2016-11-16 17:01:19 +01:00
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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2019-01-23 01:29:18 +01:00
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* Copyright 2016, Blender Foundation.
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2016-11-16 17:01:19 +01:00
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*/
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2019-02-17 22:08:12 +01:00
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/** \file
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* \ingroup draw
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2017-02-07 11:20:15 +01:00
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*/
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#ifndef __DRW_ENGINE_H__
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#define __DRW_ENGINE_H__
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2019-11-29 11:42:18 +01:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2019-04-17 06:17:24 +02:00
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#include "BLI_sys_types.h" /* for bool */
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2018-02-06 13:27:49 +01:00
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2017-04-25 20:39:25 +02:00
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struct ARegion;
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2018-01-09 14:09:14 +01:00
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struct DRWInstanceDataList;
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2019-01-28 11:08:24 +01:00
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struct Depsgraph;
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2017-03-08 20:00:09 +01:00
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struct DrawEngineType;
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2018-03-05 00:54:31 +01:00
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struct GPUMaterial;
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2017-05-02 18:50:29 +02:00
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struct GPUOffScreen;
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2018-01-05 10:18:44 +01:00
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struct GPUViewport;
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2019-01-28 11:08:24 +01:00
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struct ID;
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struct Main;
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struct Object;
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2018-01-29 14:56:16 +01:00
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struct RenderEngine;
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2017-10-16 21:15:03 +02:00
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struct RenderEngineType;
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2019-01-28 11:08:24 +01:00
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struct Scene;
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struct View3D;
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struct ViewLayer;
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struct bContext;
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struct rcti;
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2017-04-25 20:39:25 +02:00
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2018-02-06 13:27:49 +01:00
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#include "DNA_object_enums.h"
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2020-02-25 07:47:35 +01:00
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#include "DRW_engine_types.h"
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2017-03-08 20:00:09 +01:00
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void DRW_engines_register(void);
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2017-02-07 11:20:15 +01:00
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void DRW_engines_free(void);
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2018-01-29 14:56:16 +01:00
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bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
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2017-03-08 20:00:09 +01:00
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void DRW_engine_register(struct DrawEngineType *draw_engine_type);
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2017-04-12 11:49:19 +02:00
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void DRW_engine_viewport_data_size_get(
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2019-04-17 06:17:24 +02:00
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const void *engine_type, int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
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2017-03-08 20:00:09 +01:00
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2017-11-28 16:42:58 +01:00
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typedef struct DRWUpdateContext {
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2019-04-17 06:17:24 +02:00
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struct Main *bmain;
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struct Depsgraph *depsgraph;
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struct Scene *scene;
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struct ViewLayer *view_layer;
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2020-03-06 16:56:42 +01:00
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struct ARegion *region;
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2019-04-17 06:17:24 +02:00
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struct View3D *v3d;
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struct RenderEngineType *engine_type;
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2017-11-28 16:42:58 +01:00
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} DRWUpdateContext;
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void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
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2017-09-25 20:07:02 +02:00
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2019-04-17 06:17:24 +02:00
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typedef enum eDRWSelectStage {
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DRW_SELECT_PASS_PRE = 1,
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DRW_SELECT_PASS_POST,
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} eDRWSelectStage;
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typedef bool (*DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data);
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typedef bool (*DRW_ObjectFilterFn)(struct Object *ob, void *user_data);
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2018-03-01 06:31:36 +01:00
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2017-03-08 20:00:09 +01:00
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void DRW_draw_view(const struct bContext *C);
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2018-10-25 11:47:37 +02:00
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void DRW_draw_region_engine_info(int xoffset, int yoffset);
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2017-05-02 16:45:10 +02:00
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2019-04-17 06:17:24 +02:00
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void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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2020-03-06 16:56:42 +01:00
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struct ARegion *region,
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2019-04-17 06:17:24 +02:00
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struct View3D *v3d,
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struct GPUViewport *viewport,
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const struct bContext *evil_C);
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void DRW_draw_render_loop(struct Depsgraph *depsgraph,
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2020-03-06 16:56:42 +01:00
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struct ARegion *region,
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2019-04-17 06:17:24 +02:00
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struct View3D *v3d,
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struct GPUViewport *viewport);
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void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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2020-03-06 16:56:42 +01:00
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struct ARegion *region,
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2019-04-17 06:17:24 +02:00
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struct View3D *v3d,
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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
2020-03-17 20:20:55 +01:00
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const bool is_image_render,
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2019-04-17 06:17:24 +02:00
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const bool draw_background,
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const bool do_color_management,
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struct GPUOffScreen *ofs,
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struct GPUViewport *viewport);
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void DRW_draw_select_loop(struct Depsgraph *depsgraph,
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2020-03-06 16:56:42 +01:00
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struct ARegion *region,
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2019-04-17 06:17:24 +02:00
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struct View3D *v3d,
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bool use_obedit_skip,
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bool draw_surface,
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bool use_nearest,
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const struct rcti *rect,
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DRW_SelectPassFn select_pass_fn,
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void *select_pass_user_data,
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DRW_ObjectFilterFn object_filter_fn,
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void *object_filter_user_data);
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void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
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2020-03-06 16:56:42 +01:00
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struct ARegion *region,
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2019-04-17 06:17:24 +02:00
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struct View3D *v3d,
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2019-07-30 13:40:42 +02:00
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struct GPUViewport *viewport,
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bool use_opengl_context);
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2019-04-17 06:17:24 +02:00
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void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
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2020-03-06 16:56:42 +01:00
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struct ARegion *region,
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2019-04-17 06:17:24 +02:00
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struct View3D *v3d,
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struct GPUViewport *viewport);
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2020-03-06 16:56:42 +01:00
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void DRW_draw_depth_object(struct ARegion *region,
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2019-12-10 15:18:16 +01:00
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struct View3D *v3d,
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2019-04-19 16:49:17 +02:00
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struct GPUViewport *viewport,
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struct Object *object);
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2019-07-30 11:46:59 +02:00
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void DRW_draw_select_id(struct Depsgraph *depsgraph,
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2020-03-06 16:56:42 +01:00
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struct ARegion *region,
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2019-07-30 11:46:59 +02:00
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struct View3D *v3d,
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2019-08-15 15:31:54 +02:00
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const struct rcti *rect);
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2019-03-15 20:02:55 +01:00
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2018-07-31 10:22:19 +02:00
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/* grease pencil render */
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2018-11-09 16:30:44 +01:00
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bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
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2018-07-31 10:22:19 +02:00
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void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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2017-02-07 11:20:15 +01:00
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/* This is here because GPUViewport needs it */
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2018-01-09 14:09:14 +01:00
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struct DRWInstanceDataList *DRW_instance_data_list_create(void);
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void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
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2017-02-07 11:20:15 +01:00
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2018-02-26 19:41:17 +01:00
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void DRW_opengl_context_create(void);
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void DRW_opengl_context_destroy(void);
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void DRW_opengl_context_enable(void);
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void DRW_opengl_context_disable(void);
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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
2020-03-17 20:20:55 +01:00
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#ifdef WITH_XR_OPENXR
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/* XXX see comment on DRW_xr_opengl_context_get() */
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void *DRW_xr_opengl_context_get(void);
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void *DRW_xr_gpu_context_get(void);
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void DRW_xr_drawing_begin(void);
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void DRW_xr_drawing_end(void);
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#endif
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2019-04-19 02:22:22 +02:00
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/* For garbage collection */
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void DRW_cache_free_old_batches(struct Main *bmain);
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2018-07-19 15:48:13 +02:00
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/* Never use this. Only for closing blender. */
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void DRW_opengl_context_enable_ex(bool restore);
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void DRW_opengl_context_disable_ex(bool restore);
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2018-07-10 14:40:28 +02:00
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void DRW_opengl_render_context_enable(void *re_gl_context);
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void DRW_opengl_render_context_disable(void *re_gl_context);
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2019-08-16 17:17:30 +02:00
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void DRW_gpu_render_context_enable(void *re_gpu_context);
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void DRW_gpu_render_context_disable(void *re_gpu_context);
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2018-07-10 14:40:28 +02:00
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2018-03-05 00:54:31 +01:00
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void DRW_deferred_shader_remove(struct GPUMaterial *mat);
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2018-07-10 14:14:55 +02:00
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struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
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void DRW_drawdata_free(struct ID *id);
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2019-11-29 11:42:18 +01:00
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#ifdef __cplusplus
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}
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#endif
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2017-02-17 17:53:51 +01:00
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#endif /* __DRW_ENGINE_H__ */
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