2023-06-14 07:39:46 +00:00
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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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2018-02-26 18:10:15 +00:00
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2019-02-17 21:08:12 +00:00
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/** \file
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* \ingroup GHOST
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2018-02-26 18:10:15 +00:00
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* Declaration of GHOST_IContext interface class.
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*/
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#pragma once
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2023-08-29 13:05:08 +00:00
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#include <functional>
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2018-02-26 18:10:15 +00:00
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#include "GHOST_Types.h"
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/**
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* Interface for GHOST context.
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*
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2021-07-26 02:32:42 +00:00
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* You can create a off-screen context (windowless) with the system's
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* #GHOST_ISystem::createOffscreenContext method.
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2018-02-26 18:10:15 +00:00
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* \see GHOST_ISystem#createOffscreenContext
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*/
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class GHOST_IContext {
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public:
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/**
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* Destructor.
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*/
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2023-03-29 14:50:54 +00:00
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virtual ~GHOST_IContext() {}
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2018-02-26 18:10:15 +00:00
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/**
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* Activates the drawing context.
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2020-11-06 03:18:55 +00:00
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* \return A boolean success indicator.
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2018-02-26 18:10:15 +00:00
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*/
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virtual GHOST_TSuccess activateDrawingContext() = 0;
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/**
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* Release the drawing context of the calling thread.
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2020-11-06 03:18:55 +00:00
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* \return A boolean success indicator.
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2018-02-26 18:10:15 +00:00
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*/
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virtual GHOST_TSuccess releaseDrawingContext() = 0;
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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 19:20:55 +00:00
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virtual unsigned int getDefaultFramebuffer() = 0;
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2023-08-29 13:05:08 +00:00
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virtual GHOST_TSuccess swapBuffers() = 0;
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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 19:20:55 +00:00
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2023-08-29 13:05:08 +00:00
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#ifdef WITH_VULKAN_BACKEND
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2023-02-21 14:03:12 +00:00
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/**
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* Get Vulkan handles for the given context.
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*
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* These handles are the same for a given context.
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2023-03-29 03:16:26 +00:00
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* Should only be called when using a Vulkan context.
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2023-02-21 14:03:12 +00:00
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* Other contexts will not return any handles and leave the
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* handles where the parameters are referring to unmodified.
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*
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2023-08-29 13:05:08 +00:00
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* \param context: GHOST context handle of a vulkan context to
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* get the Vulkan handles from.
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2023-02-21 14:03:12 +00:00
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* \param r_instance: After calling this function the VkInstance
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* referenced by this parameter will contain the VKInstance handle
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* of the context associated with the `context` parameter.
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* \param r_physical_device: After calling this function the VkPhysicalDevice
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* referenced by this parameter will contain the VKPhysicalDevice handle
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* of the context associated with the `context` parameter.
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* \param r_device: After calling this function the VkDevice
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* referenced by this parameter will contain the VKDevice handle
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* of the context associated with the `context` parameter.
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* \param r_graphic_queue_family: After calling this function the uint32_t
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* referenced by this parameter will contain the graphic queue family id
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* of the context associated with the `context` parameter.
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* \param r_queue: After calling this function the VkQueue
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* referenced by this parameter will contain the VKQueue handle
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* of the context associated with the `context` parameter.
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*/
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virtual GHOST_TSuccess getVulkanHandles(void *r_instance,
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void *r_physical_device,
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void *r_device,
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uint32_t *r_graphic_queue_family,
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void *r_queue) = 0;
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/**
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2023-08-29 13:05:08 +00:00
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* Acquire the current swap chain format.
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2023-02-21 14:03:12 +00:00
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*
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2023-08-29 13:05:08 +00:00
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* \param windowhandle: GHOST window handle to a window to get the resource from.
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* \param r_surface_format: After calling this function the VkSurfaceFormatKHR
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* referenced by this parameter will contain the surface format of the
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* surface. The format is the same as the image returned in the r_image
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* parameter.
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2023-02-21 14:03:12 +00:00
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* \param r_extent: After calling this function the VkExtent2D
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* referenced by this parameter will contain the size of the
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* frame buffer and image in pixels.
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2022-11-22 10:28:37 +00:00
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*/
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2023-08-29 13:05:08 +00:00
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virtual GHOST_TSuccess getVulkanSwapChainFormat(
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GHOST_VulkanSwapChainData *r_swap_chain_data) = 0;
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2022-11-22 10:28:37 +00:00
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2023-08-29 13:05:08 +00:00
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/**
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* Set the pre and post callbacks for vulkan swap chain in the given context.
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*
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* \param context: GHOST context handle of a vulkan context to
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* get the Vulkan handles from.
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* \param swap_buffers_pre_callback: Function pointer to be called at the beginning of
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* swapBuffers. Inside this callback the next swap chain image needs to be acquired and filled.
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* \param swap_buffers_post_callback: Function to be called at th end of swapBuffers. swapBuffers
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* can recreate the swap chain. When this is done the application should be informed by those
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* changes.
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*/
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virtual GHOST_TSuccess setVulkanSwapBuffersCallbacks(
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std::function<void(const GHOST_VulkanSwapChainData *)> swap_buffers_pre_callback,
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std::function<void(void)> swap_buffers_post_callback) = 0;
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#endif
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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 19:20:55 +00:00
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2018-02-26 18:10:15 +00:00
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GHOST:GHOST_IContext")
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#endif
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};
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