// Minimal OpenXR bring-up for questshock's immersive Quest build. Keeps the // game's own rendering untouched (see android/engine-patches/ // 11-android-openxr-present.patch) - this module only owns the OpenXR // instance/session/swapchains and the final "submit quad layers instead of // presenting to a window" step. No stereo rendering - the game composite is // shown as a single flat quad floating in front of the viewer. #ifndef QUESTSHOCK_XR_SESSION_H #define QUESTSHOCK_XR_SESSION_H #include #include "xr_overlay.h" #ifdef __cplusplus extern "C" { #endif // Call once, right after init_opengl() (OpenGL.cc) has created and made // current the GL context SDL/gl4es already use - creates the OpenXR // instance/session sharing that same EGL display/context, plus the game // quad's own swapchain, sized to the game's logical resolution // (game_width/height, i.e. grd_cap->w/h - see Shock.c's InitSDL()). Also // creates the menu launcher and keyboard overlay quads (see xr_overlay.h) - // two independent XrOverlay instances, each with their own swapchain, // visibility, and position, retrievable via xr_session_get_menu_overlay()/ // xr_session_get_keyboard_overlay() below. Returns false if OpenXR // bring-up failed (e.g. no runtime installed) - callers should fall back // to the existing window-present path in that case. bool xr_init(int game_width, int game_height); // The menu launcher (small "Keyboard" button panel, toggled by the // controller's menu button) and keyboard (the on-screen key grid, shown/ // hidden independently via MenuOverlay's "Keyboard" button and // KeyboardOverlay's own Close button) overlay quads - used by xr_input.c // for ray/quad hit-testing and touch/cursor dispatch, and by // questshock_native.c's JNI glue (nativeShowKeyboard()/ // nativeRequestClose()). NULL if xr_init() failed before creating them. XrOverlay *xr_session_get_menu_overlay(void); XrOverlay *xr_session_get_keyboard_overlay(void); // Pumps XR session-state events. Call once per frame, before // xr_frame_begin(). Must still be called even when xr_init() returned // false (no-op in that case). void xr_poll_events(void); // True once the session has reached a state where frames are expected // (XR_SESSION_STATE_SYNCHRONIZED or later) - i.e. it's safe/required to // start calling xr_frame_begin()/xr_frame_end() each frame. bool xr_is_session_running(void); // Begins the XR frame (xrWaitFrame/xrBeginFrame) and, if the runtime wants // this frame rendered, acquires the game quad's next swapchain image and // binds its framebuffer as the current render target - ready for the // caller to draw into exactly as it would have drawn to the default // framebuffer. Returns true if the caller should draw this frame; // xr_frame_end() must be called unconditionally afterward either way (a // begun XR frame must always be ended, rendered or not). bool xr_frame_begin(void); // Releases the game quad's swapchain image (if one was acquired this // frame), then does the same acquire/render/release cycle for the menu // launcher and keyboard overlay quads via xr_overlay_render_and_build_layer() // for whichever of them is currently visible, and submits whichever of the // three quads actually rendered this frame as composition layers // positioned in front of the play space's origin (see // xr_session_set_player_transform() above), then ends the XR frame. void xr_frame_end(void); void xr_shutdown(void); // Play-space geometry of the single game screen xr_frame_end() submits // (distance in front of the play space origin, half-width/half-height, // all in meters) - shared with xr_input.c's ray/quad hit-testing so the // laser pointer always matches whatever's actually visible. *radius_m/ // *central_angle_rad are 0 when flat, in which case *half_width_m is the // horizontal extent; otherwise the screen is a curved cylinder segment // and the caller uses *central_angle_rad instead of *half_width_m for the // horizontal bound (*half_height_m stays meaningful either way). Curving // is currently unused - qs_config.c has no config surface for it - but // kept working so it can be re-enabled later. void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half_height_m, float *radius_m, float *central_angle_rad); // Sets the game screen's current physical width (meters) and curve (wrap // angle in degrees, 0 = flat) - a plain state setter, no XR calls, same // category as xr_session_set_player_transform() above (safe to call // before xr_init() has even run). Read by both xr_frame_end() (to build/ // submit the actual layer) and, via xr_get_game_quad_extent() above, // xr_input.c's hit-testing. Driven by qs_config.c's // qs_screen_profile_notify_loop_mode(), which decides which of the // "Initial Screen"/"Game Screen" config profiles (see CONFIG.md) is // currently active - this function itself has no notion of "profiles", // only "what shape is current". void xr_session_set_game_screen_shape(float width_m, float curve_deg, float distance_m); // The engine's current screen resolution (gScreenWide/gScreenHigh, // InitMac.h) - not the game quad's own swapchain size, which is fixed at // launch and never changes - the logical coordinate space xr_input.c needs // to convert a game-quad ray hit's normalized u,v into engine mouse // coordinates (see xr_mouse.h). Can change at runtime via the in-game // options menu (ShockBitmap.c's ChangeScreenSize()), independently of the // swapchain. void xr_get_game_resolution(int *width, int *height); // Pixel size of the game quad's swapchain image, fixed at launch (0, 0 before // xr_init()). The quad's aspect ratio is this size, so full-quad content // drawn outside the engine's own frame path (the startup splash) is laid out // against it. void xr_get_game_swapchain_size(int *width, int *height); // Exponentially-smoothed frame rate/frame time, updated once per real // rendered frame in xr_frame_end() - read by MenuOverlay's header (see // questshock_native.c's nativeGetFps()/nativeGetFrameTimeMs()). 0 before // the second frame has run (nothing to compute a delta from yet). float xr_session_get_fps(void); float xr_session_get_frame_ms(void); // Device-wide CPU/GPU utilization percentage (0-100), via the // XR_META_performance_metrics extension - same per-frame update cadence as // the FPS/frame-time getters above. Returns -1.0f if the extension isn't // supported by the runtime, or its cpu_utilization/gpu_utilization counter // couldn't be found among the ones it advertises. float xr_session_get_cpu_utilization(void); float xr_session_get_gpu_utilization(void); // The player's virtual position/orientation - horizontal-plane only (x/z // plus a yaw rotation about the vertical axis); height always comes from // the real tracked HMD pose, never from this. Everything the app submits // (game/menu/keyboard/beam quads) and every hand/head pose it locates is // expressed relative to a second reference space, derived from the real // LOCAL space by this transform's inverse (see xr_session.c's own // xr_session_rebuild_play_space()) - so changing it moves/turns the player // relative to those otherwise-fixed quads, letting them walk up to and // square up with the game quad ("virtual screen") without needing any // physical room-scale space to do it in. // // xr_session_set_player_transform() only stores the three floats (no XR // calls) - safe to call before xr_init() has even run, which is how // qs_config_load_startup() seeds the saved position before the OpenXR // session/spaces exist yet (xr_init() picks it up when it creates its own // spaces); also used live by xr_input.c's thumbstick locomotion and // "Reset Position" recenter (xr_input_recenter_player_to_screen()) and // qs_config.c's "Load Configuration", and read back by "Save Configuration" // via the getter. void xr_session_set_player_transform(float x, float z, float yaw_deg); void xr_session_get_player_transform(float *x, float *z, float *yaw_deg); // The real, physical tracking-origin reference space - used only by // xr_input_recenter_player_to_screen() (xr_input.c), which needs the // player's CURRENT real head pose (not one already bent through the // existing play-space transform - see xr_session_set_player_transform()'s // own comment above) to compute a brand new one. Every other consumer in // this app (rendering, hit-testing) uses the play space instead - see // xr_session_rebuild_play_space()'s own comment for why this one stays a // separate, never-swapped-out space. XrSpace xr_session_get_local_space(void); // The most recent xrWaitFrame-predicted display time (xr_frame_begin()'s // own g_predicted_display_time) - for the same reason as // xr_session_get_local_space() above, xr_input_recenter_player_to_screen() // needs a valid XrTime to locate a space with but isn't itself called from // the normal per-frame xr_frame_end()/xr_input_sync_and_draw() call chain // that already threads one through (it's triggered by a button press, // dispatched via qs_config.c's cross-thread event queue instead). A frame // or so of staleness doesn't matter for a one-shot recenter. 0 before the // first frame has ever begun. XrTime xr_session_get_predicted_display_time(void); #ifdef __cplusplus } #endif #endif