tornavis/source/blender/draw/DRW_engine.h

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/*
* 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.
*
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* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#ifndef __DRW_ENGINE_H__
#define __DRW_ENGINE_H__
#ifdef __cplusplus
extern "C" {
#endif
#include "BLI_sys_types.h" /* for bool */
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struct ARegion;
struct DRWInstanceDataList;
struct Depsgraph;
struct DrawEngineType;
struct GPUMaterial;
struct GPUOffScreen;
struct GPUViewport;
struct ID;
struct Main;
struct Object;
struct RenderEngine;
struct RenderEngineType;
struct Scene;
struct View3D;
struct ViewLayer;
struct bContext;
struct rcti;
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#include "DNA_object_enums.h"
#include "DRW_engine_types.h"
void DRW_engines_register(void);
void DRW_engines_free(void);
bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
void DRW_engine_register(struct DrawEngineType *draw_engine_type);
void DRW_engine_viewport_data_size_get(
const void *engine_type, int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
typedef struct DRWUpdateContext {
struct Main *bmain;
struct Depsgraph *depsgraph;
struct Scene *scene;
struct ViewLayer *view_layer;
struct ARegion *region;
struct View3D *v3d;
struct RenderEngineType *engine_type;
} DRWUpdateContext;
void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
typedef enum eDRWSelectStage {
DRW_SELECT_PASS_PRE = 1,
DRW_SELECT_PASS_POST,
} eDRWSelectStage;
typedef bool (*DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data);
typedef bool (*DRW_ObjectFilterFn)(struct Object *ob, void *user_data);
void DRW_draw_view(const struct bContext *C);
void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height);
void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
struct RenderEngineType *engine_type,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport,
const struct bContext *evil_C);
void DRW_draw_render_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport);
void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
struct RenderEngineType *engine_type,
struct ARegion *region,
struct View3D *v3d,
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
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const bool is_image_render,
const bool draw_background,
const bool do_color_management,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
void DRW_draw_select_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
bool use_obedit_skip,
bool draw_surface,
bool use_nearest,
const struct rcti *rect,
DRW_SelectPassFn select_pass_fn,
void *select_pass_user_data,
DRW_ObjectFilterFn object_filter_fn,
void *object_filter_user_data);
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport,
bool use_opengl_context);
void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport);
void DRW_draw_depth_object(struct Scene *scene,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport,
struct Object *object);
void DRW_draw_select_id(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
const struct rcti *rect);
/* grease pencil render */
bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
/* This is here because GPUViewport needs it */
struct DRWInstanceDataList *DRW_instance_data_list_create(void);
void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
void DRW_opengl_context_create(void);
void DRW_opengl_context_destroy(void);
void DRW_opengl_context_enable(void);
void DRW_opengl_context_disable(void);
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
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#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);
/* Never use this. Only for closing blender. */
void DRW_opengl_context_enable_ex(bool restore);
void DRW_opengl_context_disable_ex(bool restore);
void DRW_opengl_render_context_enable(void *re_gl_context);
void DRW_opengl_render_context_disable(void *re_gl_context);
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void DRW_gpu_render_context_enable(void *re_gpu_context);
void DRW_gpu_render_context_disable(void *re_gpu_context);
void DRW_deferred_shader_remove(struct GPUMaterial *mat);
struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
void DRW_drawdata_free(struct ID *id);
#ifdef __cplusplus
}
#endif
#endif /* __DRW_ENGINE_H__ */