/* * 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 #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); }