tornavis/source/blender/makesdna/DNA_view3d_enums.h

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

52 lines
1.3 KiB
C
Raw Normal View History

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup DNA
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
2021-07-26 04:32:42 +02:00
/** Settings for off-screen rendering. */
typedef enum eV3DOffscreenDrawFlag {
V3D_OFSDRAW_NONE = (0),
V3D_OFSDRAW_SHOW_ANNOTATION = (1 << 0),
V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS = (1 << 1),
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
V3D_OFSDRAW_SHOW_GRIDFLOOR = (1 << 2),
V3D_OFSDRAW_SHOW_SELECTION = (1 << 3),
V3D_OFSDRAW_XR_SHOW_CONTROLLERS = (1 << 4),
V3D_OFSDRAW_XR_SHOW_CUSTOM_OVERLAYS = (1 << 5),
V3D_OFSDRAW_SHOW_OBJECT_EXTRAS = (1 << 6),
} eV3DOffscreenDrawFlag;
/** #View3DShading.light */
typedef enum eV3DShadingLightingMode {
V3D_LIGHTING_FLAT = 0,
V3D_LIGHTING_STUDIO = 1,
V3D_LIGHTING_MATCAP = 2,
} eV3DShadingLightingMode;
/** #View3DShading.color_type, #View3DShading.wire_color_type */
typedef enum eV3DShadingColorType {
V3D_SHADING_MATERIAL_COLOR = 0,
V3D_SHADING_RANDOM_COLOR = 1,
V3D_SHADING_SINGLE_COLOR = 2,
V3D_SHADING_TEXTURE_COLOR = 3,
V3D_SHADING_OBJECT_COLOR = 4,
V3D_SHADING_VERTEX_COLOR = 5,
} eV3DShadingColorType;
/** #View3DShading.background_type */
typedef enum eV3DShadingBackgroundType {
V3D_SHADING_BACKGROUND_THEME = 0,
V3D_SHADING_BACKGROUND_WORLD = 1,
V3D_SHADING_BACKGROUND_VIEWPORT = 2,
} eV3DShadingBackgroundType;
#ifdef __cplusplus
}
#endif