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2021-02-10Fix T85395: Texture paint external edit wrong projection on reapplyPhilipp Oeser
Caused by rB5b34d11b55e0. Above commit restored the view matrices in ED_view3d_draw_offscreen _before_ they can be stored in the ImBuff (see ED_view3d_draw_offscreen / texture_paint_image_from_view_exec). Now make restoring the view matrices optional and dont do this in case of reprojection, so the used matrices can still be saved in the ImBuff later. Reviewed By: campbellbarton Maniphest Tasks: T85395 Differential Revision: https://developer.blender.org/D10331
2020-11-20Cleanup: rename do_sky argument to draw_backgroundCampbell Barton
This was leftover from Blender internal, follow the naming already used by the draw manager.
2020-11-20Cleanup: remove unused perspective argument to off-screen drawingCampbell Barton
Some callers were passing in dummy values, this can be accessed from `RegionView3D.is_persp` can be used to check this.
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-08-02Cleanup: pass const matricesCampbell Barton
Also order return matrices last.
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
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
2020-03-14Cleanup: sort file lists & struct declatationsCampbell Barton
2020-03-13Cleanup: pass const args (mostly Scene & RenderData)Campbell Barton
2020-03-06Cleanup: Rename ARegion variables from ar to regionJulian Eisel
The old convention was easy to confuse with ScrArea. Part of https://developer.blender.org/T74432. This is mostly a batch rename with some manual fixing. Only single word variable names are changed, no prefixed/suffixed names. Brecht van Lommel and Campbell Barton both gave me a green light for this convention change. Also ran clan clang format on affected files.
2020-03-06CodeCleanup: move include statements before extern "C"Jeroen Bakker
Mistake on recent changes that would fail when used in CPP.
2020-03-06CodeCleanup: Use eDrawTypeJeroen Bakker
This patch will make use of the eDrawType where it was used as a variable or parameter name. The eObjectDrawType was renamed to eDrawType as it is also used by `View3DShading.type`.
2020-03-06CodeCleanup: Added enums to opengl render functionsJeroen Bakker
Motivation the functions get 3 different kind of flag parameters (ImBuf, DrawType, OffscreenRendering) the naming of the flags were not clear, leading to mistakes and unnecessary time spend debugging.