From dc2df8307f41888bab722f75fa9e73adecf86b72 Mon Sep 17 00:00:00 2001 From: Julian Eisel Date: Tue, 17 Mar 2020 20:20:55 +0100 Subject: 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 --- source/blender/draw/CMakeLists.txt | 4 ++++ source/blender/draw/DRW_engine.h | 9 +++++++ source/blender/draw/intern/draw_manager.c | 40 +++++++++++++++++++++++++++++-- 3 files changed, 51 insertions(+), 2 deletions(-) (limited to 'source/blender/draw') diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index a1213be4be0..81f2214b402 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -390,4 +390,8 @@ if(WITH_FREESTYLE) add_definitions(-DWITH_FREESTYLE) endif() +if(WITH_XR_OPENXR) + add_definitions(-DWITH_XR_OPENXR) +endif() + blender_add_lib(bf_draw "${SRC}" "${INC}" "${INC_SYS}" "${LIB}") diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h index b4c23d5e57c..7ecf9df275d 100644 --- a/source/blender/draw/DRW_engine.h +++ b/source/blender/draw/DRW_engine.h @@ -93,6 +93,7 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, struct RenderEngineType *engine_type, struct ARegion *region, struct View3D *v3d, + const bool is_image_render, const bool draw_background, const bool do_color_management, struct GPUOffScreen *ofs, @@ -139,6 +140,14 @@ void DRW_opengl_context_destroy(void); void DRW_opengl_context_enable(void); void DRW_opengl_context_disable(void); +#ifdef WITH_XR_OPENXR +/* XXX see comment on DRW_xr_opengl_context_get() */ +void *DRW_xr_opengl_context_get(void); +void *DRW_xr_gpu_context_get(void); +void DRW_xr_drawing_begin(void); +void DRW_xr_drawing_end(void); +#endif + /* For garbage collection */ void DRW_cache_free_old_batches(struct Main *bmain); diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 71e2d8d9b57..618922d8544 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -562,7 +562,7 @@ static void drw_viewport_var_init(void) DRW_view_camtexco_set(DST.view_default, rv3d->viewcamtexcofac); if (DST.draw_ctx.sh_cfg == GPU_SHADER_CFG_CLIPPED) { - int plane_len = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6; + int plane_len = (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXCLIP) ? 4 : 6; DRW_view_clip_planes_set(DST.view_default, rv3d->clip, plane_len); } @@ -1554,6 +1554,7 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, RenderEngineType *engine_type, ARegion *region, View3D *v3d, + const bool is_image_render, const bool draw_background, const bool do_color_management, GPUOffScreen *ofs, @@ -1569,7 +1570,7 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); - DST.options.is_image_render = true; + DST.options.is_image_render = is_image_render; DST.options.do_color_management = do_color_management; DST.options.draw_background = draw_background; DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, render_viewport, NULL); @@ -2829,4 +2830,39 @@ void DRW_gpu_render_context_disable(void *UNUSED(re_gpu_context)) GPU_context_active_set(NULL); } +#ifdef WITH_XR_OPENXR + +/* XXX + * There should really be no such getter, but for VR we currently can't easily avoid it. OpenXR + * needs some low level info for the OpenGL context that will be used for submitting the + * final framebuffer. VR could in theory create its own context, but that would mean we have to + * switch to it just to submit the final frame, which has notable performance impact. + * + * We could "inject" a context through DRW_opengl_render_context_enable(), but that would have to + * work from the main thread, which is tricky to get working too. The preferable solution would be + * using a separate thread for VR drawing where a single context can stay active. */ +void *DRW_xr_opengl_context_get(void) +{ + return DST.gl_context; +} + +/* XXX See comment on DRW_xr_opengl_context_get(). */ +void *DRW_xr_gpu_context_get(void) +{ + return DST.gpu_context; +} + +/* XXX See comment on DRW_xr_opengl_context_get(). */ +void DRW_xr_drawing_begin(void) +{ + BLI_ticket_mutex_lock(DST.gl_context_mutex); +} + +/* XXX See comment on DRW_xr_opengl_context_get(). */ +void DRW_xr_drawing_end(void) +{ + BLI_ticket_mutex_unlock(DST.gl_context_mutex); +} + +#endif /** \} */ -- cgit v1.2.3