163 lines
6.1 KiB
C
163 lines
6.1 KiB
C
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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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/** \file
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* \ingroup wm
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*
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* \name Window-Manager XR Drawing
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*
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* Implements Blender specific drawing functionality for use with the Ghost-XR API.
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*/
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#include <string.h>
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#include "BLI_math.h"
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#include "ED_view3d_offscreen.h"
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#include "GHOST_C-api.h"
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#include "GPU_viewport.h"
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#include "WM_api.h"
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#include "wm_surface.h"
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#include "wm_xr_intern.h"
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void wm_xr_pose_to_viewmat(const GHOST_XrPose *pose, float r_viewmat[4][4])
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{
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float iquat[4];
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invert_qt_qt_normalized(iquat, pose->orientation_quat);
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quat_to_mat4(r_viewmat, iquat);
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translate_m4(r_viewmat, -pose->position[0], -pose->position[1], -pose->position[2]);
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}
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static void wm_xr_draw_matrices_create(const wmXrDrawData *draw_data,
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const GHOST_XrDrawViewInfo *draw_view,
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const XrSessionSettings *session_settings,
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float r_view_mat[4][4],
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float r_proj_mat[4][4])
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{
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GHOST_XrPose eye_pose;
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copy_qt_qt(eye_pose.orientation_quat, draw_view->eye_pose.orientation_quat);
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copy_v3_v3(eye_pose.position, draw_view->eye_pose.position);
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add_v3_v3(eye_pose.position, draw_data->eye_position_ofs);
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if ((session_settings->flag & XR_SESSION_USE_POSITION_TRACKING) == 0) {
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sub_v3_v3(eye_pose.position, draw_view->local_pose.position);
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}
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perspective_m4_fov(r_proj_mat,
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draw_view->fov.angle_left,
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draw_view->fov.angle_right,
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draw_view->fov.angle_up,
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draw_view->fov.angle_down,
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session_settings->clip_start,
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session_settings->clip_end);
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float eye_mat[4][4];
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float base_mat[4][4];
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wm_xr_pose_to_viewmat(&eye_pose, eye_mat);
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/* Calculate the base pose matrix (in world space!). */
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wm_xr_pose_to_viewmat(&draw_data->base_pose, base_mat);
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mul_m4_m4m4(r_view_mat, eye_mat, base_mat);
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}
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static void wm_xr_draw_viewport_buffers_to_active_framebuffer(
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const wmXrRuntimeData *runtime_data,
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const wmXrSurfaceData *surface_data,
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const GHOST_XrDrawViewInfo *draw_view)
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{
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const bool is_upside_down = GHOST_XrSessionNeedsUpsideDownDrawing(runtime_data->context);
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rcti rect = {.xmin = 0, .ymin = 0, .xmax = draw_view->width - 1, .ymax = draw_view->height - 1};
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wmViewport(&rect);
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/* For upside down contexts, draw with inverted y-values. */
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if (is_upside_down) {
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SWAP(int, rect.ymin, rect.ymax);
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}
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GPU_viewport_draw_to_screen_ex(surface_data->viewport, 0, &rect, draw_view->expects_srgb_buffer);
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}
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/**
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* \brief Draw a viewport for a single eye.
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*
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* This is the main viewport drawing function for VR sessions. It's assigned to Ghost-XR as a
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* callback (see GHOST_XrDrawViewFunc()) and executed for each view (read: eye).
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*/
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void wm_xr_draw_view(const GHOST_XrDrawViewInfo *draw_view, void *customdata)
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{
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wmXrDrawData *draw_data = customdata;
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wmXrData *xr_data = draw_data->xr_data;
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wmXrSurfaceData *surface_data = draw_data->surface_data;
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wmXrSessionState *session_state = &xr_data->runtime->session_state;
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XrSessionSettings *settings = &xr_data->session_settings;
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const int display_flags = V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS | settings->draw_flags;
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float viewmat[4][4], winmat[4][4];
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BLI_assert(WM_xr_session_is_ready(xr_data));
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wm_xr_session_draw_data_update(session_state, settings, draw_view, draw_data);
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wm_xr_draw_matrices_create(draw_data, draw_view, settings, viewmat, winmat);
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wm_xr_session_state_update(settings, draw_data, draw_view, session_state);
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if (!wm_xr_session_surface_offscreen_ensure(surface_data, draw_view)) {
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return;
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}
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/* In case a framebuffer is still bound from drawing the last eye. */
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GPU_framebuffer_restore();
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/* Some systems have drawing glitches without this. */
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GPU_clear(GPU_DEPTH_BIT);
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/* Draws the view into the surface_data->viewport's framebuffers */
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ED_view3d_draw_offscreen_simple(draw_data->depsgraph,
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draw_data->scene,
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&settings->shading,
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settings->shading.type,
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draw_view->width,
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draw_view->height,
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display_flags,
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viewmat,
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winmat,
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settings->clip_start,
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settings->clip_end,
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false,
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true,
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true,
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NULL,
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false,
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surface_data->offscreen,
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surface_data->viewport);
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/* The draw-manager uses both GPUOffscreen and GPUViewport to manage frame and texture buffers. A
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* call to GPU_viewport_draw_to_screen() is still needed to get the final result from the
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* viewport buffers composited together and potentially color managed for display on screen.
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* It needs a bound frame-buffer to draw into, for which we simply reuse the GPUOffscreen one.
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*
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* In a next step, Ghost-XR will use the currently bound frame-buffer to retrieve the image
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* to be submitted to the OpenXR swap-chain. So do not un-bind the off-screen yet! */
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GPU_offscreen_bind(surface_data->offscreen, false);
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wm_xr_draw_viewport_buffers_to_active_framebuffer(xr_data->runtime, surface_data, draw_view);
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}
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