diff options
author | Julian Eisel <julian@blender.org> | 2020-03-17 22:20:55 +0300 |
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committer | Julian Eisel <julian@blender.org> | 2020-03-17 23:42:44 +0300 |
commit | dc2df8307f41888bab722f75fa9e73adecf86b72 (patch) | |
tree | f83c54f43e27a07e9cb9fed306d79b08864f29f2 /source/blender/windowmanager/intern/wm_operators.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/windowmanager/intern/wm_operators.c')
-rw-r--r-- | source/blender/windowmanager/intern/wm_operators.c | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/source/blender/windowmanager/intern/wm_operators.c b/source/blender/windowmanager/intern/wm_operators.c index d649b21569e..1d6ae10c396 100644 --- a/source/blender/windowmanager/intern/wm_operators.c +++ b/source/blender/windowmanager/intern/wm_operators.c @@ -3645,6 +3645,84 @@ static void WM_OT_stereo3d_set(wmOperatorType *ot) /** \} */ +#ifdef WITH_XR_OPENXR + +static void wm_xr_session_update_screen(Main *bmain, const wmXrData *xr_data) +{ + const bool session_exists = WM_xr_session_exists(xr_data); + + for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) { + for (ScrArea *area = screen->areabase.first; area; area = area->next) { + for (SpaceLink *slink = area->spacedata.first; slink; slink = slink->next) { + if (slink->spacetype == SPACE_VIEW3D) { + View3D *v3d = (View3D *)slink; + + if (v3d->flag & V3D_XR_SESSION_MIRROR) { + ED_view3d_xr_mirror_update(area, v3d, session_exists); + } + + if (session_exists) { + wmWindowManager *wm = bmain->wm.first; + const Scene *scene = WM_windows_scene_get_from_screen(wm, screen); + + ED_view3d_xr_shading_update(wm, v3d, scene); + } + /* Ensure no 3D View is tagged as session root. */ + else { + v3d->runtime.flag &= ~V3D_RUNTIME_XR_SESSION_ROOT; + } + } + } + } + } +} + +static void wm_xr_session_update_screen_on_exit_cb(const wmXrData *xr_data) +{ + /* Just use G_MAIN here, storing main isn't reliable enough on file read or exit. */ + wm_xr_session_update_screen(G_MAIN, xr_data); +} + +static int wm_xr_session_toggle_exec(bContext *C, wmOperator *UNUSED(op)) +{ + Main *bmain = CTX_data_main(C); + wmWindowManager *wm = CTX_wm_manager(C); + View3D *v3d = CTX_wm_view3d(C); + + /* Lazy-create xr context - tries to dynlink to the runtime, reading active_runtime.json. */ + if (wm_xr_init(wm) == false) { + return OPERATOR_CANCELLED; + } + + v3d->runtime.flag |= V3D_RUNTIME_XR_SESSION_ROOT; + wm_xr_session_toggle(wm, wm_xr_session_update_screen_on_exit_cb); + wm_xr_session_update_screen(bmain, &wm->xr); + + WM_event_add_notifier(C, NC_WM | ND_XR_DATA_CHANGED, NULL); + + return OPERATOR_FINISHED; +} + +static void WM_OT_xr_session_toggle(wmOperatorType *ot) +{ + /* identifiers */ + ot->name = "Toggle VR Session"; + ot->idname = "WM_OT_xr_session_toggle"; + ot->description = + "Open a view for use with virtual reality headsets, or close it if already " + "opened"; + + /* callbacks */ + ot->exec = wm_xr_session_toggle_exec; + ot->poll = ED_operator_view3d_active; + + /* XXX INTERNAL just to hide it from the search menu by default, an Add-on will expose it in the + * UI instead. Not meant as a permanent solution. */ + ot->flag = OPTYPE_INTERNAL; +} + +#endif /* WITH_XR_OPENXR */ + /* -------------------------------------------------------------------- */ /** \name Operator Registration & Keymaps * \{ */ @@ -3686,6 +3764,9 @@ void wm_operatortypes_register(void) WM_operatortype_append(WM_OT_call_panel); WM_operatortype_append(WM_OT_radial_control); WM_operatortype_append(WM_OT_stereo3d_set); +#ifdef WITH_XR_OPENXR + WM_operatortype_append(WM_OT_xr_session_toggle); +#endif #if defined(WIN32) WM_operatortype_append(WM_OT_console_toggle); #endif |