Rust VR开发库openxr的使用:跨平台OpenXR标准实现与虚拟现实应用开发
Rust VR开发库openxr的使用:跨平台OpenXR标准实现与虚拟现实应用开发
基本示例
以下是使用openxr进行VR开发的基本示例:
use openxr as xr;
fn main() -> Result<(), Box<dyn std::error::Error>> {
// 初始化OpenXR实例
let entry = xr::Entry::linked()?;
let extensions = xr::ExtensionSet::default();
let instance = entry.create_instance(
&xr::ApplicationInfo {
application_name: "OpenXR Rust Demo",
application_version: 1,
engine_name: "No Engine",
engine_version: 0,
},
&extensions,
&[],
)?;
// 获取系统信息
let system = instance.system(xr::FormFactor::HEAD_MOUNTED_DISPLAY)?;
let system_properties = instance.system_properties(system)?;
println!("System properties: {:?}", system_properties);
// 创建会话
let graphics_requirements = xr::VulkanRequirements::new();
let session = unsafe {
instance.create_session(
system,
&xr::VulkanGraphicsRequirements::new(),
None,
)
}?;
// 主循环
loop {
let event = instance.poll_event()?;
match event {
Some(xr::Event::SessionStateChanged(e)) => {
println!("Session state changed to {:?}", e.state);
if e.state == xr::SessionState::STOPPING {
break;
}
}
None => break,
_ => {}
}
}
Ok(())
}
完整Vulkan渲染示例
use openxr as xr;
use ash::{vk, Entry as AshEntry, Instance as AshInstance};
fn main() -> Result<(), Box<dyn std::error::Error>> {
// 1. 初始化OpenXR
let xr_entry = xr::Entry::linked()?;
let extensions = xr::ExtensionSet::default();
let xr_instance = xr_entry.create_instance(
&xr::ApplicationInfo {
application_name: "Vulkan OpenXR Demo",
application_version: 1,
engine_name: "No Engine",
engine_version: 0,
},
&extensions,
&[],
)?;
// 2. 初始化Vulkan
let ash_entry = AshEntry::linked()?;
let ash_instance = unsafe {
ash_entry.create_instance(
&vk::InstanceCreateInfo::builder()
.application_info(&vk::ApplicationInfo {
application_name: b"Vulkan OpenXR Demo\0".as_ptr() as *const i8,
application_version: 1,
engine_name: b"No Engine\0".as_ptr() as *const i8,
engine_version: 0,
api_version: vk::make_api_version(0, 1, 0, 0),
}),
None,
)
}?;
// 3. 创建OpenXR系统
let system = xr_instance.system(xr::FormFactor::HEAD_MOUNTED_DISPLAY)?;
// 4. 创建OpenXR会话
let session = unsafe {
xr_instance.create_session(
system,
&xr::VulkanGraphicsRequirements::new(),
Some(&vk::PhysicalDevice::default()),
)
}?;
// 5. 创建交换链
let swapchain = unsafe {
session.create_swapchain(&xr::SwapchainCreateInfo {
create_flags: xr::SwapchainCreateFlags::EMPTY,
usage_flags: xr::SwapchainUsageFlags::COLOR_ATTACHMENT,
format: vk::Format::R8G8B8A8_SRGB as i32,
sample_count: 1,
width: 1920,
height: 1080,
face_count: 1,
array_size: 1,
mip_count: 1,
})
}?;
// 6. 渲染循环
session.begin(xr::ViewConfigurationType::PRIMARY_STEREO)?;
loop {
let event = xr_instance.poll_event()?;
match event {
Some(xr::Event::SessionStateChanged(e)) => {
if e.state == xr::SessionState::STOPPING {
break;
}
}
None => break,
_ => {}
}
// 渲染逻辑...
}
Ok(())
}
1 回复
Rust VR开发库openxr的使用:跨平台OpenXR标准实现与虚拟现实应用开发
介绍
OpenXR是一个开放的、免版税的VR/AR标准,由Khronos Group制定。Rust的openxr库提供了对OpenXR标准的绑定,允许开发者使用Rust语言开发跨平台的虚拟现实和增强现实应用。
这个库的主要特点包括:
- 完全支持OpenXR 1.0标准
- 跨平台支持(Windows/Linux/Android等)
- 内存安全保证
- 符合Rust的零成本抽象原则
- 提供高级和低级API
完整示例demo
下面是一个完整的OpenXR应用示例,整合了初始化、渲染、输入处理和空间追踪功能:
use openxr as xr;
use std::sync::Arc;
fn main() -> xr::Result<()> {
// 1. 初始化OpenXR实例
let entry = xr::Entry::linked();
let exts = entry.enumerate_extensions()?;
let layers = entry.enumerate_layers()?;
let instance = entry.create_instance(
&xr::ApplicationInfo {
application_name: "OpenXR Demo",
application_version: 1,
engine_name: "Rust OpenXR Engine",
engine_version: 1,
api_version: xr::Version::new(1, 0, 0),
},
&layers,
&exts,
)?;
// 2. 获取系统信息
let system = instance.system(xr::FormFactor::HEAD_MOUNTED_DISPLAY)?;
let view_configs = instance.enumerate_view_configurations(system)?;
println!("支持的视图配置: {:?}", view_configs);
// 3. 创建会话
let session = instance.create_session(
system,
&xr::SessionCreateInfo {
create_flags: xr::SessionCreateFlags::empty(),
..Default::default()
},
)?;
// 4. 设置输入系统
let action_set = instance.create_action_set("main_actions", "主动作集")?;
let grab_action = action_set.create_action(
"grab",
"抓取对象",
&[xr::ActionType::FLOAT_INPUT],
)?;
instance.suggest_interaction_profile_bindings(
xr::Path::string("/interaction_profiles/khr/simple_controller")?,
&[xr::Binding::new(
&grab_action,
xr::Path::string("/user/hand/right/input/select")?,
)],
)?;
// 5. 创建空间参考
let space = session.create_reference_space(xr::ReferenceSpaceType::STAGE)?;
// 6. 主渲染循环
'main_loop: loop {
// 处理事件
while let Some(event) = instance.poll_event()? {
match event {
xr::Event::SessionStateChanged(e) => {
println!("会话状态变为 {:?}", e.state);
if e.state == xr::SessionState::STOPPING {
break 'main_loop Ok(());
}
}
_ => {}
}
}
// 同步输入动作
let action_states = session.sync_actions(&[(&action_set, xr::ActionSetFlags::empty())])?;
if let Ok(state) = action_states.get(&grab_action)?.float() {
if state.current_state > 0.5 {
println!("抓取动作激活!");
}
}
// 获取视图位置和投影
let views = session.locate_views(
xr::ViewConfigurationType::PRIMARY_STEREO,
xr::Time::from_nanos(0),
&space,
)?;
for view in views {
let proj = xr::fov_to_projection(&view.fov, 0.1, 100.0);
// 这里应该将proj矩阵传递给渲染器
}
// 获取头显位置
let head_pose = space.locate(&xr::Space::LOCAL, xr::Time::from_nanos(0))?;
println!("头显位置: {:?}", head_pose.pose.position);
}
}
代码说明
-
初始化阶段:
- 创建OpenXR入口点
- 枚举可用扩展和层
- 创建OpenXR实例
-
系统检测:
- 获取HMD设备系统ID
- 检查支持的视图配置
-
会话管理:
- 创建与XR运行时会话
- 处理会话状态变化事件
-
输入系统:
- 创建动作集和动作
- 设置控制器绑定
- 在每帧同步输入状态
-
空间追踪:
- 创建舞台参考空间
- 获取头显和控制器位置
-
渲染循环:
- 处理事件
- 更新输入状态
- 获取视图投影矩阵
- 跟踪头显位置
注意事项
- 运行此代码前请确保已安装OpenXR运行时(如SteamVR或Oculus)
- 不同平台可能需要启用特定扩展
- 实际应用中需要添加渲染器集成代码
- 性能关键的VR应用需要注意帧率稳定性