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/editors/space_view3d/space_view3d.c | 87 +++++++++++++++------- 1 file changed, 62 insertions(+), 25 deletions(-) (limited to 'source/blender/editors/space_view3d/space_view3d.c') diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c index b2fc6c6e4cc..f16e19c598e 100644 --- a/source/blender/editors/space_view3d/space_view3d.c +++ b/source/blender/editors/space_view3d/space_view3d.c @@ -39,6 +39,7 @@ #include "BKE_context.h" #include "BKE_curve.h" +#include "BKE_global.h" #include "BKE_icons.h" #include "BKE_idprop.h" #include "BKE_lattice.h" @@ -114,44 +115,61 @@ bool ED_view3d_context_user_region(bContext *C, View3D **r_v3d, ARegion **r_ar) if (region) { RegionView3D *rv3d; if ((region->regiontype == RGN_TYPE_WINDOW) && (rv3d = region->regiondata) && - (rv3d->viewlock & RV3D_LOCKED) == 0) { + (rv3d->viewlock & RV3D_LOCK_ROTATION) == 0) { *r_v3d = v3d; *r_ar = region; return true; } else { - ARegion *ar_unlock_user = NULL; - ARegion *ar_unlock = NULL; - for (region = sa->regionbase.first; region; region = region->next) { - /* find the first unlocked rv3d */ - if (region->regiondata && region->regiontype == RGN_TYPE_WINDOW) { - rv3d = region->regiondata; - if ((rv3d->viewlock & RV3D_LOCKED) == 0) { - ar_unlock = region; - if (rv3d->persp == RV3D_PERSP || rv3d->persp == RV3D_CAMOB) { - ar_unlock_user = region; - break; - } - } - } - } - - /* camera/perspective view get priority when the active region is locked */ - if (ar_unlock_user) { + if (ED_view3d_area_user_region(sa, v3d, r_ar)) { *r_v3d = v3d; - *r_ar = ar_unlock_user; return true; } + } + } + } - if (ar_unlock) { - *r_v3d = v3d; - *r_ar = ar_unlock; - return true; + return false; +} + +/** + * Similar to #ED_view3d_context_user_region() but does not use context. Always performs a lookup. + * Also works if \a v3d is not the active space. + */ +bool ED_view3d_area_user_region(const ScrArea *sa, const View3D *v3d, ARegion **r_ar) +{ + RegionView3D *rv3d = NULL; + ARegion *ar_unlock_user = NULL; + ARegion *ar_unlock = NULL; + const ListBase *region_list = (v3d == sa->spacedata.first) ? &sa->regionbase : &v3d->regionbase; + + BLI_assert(v3d->spacetype == SPACE_VIEW3D); + + for (ARegion *region = region_list->first; region; region = region->next) { + /* find the first unlocked rv3d */ + if (region->regiondata && region->regiontype == RGN_TYPE_WINDOW) { + rv3d = region->regiondata; + if ((rv3d->viewlock & RV3D_LOCK_ROTATION) == 0) { + ar_unlock = region; + if (rv3d->persp == RV3D_PERSP || rv3d->persp == RV3D_CAMOB) { + ar_unlock_user = region; + break; } } } } + /* camera/perspective view get priority when the active region is locked */ + if (ar_unlock_user) { + *r_ar = ar_unlock_user; + return true; + } + + if (ar_unlock) { + *r_ar = ar_unlock; + return true; + } + return false; } @@ -333,9 +351,11 @@ static SpaceLink *view3d_duplicate(SpaceLink *sl) v3dn->localvd = NULL; v3dn->runtime.properties_storage = NULL; } + /* Only one View3D is allowed to have this flag! */ + v3dn->runtime.flag &= ~V3D_RUNTIME_XR_SESSION_ROOT; v3dn->local_collections_uuid = 0; - v3dn->flag &= ~V3D_LOCAL_COLLECTIONS; + v3dn->flag &= ~(V3D_LOCAL_COLLECTIONS | V3D_XR_SESSION_MIRROR); if (v3dn->shading.type == OB_RENDER) { v3dn->shading.type = OB_SOLID; @@ -715,6 +735,13 @@ static void view3d_main_region_listener( if (ELEM(wmn->data, ND_UNDO)) { WM_gizmomap_tag_refresh(gzmap); } + else if (ELEM(wmn->data, ND_XR_DATA_CHANGED)) { + /* Only cause a redraw if this a VR session mirror. Should more features be added that + * require redraws, we could pass something to wmn->reference, e.g. the flag value. */ + if (v3d->flag & V3D_XR_SESSION_MIRROR) { + ED_region_tag_redraw(region); + } + } break; case NC_ANIMATION: switch (wmn->data) { @@ -912,6 +939,11 @@ static void view3d_main_region_listener( if (wmn->subtype == NS_VIEW3D_GPU) { rv3d->rflag |= RV3D_GPULIGHT_UPDATE; } +#ifdef WITH_XR_OPENXR + else if (wmn->subtype == NS_VIEW3D_SHADING) { + ED_view3d_xr_shading_update(G_MAIN->wm.first, v3d, scene); + } +#endif ED_region_tag_redraw(region); WM_gizmomap_tag_refresh(gzmap); } @@ -1374,6 +1406,11 @@ static void view3d_buttons_region_listener(wmWindow *UNUSED(win), ED_region_tag_redraw(region); } break; + case NC_WM: + if (wmn->data == ND_XR_DATA_CHANGED) { + ED_region_tag_redraw(region); + } + break; } } -- cgit v1.2.3