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blender-archive/source/blender/windowmanager/xr/intern/wm_xr_draw.c
Julian Eisel 505a19ed75 Cleanup: Split up Window-Manager VR file (and related changes)
Splits up wm_xr.c into multiple files in their own folder:
source/blender/windowmanager/xr. So this matches how the message bus and
gizmo code have their own folder and files.

This allows better structuring and should make the code scale better.
I rather do this early on than to wait until we end up with a single,
huge file.

Also improves a bit how data is prepared and updated for drawing.
2020-04-04 18:55:24 +02:00

163 lines
6.1 KiB
C

/*
* 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 <string.h>
#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);
}