Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/gpu/intern/gpu_viewport.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/gpu/intern/gpu_viewport.c')
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c46
1 files changed, 38 insertions, 8 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index 8ccfa3d9898..e4fd5d3f122 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -532,7 +532,13 @@ static void gpu_viewport_draw_colormanaged(GPUViewport *viewport,
}
}
-void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
+/**
+ * Version of #GPU_viewport_draw_to_screen() that lets caller decide if display colorspace
+ * transform should be performed.
+ */
+void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport,
+ const rcti *rect,
+ bool display_colorspace)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
@@ -545,18 +551,22 @@ void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
const float w = (float)GPU_texture_width(color);
const float h = (float)GPU_texture_height(color);
- BLI_assert(w == BLI_rcti_size_x(rect) + 1);
- BLI_assert(h == BLI_rcti_size_y(rect) + 1);
+ /* We allow rects with min/max swapped, but we also need coorectly assigned coordinates. */
+ rcti sanitized_rect = *rect;
+ BLI_rcti_sanitize(&sanitized_rect);
+
+ BLI_assert(w == BLI_rcti_size_x(&sanitized_rect) + 1);
+ BLI_assert(h == BLI_rcti_size_y(&sanitized_rect) + 1);
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / w;
const float halfy = GLA_PIXEL_OFS / h;
rctf pos_rect = {
- .xmin = rect->xmin,
- .ymin = rect->ymin,
- .xmax = rect->xmin + w,
- .ymax = rect->ymin + h,
+ .xmin = sanitized_rect.xmin,
+ .ymin = sanitized_rect.ymin,
+ .xmax = sanitized_rect.xmin + w,
+ .ymax = sanitized_rect.ymin + h,
};
rctf uv_rect = {
@@ -565,8 +575,28 @@ void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
.xmax = halfx + 1.0f,
.ymax = halfy + 1.0f,
};
+ /* Mirror the UV rect in case axis-swapped drawing is requested (by passing a rect with min and
+ * max values swapped). */
+ if (BLI_rcti_size_x(rect) < 0) {
+ SWAP(float, uv_rect.xmin, uv_rect.xmax);
+ }
+ if (BLI_rcti_size_y(rect) < 0) {
+ SWAP(float, uv_rect.ymin, uv_rect.ymax);
+ }
+
+ gpu_viewport_draw_colormanaged(viewport, &pos_rect, &uv_rect, display_colorspace);
+}
- gpu_viewport_draw_colormanaged(viewport, &pos_rect, &uv_rect, true);
+/**
+ * Merge and draw the buffers of \a viewport into the currently active framebuffer, performing
+ * color transform to display space.
+ *
+ * \param rect: Coordinates to draw into. By swapping min and max values, drawing can be done with
+ * inversed axis coordinates (upside down or sideways).
+ */
+void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
+{
+ GPU_viewport_draw_to_screen_ex(viewport, rect, true);
}
/**