input_init_reticle_program(void) {
GLuint vs = compile_shader(GL_VERTEX_SHADER, kVertexSrc);
GLuint fs = compile_shader(GL_FRAGMENT_SHADER, kFragmentSrc);
g_reticle_program = glCreateProgram();
glAttachShader(g_reticle_program, vs);
glAttachShader(g_reticle_program, fs);
glBindAttribLocation(g_reticle_program, RETICLE_POSITION_LOC, "position");
glLinkProgram(g_reticle_program);
GLint linked = GL_FALSE;
glGetProgramiv(g_reticle_program, GL_LINK_STATUS, &linked);
glDeleteShader(vs);
glDeleteShader(fs);
if (!linked) {
char log[512];
glGetProgramInfoLog(g_reticle_program, sizeof(log), NULL, log);
LOGE("XR: reticle program link failed: %s", log);
return false;
}
g_reticle_color_loc = glGetUniformLocation(g_reticle_program, "color");
return true;
}
bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_format) {
g_instance = instance;
g_session = session;
@@ -349,9 +289,6 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
}
}
if (!xr_input_init_reticle_program())
return false;
LOGI("XR: input action set ready (aim pose + trigger + menu-toggle)");
return true;
}
@@ -361,10 +298,13 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
// below. dragCapable enables the keyboard-only title-bar/drag-handle
// handling (see TITLE_BAR_V_FRACTION/CLOSE_BUTTON_U_FRACTION); the menu
// launcher has no title bar, so it's always false there and every hit is a
// plain click. Returns true if this overlay is visible - claiming the
// hand's ray processing for this frame, regardless of whether the ray
// actually hits it - so the caller should stop trying other targets (menu/
// keyboard/game quad are mutually exclusive per hand, per frame).
// plain click. Returns true only when this hand's ray is actually
// relevant to this overlay this frame - landing on it now, or continuing
// a touch/drag begun on a previous frame for this hand that hasn't been
// released yet - not merely because the overlay is visible. The caller
// should only stop trying other targets (menu/keyboard/game quad) when
// this returns true; a visible-but-unclaimed overlay falls through so a
// lower-priority target (ultimately the game quad) can still be aimed at.
static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
const XrSpaceLocation *location, float fx, float fy, float fz,
bool selectDownEdge, bool selectUpEdge, bool *touchActive,
@@ -375,6 +315,14 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
if (!xr_overlay_is_visible(overlay))
return false;
// Captured before this call's own down/up-edge handling below can
// mutate them, so a hand with a pending down-touch (waiting for its
// matching up) or an in-progress drag on *this* overlay still claims
// the ray this frame even if it has strayed off the panel's current
// bounds - see `claims` below.
bool hadTouch = *touchActive;
bool hadDrag = dragCapable && g_keyboard_dragging && g_keyboard_drag_hand == hand;
float quadCenterX, quadCenterY, distance, halfWidth, halfHeight;
xr_overlay_get_quad_extent(overlay, &quadCenterX, &quadCenterY, &distance, &halfWidth,
&halfHeight);
@@ -416,6 +364,12 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
*outCursorV = v;
}
// Only claim (and thus route/beam) this hand's ray to this overlay
// when it's actually relevant this frame: landing on it now, or
// continuing a touch/drag that started on it - never merely because
// it's visible.
bool claims = hit || hadTouch || hadDrag;
if (!dragCapable) {
if (selectDownEdge && hit) {
xr_overlay_touch(overlay, u, v, true);
@@ -424,7 +378,7 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
xr_overlay_touch(overlay, u, v, false);
*touchActive = false;
}
return true;
return claims;
}
bool onTitleBar = hit && v < TITLE_BAR_V_FRACTION;
@@ -457,7 +411,7 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
xr_overlay_set_position(overlay, worldX - g_keyboard_drag_offset_x,
worldY - g_keyboard_drag_offset_y);
}
return true;
return claims;
}
// Builds this hand's laser-beam quad - a thin, billboarded ribbon from the
@@ -568,6 +522,41 @@ static void xr_input_build_beam(int hand, const XrSpaceLocation *location, float
g_beam_quad_valid[hand] = true;
}
// Hit-tests this hand's ray against the game quad (xr_get_game_quad_extent())
// - the lowest-priority target, tried only once neither the keyboard nor
// menu overlay claimed the ray this frame. There's no touch/drag state
// for the game quad yet (see the file comment above) - this purely drives
// the laser-beam visual, symmetric with xr_input_try_overlay()'s `hit`
// term but without a touch/drag component. Returns plain `hit`.
static bool xr_input_try_game_quad(int hand, const XrSpaceLocation *location, float fx, float fy,
float fz, bool *outPlaneHit, float *outPlaneDistance) {
float distance, halfWidth, halfHeight;
xr_get_game_quad_extent(&distance, &halfWidth, &halfHeight);
bool planeHit = false, hit = false;
float u = 0.0f, v = 0.0f, t = 0.0f;
if (fabsf(fz) > 1e-5f) {
t = (-distance - location->pose.position.z) / fz;
if (t > 0.0f) {
planeHit = true;
float cx = (location->pose.position.x + t * fx) / halfWidth;
float cy = (location->pose.position.y + t * fy) / halfHeight;
hit = fabsf(cx) <= 1.0f && fabsf(cy) <= 1.0f;
u = (cx + 1.0f) * 0.5f;
v = (1.0f - cy) * 0.5f;
}
}
*outPlaneHit = planeHit;
*outPlaneDistance = t;
if (hit != g_game_prev_hit[hand]) {
LOGI("XR: %s aim ray %s game quad (u=%.2f v=%.2f)", kHandName[hand],
hit ? "entered" : "left", u, v);
g_game_prev_hit[hand] = hit;
}
return hit;
}
void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
if (g_action_set == XR_NULL_HANDLE)
return;
@@ -597,8 +586,10 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
g_beam_quad_valid[LEFT] = g_beam_quad_valid[RIGHT] = false;
// The billboard math needs an approximate head position - only bother
// locating it on frames where a beam could possibly be drawn at all.
bool needBeams = draw && (menuVisible || keyboardVisible);
// locating it on frames where a beam could possibly be drawn at all
// (i.e. any drawn frame - the game quad can claim a beam on its own
// even with both overlays closed).
bool needBeams = draw;
XrSpaceLocation headLoc = {XR_TYPE_SPACE_LOCATION};
bool haveHead = false;
if (needBeams) {
@@ -609,17 +600,6 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
(headLoc.locationFlags & neededHead) == neededHead;
}
// The GL reticle is drawn directly into whatever framebuffer is
// currently bound - the game quad's swapchain image (see xr_frame_end(),
// which calls this while that image is still bound). That only makes
// sense while aiming at the game quad; the menu/keyboard overlays' own
// cursors are drawn by their Java views instead (see
// xr_overlay_update_cursor() below), composited into their Bitmaps the
// same way their other content is.
bool drawReticle = draw && !menuVisible && !keyboardVisible;
if (drawReticle)
glUseProgram(g_reticle_program);
// Fed to xr_overlay_update_cursor() after the loop below - whichever
// hand's ray hits a given overlay last wins if both do, good enough
// for a single on-quad cursor per overlay (only ever updated when hit
@@ -686,12 +666,12 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
quat_rotate_vec(&location.pose.orientation, 0.0f, 0.0f, -1.0f, &fx, &fy, &fz);
// Keyboard first (it's the more likely target while it's up), then
// the menu launcher, then - only if neither is visible - the game
// quad's own reticle below. A single ray only ever interacts with
// one target per hand per frame. Whichever overlay claims the ray
// also gets a laser-beam quad built for it (if a head pose is
// available and the ray actually crosses that overlay's plane) -
// see xr_input_build_beam().
// the menu launcher, then - only once neither actually claims the
// ray this frame (not merely "isn't visible" - see
// xr_input_try_overlay()'s doc comment) - the game quad itself.
// Whichever target claims the ray gets a laser-beam quad built for
// it (if a head pose is available and the ray actually crosses
// that target's plane) - see xr_input_build_beam().
bool keyboardPlaneHit = false;
float keyboardPlaneDistance = 0.0f;
if (xr_input_try_overlay(keyboardOverlay, true, hand, &location, fx, fy, fz,
@@ -716,40 +696,19 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
continue;
}
float distance, halfWidth, halfHeight;
xr_get_game_quad_extent(&distance, &halfWidth, &halfHeight);
bool hit = false;
float u = 0.0f, v = 0.0f, cx = 0.0f, cy = 0.0f;
if (fabsf(fz) > 1e-5f) {
float t = (-distance - location.pose.position.z) / fz;
if (t > 0.0f) {
cx = (location.pose.position.x + t * fx) / halfWidth;
cy = (location.pose.position.y + t * fy) / halfHeight;
hit = fabsf(cx) <= 1.0f && fabsf(cy) <= 1.0f;
u = (cx + 1.0f) * 0.5f;
v = (1.0f - cy) * 0.5f;
}
}
if (hit != g_game_prev_hit[hand]) {
LOGI("XR: %s aim ray %s game quad (u=%.2f v=%.2f)", kHandName[hand],
hit ? "entered" : "left", u, v);
g_game_prev_hit[hand] = hit;
}
if (!hit || !drawReticle)
continue;
const float kSize = 0.03f;
const float verts[] = {
cx - kSize, cy, 0.0f, cx + kSize, cy, 0.0f, cx, cy - kSize, 0.0f, cx, cy + kSize, 0.0f,
};
glUniform4fv(g_reticle_color_loc, 1, kHandColor[hand]);
glEnableVertexAttribArray(RETICLE_POSITION_LOC);
glVertexAttribPointer(RETICLE_POSITION_LOC, 3, GL_FLOAT, GL_FALSE, 0, verts);
glDrawArrays(GL_LINES, 0, 4);
glDisableVertexAttribArray(RETICLE_POSITION_LOC);
// Lowest priority: the game quad itself - purely visual (beam
// only, same as the other two targets), no click/touch dispatch
// here yet (see the file comment above).
bool gamePlaneHit = false;
float gamePlaneDistance = 0.0f;
bool gameHit =
xr_input_try_game_quad(hand, &location, fx, fy, fz, &gamePlaneHit, &gamePlaneDistance);
// gameHit implies gamePlaneHit (both only ever set together above),
// kept as a separate out-param for symmetry with
// xr_input_try_overlay()'s outPlaneHit/outPlaneDistance pair.
if (haveHead && gameHit)
xr_input_build_beam(hand, &location, fx, fy, fz,
fminf(gamePlaneDistance, MAX_BEAM_LENGTH_METERS), &headLoc);
}
if (menuVisible)
@@ -783,10 +742,6 @@ void xr_input_shutdown(void) {
g_select_click_action = XR_NULL_HANDLE;
g_menu_toggle_action = XR_NULL_HANDLE;
if (g_reticle_program != 0)
glDeleteProgram(g_reticle_program);
g_reticle_program = 0;
g_instance = XR_NULL_HANDLE;
g_session = XR_NULL_HANDLE;
memset(g_prev_select, 0, sizeof(g_prev_select));