diff options
author | Julian Eisel <julian@blender.org> | 2020-03-17 22:20:55 +0300 |
---|---|---|
committer | Julian Eisel <julian@blender.org> | 2020-03-17 23:42:44 +0300 |
commit | dc2df8307f41888bab722f75fa9e73adecf86b72 (patch) | |
tree | f83c54f43e27a07e9cb9fed306d79b08864f29f2 /source/blender/draw/intern | |
parent | 406bfd43040a5526702b51f88f1491cb61aecedb (diff) |
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection
NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.
Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.
To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.
- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.
Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.
---------------
This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)
Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.
For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.
---------------
A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)
This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report
Differential Revisions: D6193, D7098
Reviewed by: Brecht Van Lommel, Jeroen Bakker
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 40 |
1 files changed, 38 insertions, 2 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 71e2d8d9b57..618922d8544 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -562,7 +562,7 @@ static void drw_viewport_var_init(void) DRW_view_camtexco_set(DST.view_default, rv3d->viewcamtexcofac); if (DST.draw_ctx.sh_cfg == GPU_SHADER_CFG_CLIPPED) { - int plane_len = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6; + int plane_len = (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXCLIP) ? 4 : 6; DRW_view_clip_planes_set(DST.view_default, rv3d->clip, plane_len); } @@ -1554,6 +1554,7 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, RenderEngineType *engine_type, ARegion *region, View3D *v3d, + const bool is_image_render, const bool draw_background, const bool do_color_management, GPUOffScreen *ofs, @@ -1569,7 +1570,7 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); - DST.options.is_image_render = true; + DST.options.is_image_render = is_image_render; DST.options.do_color_management = do_color_management; DST.options.draw_background = draw_background; DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, render_viewport, NULL); @@ -2829,4 +2830,39 @@ void DRW_gpu_render_context_disable(void *UNUSED(re_gpu_context)) GPU_context_active_set(NULL); } +#ifdef WITH_XR_OPENXR + +/* XXX + * There should really be no such getter, but for VR we currently can't easily avoid it. OpenXR + * needs some low level info for the OpenGL context that will be used for submitting the + * final framebuffer. VR could in theory create its own context, but that would mean we have to + * switch to it just to submit the final frame, which has notable performance impact. + * + * We could "inject" a context through DRW_opengl_render_context_enable(), but that would have to + * work from the main thread, which is tricky to get working too. The preferable solution would be + * using a separate thread for VR drawing where a single context can stay active. */ +void *DRW_xr_opengl_context_get(void) +{ + return DST.gl_context; +} + +/* XXX See comment on DRW_xr_opengl_context_get(). */ +void *DRW_xr_gpu_context_get(void) +{ + return DST.gpu_context; +} + +/* XXX See comment on DRW_xr_opengl_context_get(). */ +void DRW_xr_drawing_begin(void) +{ + BLI_ticket_mutex_lock(DST.gl_context_mutex); +} + +/* XXX See comment on DRW_xr_opengl_context_get(). */ +void DRW_xr_drawing_end(void) +{ + BLI_ticket_mutex_unlock(DST.gl_context_mutex); +} + +#endif /** \} */ |