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Diffstat (limited to 'source/blender/windowmanager/xr/intern/wm_xr_draw.c')
-rw-r--r--source/blender/windowmanager/xr/intern/wm_xr_draw.c162
1 files changed, 162 insertions, 0 deletions
diff --git a/source/blender/windowmanager/xr/intern/wm_xr_draw.c b/source/blender/windowmanager/xr/intern/wm_xr_draw.c
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index 00000000000..684e59eb8b2
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+++ b/source/blender/windowmanager/xr/intern/wm_xr_draw.c
@@ -0,0 +1,162 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+/** \file
+ * \ingroup wm
+ *
+ * \name Window-Manager XR Drawing
+ *
+ * Implements Blender specific drawing functionality for use with the Ghost-XR API.
+ */
+
+#include <string.h>
+
+#include "BLI_math.h"
+
+#include "ED_view3d_offscreen.h"
+
+#include "GHOST_C-api.h"
+
+#include "GPU_viewport.h"
+
+#include "WM_api.h"
+
+#include "wm_surface.h"
+#include "wm_xr_intern.h"
+
+void wm_xr_pose_to_viewmat(const GHOST_XrPose *pose, float r_viewmat[4][4])
+{
+ float iquat[4];
+ invert_qt_qt_normalized(iquat, pose->orientation_quat);
+ quat_to_mat4(r_viewmat, iquat);
+ translate_m4(r_viewmat, -pose->position[0], -pose->position[1], -pose->position[2]);
+}
+
+static void wm_xr_draw_matrices_create(const wmXrDrawData *draw_data,
+ const GHOST_XrDrawViewInfo *draw_view,
+ const XrSessionSettings *session_settings,
+ float r_view_mat[4][4],
+ float r_proj_mat[4][4])
+{
+ GHOST_XrPose eye_pose;
+
+ copy_qt_qt(eye_pose.orientation_quat, draw_view->eye_pose.orientation_quat);
+ copy_v3_v3(eye_pose.position, draw_view->eye_pose.position);
+ add_v3_v3(eye_pose.position, draw_data->eye_position_ofs);
+ if ((session_settings->flag & XR_SESSION_USE_POSITION_TRACKING) == 0) {
+ sub_v3_v3(eye_pose.position, draw_view->local_pose.position);
+ }
+
+ perspective_m4_fov(r_proj_mat,
+ draw_view->fov.angle_left,
+ draw_view->fov.angle_right,
+ draw_view->fov.angle_up,
+ draw_view->fov.angle_down,
+ session_settings->clip_start,
+ session_settings->clip_end);
+
+ float eye_mat[4][4];
+ float base_mat[4][4];
+
+ wm_xr_pose_to_viewmat(&eye_pose, eye_mat);
+ /* Calculate the base pose matrix (in world space!). */
+ wm_xr_pose_to_viewmat(&draw_data->base_pose, base_mat);
+
+ mul_m4_m4m4(r_view_mat, eye_mat, base_mat);
+}
+
+static void wm_xr_draw_viewport_buffers_to_active_framebuffer(
+ const wmXrRuntimeData *runtime_data,
+ const wmXrSurfaceData *surface_data,
+ const GHOST_XrDrawViewInfo *draw_view)
+{
+ const bool is_upside_down = GHOST_XrSessionNeedsUpsideDownDrawing(runtime_data->context);
+ rcti rect = {.xmin = 0, .ymin = 0, .xmax = draw_view->width - 1, .ymax = draw_view->height - 1};
+
+ wmViewport(&rect);
+
+ /* For upside down contexts, draw with inverted y-values. */
+ if (is_upside_down) {
+ SWAP(int, rect.ymin, rect.ymax);
+ }
+ GPU_viewport_draw_to_screen_ex(surface_data->viewport, 0, &rect, draw_view->expects_srgb_buffer);
+}
+
+/**
+ * \brief Draw a viewport for a single eye.
+ *
+ * This is the main viewport drawing function for VR sessions. It's assigned to Ghost-XR as a
+ * callback (see GHOST_XrDrawViewFunc()) and executed for each view (read: eye).
+ */
+void wm_xr_draw_view(const GHOST_XrDrawViewInfo *draw_view, void *customdata)
+{
+ wmXrDrawData *draw_data = customdata;
+ wmXrData *xr_data = draw_data->xr_data;
+ wmXrSurfaceData *surface_data = draw_data->surface_data;
+ wmXrSessionState *session_state = &xr_data->runtime->session_state;
+ XrSessionSettings *settings = &xr_data->session_settings;
+
+ const int display_flags = V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS | settings->draw_flags;
+
+ float viewmat[4][4], winmat[4][4];
+
+ BLI_assert(WM_xr_session_is_ready(xr_data));
+
+ wm_xr_session_draw_data_update(session_state, settings, draw_view, draw_data);
+ wm_xr_draw_matrices_create(draw_data, draw_view, settings, viewmat, winmat);
+ wm_xr_session_state_update(settings, draw_data, draw_view, session_state);
+
+ if (!wm_xr_session_surface_offscreen_ensure(surface_data, draw_view)) {
+ return;
+ }
+
+ /* In case a framebuffer is still bound from drawing the last eye. */
+ GPU_framebuffer_restore();
+ /* Some systems have drawing glitches without this. */
+ GPU_clear(GPU_DEPTH_BIT);
+
+ /* Draws the view into the surface_data->viewport's framebuffers */
+ ED_view3d_draw_offscreen_simple(draw_data->depsgraph,
+ draw_data->scene,
+ &settings->shading,
+ settings->shading.type,
+ draw_view->width,
+ draw_view->height,
+ display_flags,
+ viewmat,
+ winmat,
+ settings->clip_start,
+ settings->clip_end,
+ false,
+ true,
+ true,
+ NULL,
+ false,
+ surface_data->offscreen,
+ surface_data->viewport);
+
+ /* The draw-manager uses both GPUOffscreen and GPUViewport to manage frame and texture buffers. A
+ * call to GPU_viewport_draw_to_screen() is still needed to get the final result from the
+ * viewport buffers composited together and potentially color managed for display on screen.
+ * It needs a bound frame-buffer to draw into, for which we simply reuse the GPUOffscreen one.
+ *
+ * In a next step, Ghost-XR will use the currently bound frame-buffer to retrieve the image
+ * to be submitted to the OpenXR swap-chain. So do not un-bind the off-screen yet! */
+
+ GPU_offscreen_bind(surface_data->offscreen, false);
+
+ wm_xr_draw_viewport_buffers_to_active_framebuffer(xr_data->runtime, surface_data, draw_view);
+}