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/editors/space_view3d/view3d_view.c | |
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/editors/space_view3d/view3d_view.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_view.c | 99 |
1 files changed, 91 insertions, 8 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c index b27bdf93389..159ea249337 100644 --- a/source/blender/editors/space_view3d/view3d_view.c +++ b/source/blender/editors/space_view3d/view3d_view.c @@ -36,6 +36,7 @@ #include "BKE_action.h" #include "BKE_camera.h" #include "BKE_context.h" +#include "BKE_idprop.h" #include "BKE_object.h" #include "BKE_global.h" #include "BKE_layer.h" @@ -228,7 +229,7 @@ void ED_view3d_smooth_view_ex( ob_camera_old_eval, sms.src.ofs, sms.src.quat, &sms.src.dist, &sms.src.lens); } /* grid draw as floor */ - if ((rv3d->viewlock & RV3D_LOCKED) == 0) { + if ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) { /* use existing if exists, means multiple calls to smooth view * wont loose the original 'view' setting */ rv3d->view = RV3D_VIEW_USER; @@ -291,7 +292,7 @@ void ED_view3d_smooth_view_ex( ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d); } - if (rv3d->viewlock & RV3D_BOXVIEW) { + if (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXVIEW) { view3d_boxview_copy(sa, region); } @@ -344,7 +345,7 @@ static void view3d_smoothview_apply(bContext *C, View3D *v3d, ARegion *region, b ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true); } - if ((rv3d->viewlock & RV3D_LOCKED) == 0) { + if ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) { rv3d->view = sms->org_view; } @@ -384,7 +385,7 @@ static void view3d_smoothview_apply(bContext *C, View3D *v3d, ARegion *region, b WM_event_add_mousemove(CTX_wm_window(C)); } - if (sync_boxview && (rv3d->viewlock & RV3D_BOXVIEW)) { + if (sync_boxview && (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXVIEW)) { view3d_boxview_copy(CTX_wm_area(C), region); } @@ -494,7 +495,7 @@ static bool view3d_camera_to_view_poll(bContext *C) if (ED_view3d_context_user_region(C, &v3d, ®ion)) { RegionView3D *rv3d = region->regiondata; if (v3d && v3d->camera && !ID_IS_LINKED(v3d->camera)) { - if (rv3d && (rv3d->viewlock & RV3D_LOCKED) == 0) { + if (rv3d && (RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ANY_TRANSFORM) == 0) { if (rv3d->persp != RV3D_CAMOB) { return 1; } @@ -826,7 +827,7 @@ void view3d_viewmatrix_set(Depsgraph *depsgraph, bool use_lock_ofs = false; /* should be moved to better initialize later on XXX */ - if (rv3d->viewlock & RV3D_LOCKED) { + if (RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) { ED_view3d_lock(rv3d); } @@ -991,6 +992,7 @@ int view3d_opengl_select(ViewContext *vc, eV3DSelectObjectFilter select_filter) { struct bThemeState theme_state; + const wmWindowManager *wm = CTX_wm_manager(vc->C); Depsgraph *depsgraph = vc->depsgraph; Scene *scene = vc->scene; View3D *v3d = vc->v3d; @@ -1097,7 +1099,7 @@ int view3d_opengl_select(ViewContext *vc, /* Important we use the 'viewmat' and don't re-calculate since * the object & bone view locking takes 'rect' into account, see: T51629. */ ED_view3d_draw_setup_view( - vc->win, depsgraph, scene, region, v3d, vc->rv3d->viewmat, NULL, &rect); + wm, vc->win, depsgraph, scene, region, v3d, vc->rv3d->viewmat, NULL, &rect); if (!XRAY_ACTIVE(v3d)) { GPU_depth_test(true); @@ -1165,7 +1167,8 @@ int view3d_opengl_select(ViewContext *vc, } G.f &= ~G_FLAG_PICKSEL; - ED_view3d_draw_setup_view(vc->win, depsgraph, scene, region, v3d, vc->rv3d->viewmat, NULL, NULL); + ED_view3d_draw_setup_view( + wm, vc->win, depsgraph, scene, region, v3d, vc->rv3d->viewmat, NULL, NULL); if (!XRAY_ACTIVE(v3d)) { GPU_depth_test(false); @@ -1684,3 +1687,83 @@ void ED_view3d_local_collections_reset(struct bContext *C, const bool reset_all) } /** \} */ + +/* -------------------------------------------------------------------- */ +/** \name XR Functionality + * \{ */ + +#ifdef WITH_XR_OPENXR + +static void view3d_xr_mirror_begin(RegionView3D *rv3d) +{ + /* If there is no session yet, changes below should not be applied! */ + BLI_assert(WM_xr_session_exists(&((wmWindowManager *)G_MAIN->wm.first)->xr)); + + rv3d->runtime_viewlock |= RV3D_LOCK_ANY_TRANSFORM; + /* Force perspective view. This isn't reset but that's not really an issue. */ + rv3d->persp = RV3D_PERSP; +} + +static void view3d_xr_mirror_end(RegionView3D *rv3d) +{ + rv3d->runtime_viewlock &= ~RV3D_LOCK_ANY_TRANSFORM; +} + +void ED_view3d_xr_mirror_update(const ScrArea *area, const View3D *v3d, const bool enable) +{ + ARegion *region_rv3d; + + BLI_assert(v3d->spacetype == SPACE_VIEW3D); + + if (ED_view3d_area_user_region(area, v3d, ®ion_rv3d)) { + if (enable) { + view3d_xr_mirror_begin(region_rv3d->regiondata); + } + else { + view3d_xr_mirror_end(region_rv3d->regiondata); + } + } +} + +void ED_view3d_xr_shading_update(wmWindowManager *wm, const View3D *v3d, const Scene *scene) +{ + if (v3d->runtime.flag & V3D_RUNTIME_XR_SESSION_ROOT) { + View3DShading *xr_shading = &wm->xr.session_settings.shading; + + BLI_assert(WM_xr_session_exists(&wm->xr)); + + if (v3d->shading.type == OB_RENDER) { + if (!(BKE_scene_uses_blender_workbench(scene) || BKE_scene_uses_blender_eevee(scene))) { + /* Keep old shading while using Cycles or another engine, they are typically not usable in + * VR. */ + return; + } + } + + if (xr_shading->prop) { + IDP_FreeProperty(xr_shading->prop); + xr_shading->prop = NULL; + } + + /* Copy shading from View3D to VR view. */ + *xr_shading = v3d->shading; + if (v3d->shading.prop) { + xr_shading->prop = IDP_CopyProperty(xr_shading->prop); + } + } +} + +bool ED_view3d_is_region_xr_mirror_active(const wmWindowManager *wm, + const View3D *v3d, + const ARegion *region) +{ + return (v3d->flag & V3D_XR_SESSION_MIRROR) && + /* The free region (e.g. the camera region in quad-view) is always the last in the list + base. We don't want any other to be affected. */ + !region->next && // + WM_xr_session_is_ready(&wm->xr); +} + +#endif + +/** \} */ |