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2021-05-15XR Controller Support Step 1: Internal Abstractions for OpenXR ActionsPeter Kim
Adds internal API for creating and managing OpenXR actions at the GHOST and WM layers. Does not bring about any changes for users since XR action functionality is not yet exposed in the Python API (will be added in a subsequent patch). OpenXR actions are a means to communicate with XR input devices and can be used to retrieve button/pose states or apply haptic feedback. Actions are bound to device inputs via a semantic path binding (https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles), which serves as an XR version of keymaps. Main features: - Abstraction of OpenXR action management functions to GHOST-XR, WM-XR APIs. - New "xr_session_start_pre" callback for creating actions at appropriate point in the XR session. - Creation of name-identifiable action sets/actions. - Binding of actions to controller inputs. - Acquisition of controller button states. - Acquisition of controller poses. - Application of controller haptic feedback. - Carefully designed error handling and useful error reporting (e.g. action set/action name included in error message). Reviewed By: Julian Eisel Differential Revision: http://developer.blender.org/D10942
2021-05-03Cleanup: use boolean for has_event variable & return valueCampbell Barton
2021-02-10UI: Removal of GHOST_CreateDialogWindowHarley Acheson
Simplification of window creation code to allow greater flexibility. Differential Revision: https://developer.blender.org/D10311 Reviewed by Brecht Van Lommel
2020-12-15Cleanup: doxy comments (use colon after parameter name)Campbell Barton
Also remove colon after `\note`.
2020-11-06Cleanup: doxygen comments in ghostCampbell Barton
Use colon after parameters, use hash to reference symbols.
2020-09-01GHOST: Enable debug context on offscreen context tooClément Foucault
This was a long standing TODO. This was also preventing debug callbacks form other context than the main window.
2020-08-07Code Style: use "#pragma once" in intern/ghostJacques Lucke
More information can be found in D8466.
2020-07-15Cleanup: spellingCampbell Barton
2020-05-29Cleanup: spelling, correct reference to 'Mesh.mcol'Campbell Barton
2020-04-08Cleanup: remove GHOST API to query tablet state from WindowBrecht Van Lommel
It's not used by Blender anymore and it's unreliable since this state really only makes sense associated with events in a particular order. Ref D6675
2020-04-03Cleanup: spellingCampbell Barton
2020-04-02VR: Refactor DirectX context managementJulian Eisel
All DirectX management happens on Ghost level now, higher level code can just assume everything is OpenGL (except of the upside-down drawing that still needs to be done for DirectX). This is similar to how the metal-layer is hidden outside of Ghost. The Ghost-XR graphics binding for DirectX is responsible for managing the DirectX compatibility now.
2020-03-17VR: Initial Virtual Reality support - Milestone 1, Scene InspectionJulian Eisel
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
2020-03-17Ghost: Ghost-XR API to abstract away and access OpenXR functionalityJulian Eisel
Extends Ghost to include an abstraction for OpenXR, which I refer to as Ghost-XR. Such an API is the base for the following commit, which introduces VR support to Blender. Main features: * Simple and high-level interface for Blender specific code to call. * Extensible for muliple graphics backends, currently OpenGL and a DirectX compatibility layer are supported. * Carefully designed error handling strategy allowing Blender to handle errors gracefully and with useful error messages. * OpenXR extension and API-layer management. * OpenXR session management. * Basic OpenXR event management. * Debug utilities for Ghost-XR and OpenXR For more information on this API, check https://wiki.blender.org/wiki/Source/Interface/XR. Reviewed by: Brecht Van Lommel Differential Revision: https://developer.blender.org/D6188
2020-03-05Ghost: Support drawing OpenGL framebuffers into a DirectX 11 bufferJulian Eisel
Adds a minimal DirectX 11 Ghost context, plus some shared DirectX-OpenGL resource interface using the NV_DX_interop2 WGL extension. From what I know, this should be available on modern GPUs. If not, it should fail gracefully. There should be no user visible changes at this point. Needed for DirectX-only OpenXR platforms (e.g. Windows Mixed Reality). I heard there are other use-cases as well though. It's known that this currently fails on some AMD systems, but that seems to be fixable. Most of this comes from the 2019 GSoC project, "Core Support of Virtual Reality Headsets through OpenXR" (https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Reviewed by: Jeroen Bakker, Ray Molenkam, Brecht van Lommel Differential Revision: https://developer.blender.org/D6190
2019-11-18GHOST: Only spam about X11 errors when using --debug-ghostSergey Sharybin
This commit adds a new command line argument --debug-ghost and makes it so X11 errors happening during context initialization are only printed when this new flag is sued. There is no need to flood users with errors when their GPU is not supporting latest OpenGL version. Or, at a very minimum, the error must be more meaning full. Differential Revision: https://developer.blender.org/D6057
2019-10-09GPU: show more descriptive labels on unsupported GPU dialogBrecht Van Lommel
Thanks to Ray Molenkamp for the help with the Windows implementation. Fixes T70521 Differential Revision: https://developer.blender.org/D6023
2019-10-04GPU: Platform Support LevelJeroen Bakker
Adds a check when starting blender if your platform is supported. We use a blacklist as drivers are updated more regular then blender (stable releases). The mechanism detects if the support level changed or has been validated by the user previously. Changes can happen due to users updating their drivers, but also when we change the support level in our code base. When the user has seen the limited support level message it is saved in the user config. It would be better to have a system specific config section, but currently not clear what could benefit from that. When the platform is unsupported or has limited support a dialog box will appear including a link to our user manual describing what to do. **Windows** Windows uses the MessageBox that is provided by the windows kernel. **X11** We use a very lowlevel messagebox for X11. It is very limited in use and can be fine tuned when needed. **SDL/APPLE** There is no implementation for SDL or APPLE at this moment as the platform support feature targets mostly Windows users. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5955
2019-10-03UI: Register File Browser as Child/Dialog-Window for the OSJulian Eisel
For many users, this will make the File Browser window behave more like what they would expect. It addresses the issue of the File Browser becoming hidden behind the main window by clicking anywhere in the latter. It communicates the interruptive, but temporary nature of the operation a bit better. Further, on tiling window managers the File Browser now opens as floating by default, like in other applications. Note that this also makes sure the File Browser is always opened as separate window, so it doesn't re-use the Preferences, or any other temporary window anymore. This seems to have been a common annoyance. More concretely, this makes the File Browser window behave as follows: * Stays on top of its parent Blender window, but not on top of non-Blender windows. * Minimizes with its parent window * Can be moved independently * Doesn't add an own item in task bars * Doesn't block other Blender windows (we may want to have this though) * Opens as floating window for tiling window managers (e.g. i3wm/Sway) Further notes: * When opening a file browser from the Preference window (or any temporary window), the main window, as the file browsers parent is moved on top of the Preferences, which makes it seem like the Preferences were closed. This is the general issue of bad secondary window handling as window activation changes. I made it so that the window is moved back once the file browser is closed. This behavior is confusing and would be nice to avoid. It's a separate issue though. * On most window managers on Linux the temporary window can not be minimized and maximized, they disable that for dialog windows. * On Windows and macOS, only minimizing is disabled, as there is no decent way yet to restore a window if it's not shown in the taskbar. Reviewed By: Brecht van Lommel, Campbell Barton, William Reynish Edits and macOS implementation by Brecht. Differential Revision: https://developer.blender.org/D5810 Part of T69652.
2019-09-26GHOST: add GHOST_HasWindowCursorShape() to test if standard cursor existsBrecht Van Lommel
Ref D5197
2019-08-30Cleanup: spellingCampbell Barton
2019-06-16Cleanup: simplify GHOST cursor API, no functional changesBrecht Van Lommel
2019-06-12Cleanup: spelling in commentsCampbell Barton
2019-06-02GPU: support default framebuffer with ID not equal to 0Tomoaki Kawada
2019-05-28WM: support X/Y axis cursor wrappingCampbell Barton
Operator flags to wrap on a single axis. D4865 by @Gvgeo with updates. Resolves T64585
2019-05-19Cleanup: spelling for ghost commentsCampbell Barton
2019-05-18Cleanup: remove unused GHOST quit dialog codeBrecht Van Lommel
2019-05-01Cleanup: comments (long lines) in ghostCampbell Barton
2019-04-25GHOST: remove OpenGL depth buffer, remove code for other unused buffersmano-wii
Viewport drawing has moved to offscreen buffers, and we no longer need to have depth, stencil, aa samples, sRGB buffers as part of the window. So all that code is removed now. The depth buffer was the only one still being allocated, its removal save a bit of memory. Code by Germano and Brecht. Differential Revision: https://developer.blender.org/D4708
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-14Windows: add support for Windows Ink.Christopher Peerman
Before this Blender always needed the Wintab driver. This adds support for the native pressure API in Windows 8+, making it possible to get pressure sensitivity on e.g. Microsoft Surface hardware without any extra drivers. By default Blender will automatically use Wintab if available, and if not use Windows Ink instead. There is also a new user preference to explicitly specify which API to use if automatic detection fails. Fixes T57869: no pressure sensitivity with Surface pen or laptop. Code by Christopher Peerman with some tweaks by Brecht Van Lommel. Differential Revision: https://developer.blender.org/D4165
2018-09-27Merge branch 'master' into blender2.8Sergey Sharybin
2018-09-27Tests: add --no-window-focus to open window without focus.Brecht Van Lommel
This is useful to run OpenGL tests while continuing to do other tasks without windows constantly popping up in the foreground.
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip ghost trailing spaceCampbell Barton
2018-03-21Merge branch 'master' into blender2.8Campbell Barton
2018-03-21UI: Optional prompt to quit for non win32 systemsCampbell Barton
D566 by @januz Use Blender native dialog when OS dialog's aren't supported.
2018-02-26GHOST: Add new interface to manage offscreen contexts.Clément Foucault
Offscreen contexts are not attached to a window and can only be used for rendering to frambuffer objects. CGL implementation : Brecht Van Lommel (brecht) GLX implementation : Clément Foucault (fclem) WGL implementation : Germano Cavalcante (mano-wii) Other implementation are just place holder for now.
2017-06-19Cleanup: doxygen commentsCampbell Barton
Also remove duplicate & mismatching comments from grease-pencil header. Keep comments close to implementation to avoid getting out of sync.
2017-03-25Automatic DPI for all platforms, per monitor DPI for Windows.Wouter
For Windows 8.1 and X11 (Linux, BSD) now use the DPI specified by the operating system, which previously only worked on macOS. For Windows this is handled per monitor, for X11 this is based on Xft.dpi or xrandr --dpi. This should result in appropriate font and button sizes by default in most cases. The UI has been simplified to a single UI Scale factor relative to the automatic DPI, instead of two DPI and Virtual Pixel Size settings. There is forward and backwards compatibility for existing user preferences. Reviewed By: brecht, LazyDodo Differential Revision: https://developer.blender.org/D2539
2016-08-18NDOF: compile 3D mouse code only if WITH_INPUT_NDOFMike Erwin
When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed from: - GHOST (was mostly done, finished the job) - window manager - various editors - RNA - keymaps The input tab of user prefs does not show 3D mouse settings. Key map editor does not show NDOF mappings. DNA does not change. On my Mac the compiled binary is 42KB smaller after this change. It runs fine WITH_INPUT_NDOF on or off.
2015-12-27Fix memory leak in GHOST Event Manager.Kévin Dietrich
The events are allocated on the heap, then pushed on a stack. Before being processed, they are popped from the stack, and deleted after processing is done. When the manager is destroyed (e.g. application closing), any remaining event in the stack is detroyed. Issue is that when the "application closing" event is processed, it is never freed, because the manager gets destroyed before the call to `delete` is made and the event is not on the stack anymore. Now events are left on the stack while they are processed, and only popped and deleted after processing is done. As a slight bonus refactor: use void as return type for dispatch events functions, as no caller is checking the return value, and it is not clear what it means (suggested by the reviewer). Reviewers: brecht Differential Revision: https://developer.blender.org/D1695
2015-07-01Cleanup: doxygen commentsCampbell Barton
2015-07-01User Prefs for NDOF dead-zoneCampbell Barton
D1344 with edits
2015-04-13Cleanup: styleCampbell Barton
2015-02-25Warning messagebox for windows when an unsupported implementation ofAntony Riakiotakis
OpenGL is detected: Hoping to decrease the frequency of by far one of the most frequent bug reports by windows users. There is some reorganization of the GHOST API to allow easy addition of further OpenGL options in the future. The change is not propagated too deep to keep the size of the patch managable. We might reorganize things here later. For OpenGL we do two checks here: One is a combination of GDI generic renderer or vendor microsoft corporation and OpenGL version 1.1. This means the system does not use GPU acceleration at all. We warn user to install a graphics driver and of cases where this might happen (remote connection, using blender through virtual machine) The other one just checks if OpenGL version is less than 1.4 (we can easily change that in the future of course) and warns that it is deprecated. Both cases will still let blender startup correctly but users should now have a clear idea of the system being unsupported. A user preference flag is provided to turn the warning off. Now stop posting those bug reports without installing a driver first - please?
2014-12-07Input Method Editor (IME) support for text buttonsSeverin
Original patch by @random (D765) with some minor work done by @campbell and me. At this place, I'd like call out a number of people who were involved and deserve a big "Thank you!": * At the first place @randon who developed and submitted the patch * The Blendercn community which helped a lot with testing - espacially * @yuzukyo, @leon_cheung and @kjym3 * @campbellbarton, @mont29 and @sergey for their help and advises during * review * @ton who realized the importance of this early on and asked me for * reviewing We are still not finished, as this is only the first part of the implementaion, but there's more to come!