.gitignore | ||
LICENSE | ||
README.md | ||
shell.nix | ||
unrealxr |
UnrealXR
UnrealXR is a spatial multi-display renderer for the Xreal line of devices, enabling immersive, simultaneous viewing of multiple desktops and applications in 3D space.
Why not Breezy Desktop?
- Limited desktop support: Breezy only supports GNOME Wayland, whereas UnrealXR supports all desktops as long as they are Wayland and implement the drm-lease-v1 protocol. All major desktops aside from Sway and Gamescope support this. UnrealXR may add X11 support in the future.
- Pricing: UnrealXR will always be free and open source. The catch is that since Breezy costs money, it will likely have more of an "out-of-the-box" working experience, and additionally have more polish.
However, Breezy Desktop supports more AR headsets. We only support Xreal devices as that's all I have.
TL;DR: Breezy Desktop costs money and it has limited desktop support. However, due to its cost, it'll likely be more stable in the long term as it has funding. Additionally, Breezy Desktop supports more AR devices, while we only support Xreal devices.
Why not the normal Nebula app?
- Incompatibility: The normal Nebula app doesn't support Linux. Of course, we won't support Windows for the forseeable future, and macOS isn't on our roadmap. So this isn't really a fair point.
- Closed Source: The Nebula app and the normal SDK is closed source, so we don't really know what it's doing internally.
TL;DR: The normal Nebula app is only compatible with Windows and macOS. However, we only support Linux, so that isn't a fair comparison. The Nebula app is also closed source.
Dependencies
Before anything, this depends on the evdi
Linux kernel module. This is packaged in Debian-based distributions as evdi-dkms
. If you already have DisplayLink drivers installed for their devices, you likely do not need to do this step. After installing this, please reboot your computer.
First, install the runtime dependencies. For Debian-based distros, the dependency list should be: python3 python3-pip
You'll need to install build dependencies after this. For Debian-based distros, the dependency list should be: git build-essential libdrm libdrm-dev linux-headers-$(uname -r) cmake clang-tools pkg-config libwayland-client++1 libgl1-mesa-dev libglu1-mesa-dev libwayland-dev libxkbcommon-dev libhidapi-dev libjson-c-dev libudev-dev libusb-1.0-0 libusb-1.0-0-dev libopencv-dev
If you're using Nix/NixOS, use the nix-shell
to enter the development environment.
After that, create a virtual environment for Python (done automatically in Nix): python3 -m venv .venv
. Then, activate it: source .venv/bin/activate
Finally, install the Python dependencies: pip install -r requirements.txt
From there, you need to follow all the below steps if applicable to your current platform. .
Building patched raylib
and PyRay
(all platforms)
- First, you need to build the native version of raylib. To do that, go inside the
modules/raylib-python-cffi/raylib-c
directory. - Then, make the build directories and go into them:
mkdir -p build/out; cd build
- Configure raylib:
cmake -DCUSTOMIZE_BUILD=ON -DSUPPORT_FILEFORMAT_JPG=ON -DSUPPORT_FILEFORMAT_FLAC=ON -DWITH_PIC=ON -DCMAKE_BUILD_TYPE=Release -DPLATFORM=DRM -DENABLE_WAYLAND_DRM_LEASING=ON -DSUPPORT_CLIPBOARD_IMAGE=ON -DBUILD_EXAMPLES=OFF -DSUPPORT_SSH_KEYBOARD_RPI=OFF -DDISABLE_EVDEV_INPUT=ON -DCMAKE_INSTALL_PREFIX:PATH=$PWD/out ..
- Finally, build and install raylib:
make install -j$(nproc)
- After that, you need to build the Python bindings. To do that, go to the
modules/raylib-python-cffi
directory. Assuming you did everything correctly, you should be able to go 2 directories back (../..
) to get there. - If you're on normal Linux and are not using Nix, do this command to build the package:
PKG_CONFIG_PATH="$PKG_CONFIG_PATH:$PWD/raylib-c/build/out/lib64/pkgconfig/" ENABLE_WAYLAND_DRM_LEASING=YES RAYLIB_PLATFORM=DRM python3 setup.py bdist_wheel
- If you are using Nix/NixOS, do this command to build the package:
PKG_CONFIG_PATH_FOR_TARGET="$PKG_CONFIG_PATH_FOR_TARGET:$PWD/raylib-c/build/out/lib64/pkgconfig/" ENABLE_WAYLAND_DRM_LEASING=YES RAYLIB_PLATFORM=DRM python3 setup.py bdist_wheel
- Finally, install the package:
pip install dist/*.whl
Building PyEvdi
(Linux)
- First, build the original libevdi. To start that, go inside the
modules/evdi/library
directory. - Then, build
libevdi
:make -j$(nproc)
- After that, you need to build the Python bindings. To do that, go to the
modules/evdi/pyevdi
directory. Assuming you did everything correctly, you should be able to go a directory back (../pyevdi
) to get there. - Then, build
PyEvdi
:make -j$(nproc); make install
Building nreal-driver
(all platforms)
- First, create the
drivers
directory in the project root. - Then, go inside the
modules/nreal-driver
directory. - After that, make the build directories and go into them:
mkdir -p build/out; cd build
- Configure nreal-driver:
cmake -DCMAKE_BUILD_TYPE=Release ..
- Build the driver:
make -j$(nproc)
- Move the driver to the correct directory:
mv xrealAirLinuxDriver ../../../drivers/xreal_ar_driver