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Native media Equirect layers creation #31033

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danrossi
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Related issue: #31029

Description

Adding native media layer creation for WebGPU XR. This fixes a context loss issue doing it outside the manager. There is a potential Oculus browser bug complaining makeXRCompatible isn't set when setting up a media layer still.

Media layers are prepended into the background before the other layers.

Example https://github.com/danrossi/three.js/blob/equirect-layers/examples/webgpu_xr_media_layer.html

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github-actions bot commented Apr 30, 2025

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 337.57
78.74
337.57
78.74
+0 B
+0 B
WebGPU 556.8
154.16
559.23
154.92
+2.44 kB
+767 B
WebGPU Nodes 556.15
154
558.58
154.76
+2.44 kB
+768 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 468.75
113.42
468.75
113.42
+0 B
+0 B
WebGPU 632.54
171.18
634.97
171.93
+2.43 kB
+748 B
WebGPU Nodes 587.59
160.53
590.02
161.28
+2.43 kB
+754 B

@danrossi
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It took a bit to design how to go about it. The only issue is you have to toggle the video mesh layers when going into XR and ending the session. Maybe there is other ways to do it.

https://github.com/danrossi/three.js/blob/equirect-layers/examples/webgpu_xr_media_layer.html#L130
https://github.com/danrossi/three.js/blob/equirect-layers/examples/webgpu_xr_media_layer.html#L151

live example https://electroteque.org/dev/threejs/examples/webgpu_xr_media_layer.html

@Mugen87
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Mugen87 commented May 1, 2025

I have tried to improve the JSDoc a bit. For a functional review I hope @cabanier can have a look.

BTW: Please create a E2E screenshot for the new example webgpu_xr_media_layer. You can do that with npm run make-screenshot webgpu_xr_media_layer.

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looks ok

@danrossi
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danrossi commented May 2, 2025

The requirement to toggle off the video texture with the meshes. I'm not sure how to make better. It causes a crash if the texture is also rendered.

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Please match behavior of quad/cylinder layers

Move equirect layer creation into common layer creation method
Fixup example with new media layer usage
@danrossi
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danrossi commented May 4, 2025

I've refactored it quite a bit. And followed the structure of modifying the geometry externally to keep that external. I could add that in. It returns a group of meshes which works in 2D, Rift, Quest.

There is still the problem of needing to turn off meshes for native layers. Can be done internally or keep it external. I'm not across everything to figure out a better way to render from 2D to native.

https://github.com/danrossi/three.js/blob/equirect-layers/examples/webgpu_xr_media_layer.html#L114

https://electroteque.org/dev/threejs/examples/webgpu_xr_media_layer.html

mono example https://electroteque.org/dev/threejs/examples/webgpu_xr_media_mono_layer.html

@danrossi
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Is this looking good setting the geometry externally.

I have it working implementing and tested. Unfortunately media layer needs to be added in the manager as doing it external caused a context loss fault. It may be a problem adding other layers externally as the media layers list needs to be prepended in the list as backgrounds as I have done.

The only issue still I can't figure out when going from the 2D mesh to native layer in XR. It will be rendered including the video texture in the projection layer as its added to the scene so those layers need to be turned off. Or maybe simply removing those mesh groups from the scene ?. I can look at doing it in the manager perhaps. Turn off mesh layers for all the media layers in the list on session start. Unless there is a better way to not render those meshes in the scene into the projection layer.

@cabanier
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... doing it external caused a context loss fault.

Do you have an example for me to look at? You shouldn't be getting context losses.

I can look at doing it in the manager perhaps. Turn off mesh layers for all the media layers in the list on session start. Unless there is a better way to not render those meshes in the scene into the projection layer.

Yes, can't you do the same as what I did for quad/cylinder layer?

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looks ok

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danrossi commented May 13, 2025

If the external geometry setter is ok. Or I make them default SphereGeometry requiring to update it's settings. I just set them to PlaneGeometry.

https://github.com/danrossi/three.js/blob/equirect-layers/examples/webgpu_xr_media_layer.html#L105

I add the mesh group to the layers params.

https://github.com/danrossi/three.js/blob/equirect-layers/src/renderers/common/XRManager.js#L667

So this requirement to turn off texture rendering in the projection layer can be done internally perhaps and make it transparent.

https://github.com/danrossi/three.js/blob/equirect-layers/examples/webgpu_xr_media_layer.html#L114

There is an issue I can't figure out if it's the browser or three. Native media layer rendering is blank if it's an immersive-vr session. Only works in immersive-ar session. The controllers don't connect all the time either and can't figure out where to report. There is still the makeXRCompatible error in the console I can't find where to report.

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danrossi commented May 13, 2025

It might need a blank render target like the other layer examples. When using immersive-vr mode instead of immersive-ar mode like the XRButton uses. The projection layer render target blocks out the background native media layer. So it seems it's a blank render.

https://github.com/mrdoob/three.js/blob/dev/src/renderers/common/XRManager.js#L1480
https://github.com/mrdoob/three.js/blob/dev/src/renderers/webgl-fallback/WebGLBackend.js#L354

https://electroteque.org/dev/threejs/examples/webgpu_vr_media_layer.html

Doing something like this in the renderLayers method seems to work but not sure if its worth it and just keep it an immersive-ar session. If it peforms the same. Is just to be able to not have the projection layer render target cover it up. I noticed all the demos show up weird because they are AR sessions though. So stuff around the camera.

for (const layer2 of this._mediaLayers) {
    layer2.renderTarget.isXRRenderTarget = this._session !== null;
    layer2.renderTarget.hasExternalTextures = 
    layer2.renderTarget.isXRRenderTarget;
    layer2.renderTarget.autoAllocateDepthBuffer = ! 
    layer2.renderTarget.isXRRenderTarget;

    if ( layer2.renderTarget.isXRRenderTarget && this._supportsLayers ) {

        const glSubImage = this._glBinding.getSubImage( layer2.xrlayer, this._xrFrame );
	this._renderer.backend.setXRRenderTargetTextures(
		layer2.renderTarget,
		glSubImage.colorTexture,
		glSubImage.depthStencilTexture );

    }

}

@danrossi
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I was able to figure out fixing the conflict in the editor but have been testing on a merged branch. I'm still unable to figure out how to work around three projection layer render target hiding the native layer in immersive-vr mode. Only works in immersive-ar mode. Which is what all the XR examples use.

Hopefully disabling the 2D mesh layer internally to not render in the projection layer is the right solution.

Add uv factor mappings for both stereo-left-right and stereo-top-bottom layouts for each eye index. For the geometry uv transformations.
Update media layer example with some extra comments on usage.
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3 participants