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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/editors/space_view3d/space_view3d.c
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/editors/space_view3d/space_view3d.c')
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c87
1 files changed, 62 insertions, 25 deletions
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index b2fc6c6e4cc..f16e19c598e 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -39,6 +39,7 @@
#include "BKE_context.h"
#include "BKE_curve.h"
+#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_lattice.h"
@@ -114,44 +115,61 @@ bool ED_view3d_context_user_region(bContext *C, View3D **r_v3d, ARegion **r_ar)
if (region) {
RegionView3D *rv3d;
if ((region->regiontype == RGN_TYPE_WINDOW) && (rv3d = region->regiondata) &&
- (rv3d->viewlock & RV3D_LOCKED) == 0) {
+ (rv3d->viewlock & RV3D_LOCK_ROTATION) == 0) {
*r_v3d = v3d;
*r_ar = region;
return true;
}
else {
- ARegion *ar_unlock_user = NULL;
- ARegion *ar_unlock = NULL;
- for (region = sa->regionbase.first; region; region = region->next) {
- /* find the first unlocked rv3d */
- if (region->regiondata && region->regiontype == RGN_TYPE_WINDOW) {
- rv3d = region->regiondata;
- if ((rv3d->viewlock & RV3D_LOCKED) == 0) {
- ar_unlock = region;
- if (rv3d->persp == RV3D_PERSP || rv3d->persp == RV3D_CAMOB) {
- ar_unlock_user = region;
- break;
- }
- }
- }
- }
-
- /* camera/perspective view get priority when the active region is locked */
- if (ar_unlock_user) {
+ if (ED_view3d_area_user_region(sa, v3d, r_ar)) {
*r_v3d = v3d;
- *r_ar = ar_unlock_user;
return true;
}
+ }
+ }
+ }
- if (ar_unlock) {
- *r_v3d = v3d;
- *r_ar = ar_unlock;
- return true;
+ return false;
+}
+
+/**
+ * Similar to #ED_view3d_context_user_region() but does not use context. Always performs a lookup.
+ * Also works if \a v3d is not the active space.
+ */
+bool ED_view3d_area_user_region(const ScrArea *sa, const View3D *v3d, ARegion **r_ar)
+{
+ RegionView3D *rv3d = NULL;
+ ARegion *ar_unlock_user = NULL;
+ ARegion *ar_unlock = NULL;
+ const ListBase *region_list = (v3d == sa->spacedata.first) ? &sa->regionbase : &v3d->regionbase;
+
+ BLI_assert(v3d->spacetype == SPACE_VIEW3D);
+
+ for (ARegion *region = region_list->first; region; region = region->next) {
+ /* find the first unlocked rv3d */
+ if (region->regiondata && region->regiontype == RGN_TYPE_WINDOW) {
+ rv3d = region->regiondata;
+ if ((rv3d->viewlock & RV3D_LOCK_ROTATION) == 0) {
+ ar_unlock = region;
+ if (rv3d->persp == RV3D_PERSP || rv3d->persp == RV3D_CAMOB) {
+ ar_unlock_user = region;
+ break;
}
}
}
}
+ /* camera/perspective view get priority when the active region is locked */
+ if (ar_unlock_user) {
+ *r_ar = ar_unlock_user;
+ return true;
+ }
+
+ if (ar_unlock) {
+ *r_ar = ar_unlock;
+ return true;
+ }
+
return false;
}
@@ -333,9 +351,11 @@ static SpaceLink *view3d_duplicate(SpaceLink *sl)
v3dn->localvd = NULL;
v3dn->runtime.properties_storage = NULL;
}
+ /* Only one View3D is allowed to have this flag! */
+ v3dn->runtime.flag &= ~V3D_RUNTIME_XR_SESSION_ROOT;
v3dn->local_collections_uuid = 0;
- v3dn->flag &= ~V3D_LOCAL_COLLECTIONS;
+ v3dn->flag &= ~(V3D_LOCAL_COLLECTIONS | V3D_XR_SESSION_MIRROR);
if (v3dn->shading.type == OB_RENDER) {
v3dn->shading.type = OB_SOLID;
@@ -715,6 +735,13 @@ static void view3d_main_region_listener(
if (ELEM(wmn->data, ND_UNDO)) {
WM_gizmomap_tag_refresh(gzmap);
}
+ else if (ELEM(wmn->data, ND_XR_DATA_CHANGED)) {
+ /* Only cause a redraw if this a VR session mirror. Should more features be added that
+ * require redraws, we could pass something to wmn->reference, e.g. the flag value. */
+ if (v3d->flag & V3D_XR_SESSION_MIRROR) {
+ ED_region_tag_redraw(region);
+ }
+ }
break;
case NC_ANIMATION:
switch (wmn->data) {
@@ -912,6 +939,11 @@ static void view3d_main_region_listener(
if (wmn->subtype == NS_VIEW3D_GPU) {
rv3d->rflag |= RV3D_GPULIGHT_UPDATE;
}
+#ifdef WITH_XR_OPENXR
+ else if (wmn->subtype == NS_VIEW3D_SHADING) {
+ ED_view3d_xr_shading_update(G_MAIN->wm.first, v3d, scene);
+ }
+#endif
ED_region_tag_redraw(region);
WM_gizmomap_tag_refresh(gzmap);
}
@@ -1374,6 +1406,11 @@ static void view3d_buttons_region_listener(wmWindow *UNUSED(win),
ED_region_tag_redraw(region);
}
break;
+ case NC_WM:
+ if (wmn->data == ND_XR_DATA_CHANGED) {
+ ED_region_tag_redraw(region);
+ }
+ break;
}
}