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
+9 -10
View File
@@ -350,14 +350,13 @@ void xr_frame_end(void) {
if (g_session == XR_NULL_HANDLE)
return;
// Draw the laser-pointer reticle into the still-bound game swapchain
// framebuffer before releasing it, so it composites on top of whatever
// this frame's game content already drew there. Syncing actions
// happens even when there's nothing to draw (no acquired image this
// frame), so edge detection (trigger/menu-button clicks) doesn't miss a
// frame. Only ever draws while neither overlay is visible (see
// xr_input.c) - the menu/keyboard render into their own independent
// swapchain images below.
// Syncs actions and hit-tests/dispatches each hand's ray against
// keyboard/menu/game quad (see xr_input.c) before the game swapchain
// image is released below - this always runs, even when there's
// nothing to draw (no acquired image this frame), so edge detection
// (trigger/menu-button clicks) doesn't miss a frame. Any resulting
// laser-beam quads are submitted as their own composition layers
// further down, not drawn into the game swapchain itself.
if (xr_is_session_running())
xr_input_sync_and_draw(g_local_space, g_predicted_display_time,
g_have_acquired_game_image);
@@ -374,8 +373,8 @@ void xr_frame_end(void) {
// xr_overlay_render_and_build_layer()) any time before xrEndFrame,
// unlike the game quad there's no per-frame engine rendering to wrap
// around here, just each overlay's own blit - and, per hand, a
// laser-beam quad while that hand's ray is aimed at one of those two
// overlays (see xr_input_get_beam_layer()).
// laser-beam quad while that hand's ray is aimed at the keyboard,
// menu, or the game quad itself (see xr_input_get_beam_layer()).
XrCompositionLayerQuad gameQuad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
gameQuad.space = g_local_space;
gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;