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authorJulian Eisel <julian@blender.org>2020-03-17 22:20:55 +0300
committerJulian Eisel <julian@blender.org>2020-03-17 23:42:44 +0300
commitdc2df8307f41888bab722f75fa9e73adecf86b72 (patch)
treef83c54f43e27a07e9cb9fed306d79b08864f29f2 /source/blender/draw
parent406bfd43040a5526702b51f88f1491cb61aecedb (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')
-rw-r--r--source/blender/draw/CMakeLists.txt4
-rw-r--r--source/blender/draw/DRW_engine.h9
-rw-r--r--source/blender/draw/intern/draw_manager.c40
3 files changed, 51 insertions, 2 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index a1213be4be0..81f2214b402 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -390,4 +390,8 @@ if(WITH_FREESTYLE)
add_definitions(-DWITH_FREESTYLE)
endif()
+if(WITH_XR_OPENXR)
+ add_definitions(-DWITH_XR_OPENXR)
+endif()
+
blender_add_lib(bf_draw "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index b4c23d5e57c..7ecf9df275d 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -93,6 +93,7 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
struct RenderEngineType *engine_type,
struct ARegion *region,
struct View3D *v3d,
+ const bool is_image_render,
const bool draw_background,
const bool do_color_management,
struct GPUOffScreen *ofs,
@@ -139,6 +140,14 @@ void DRW_opengl_context_destroy(void);
void DRW_opengl_context_enable(void);
void DRW_opengl_context_disable(void);
+#ifdef WITH_XR_OPENXR
+/* XXX see comment on DRW_xr_opengl_context_get() */
+void *DRW_xr_opengl_context_get(void);
+void *DRW_xr_gpu_context_get(void);
+void DRW_xr_drawing_begin(void);
+void DRW_xr_drawing_end(void);
+#endif
+
/* For garbage collection */
void DRW_cache_free_old_batches(struct Main *bmain);
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
/** \} */