This is an example OpenXR application that builds for desktop or Android and simply renders a head-locked gradient using Wgpu (via Vulkan).
This borrows heavily from here and
here,
although updated to run with Wgpu 0.13 and with most of the
boilerplate for initializing OpenXR and Vulkan + Wgpu factored
into a re-usable XrShell
that could potentially be a helpful
starting point for building more complex applications.
To build for the Oculus Quest then you first need to download the Oculus OpenXR Mobile SDK from: https://developer.oculus.com/downloads/package/oculus-openxr-mobile-sdk/
and after unpacking the zip file you need to copy a suitable libopenxr_loader.so
library to app/src/main/jniLibs/<abi>
For example if building for arm64-v8a:
cp path/to/ovr_openxr_mobile_sdk_42.0/OpenXR/Libs/Android/arm64-v8a/Debug/libopenxr_loader.so app/src/main/jniLibs/arm64-v8a
export ANDROID_NDK_HOME="path/to/ndk"
export ANDROID_HOME="path/to/sdk"
rustup target add aarch64-linux-android
cargo install cargo-ndk
cargo ndk -t arm64-v8a -o app/src/main/jniLibs/ build
./gradlew build
./gradlew installDebug
To enable the Vulkan validation layer on the Oculus Quest run:
adb shell setprop debug.oculus.loadandinjectpackagedvvl.co.realfit.naopenxrwgpu 1
To build for PC you need to build with the "desktop" feature
cargo run --features=desktop