forked from blender/blender
BLEN-365: Improve creation algorithm of PreviewEngine #21
@ -9,7 +9,6 @@ endif()
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add_definitions(-DTBB_SUPPRESS_DEPRECATED_MESSAGES=1)
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add_definitions(${GFLAGS_DEFINES})
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add_definitions(-DGLOG_NO_ABBREVIATED_SEVERITIES)
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add_definitions(-DBLENDER_GFLAGS_NAMESPACE=${GFLAGS_NAMESPACE})
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add_definitions(-DBOOST_ALL_NO_LIB)
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@ -31,7 +30,6 @@ set(INC
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../../depsgraph
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../../blenkernel
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../../gpu
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../../gpu/opengl
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../../gpu/intern
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../../python/intern
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..
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@ -39,7 +37,6 @@ set(INC
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)
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set(INC_SYS
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${Epoxy_INCLUDE_DIRS}
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${PYTHON_INCLUDE_DIRS}
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${USD_INCLUDE_DIRS}
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${BOOST_INCLUDE_DIR}
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@ -1,10 +1,10 @@
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include <pxr/imaging/glf/drawTarget.h>
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#include "BKE_lib_id.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#include "camera.h"
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#include "final_engine.h"
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@ -195,31 +195,21 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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{"Combined", std::vector<float>(res[0] * res[1] * 4)}}; // 4 - number of channels
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std::vector<float> &pixels = render_images["Combined"];
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GLuint framebuffer_name = 0;
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glGenFramebuffers(1, &framebuffer_name);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_name);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fbHydraRenderFinal");
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GPUTexture *texture = GPU_texture_create_2d("texHydraRenderFinal",
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res[0],
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res[1],
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1,
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GPU_RGBA32F,
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GPU_TEXTURE_USAGE_GENERAL,
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nullptr);
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GPU_texture_filter_mode(texture, true);
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GPU_texture_wrap_mode(texture, true, true);
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GPU_framebuffer_texture_attach(framebuffer, texture, 0, 0);
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// The texture we're going to render to
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GLuint rendered_texture;
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glGenTextures(1, &rendered_texture);
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// "Bind" the newly created texture : all future texture functions will modify this texture
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glBindTexture(GL_TEXTURE_2D, rendered_texture);
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// Give an empty image to OpenGL ( the last "0" )
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, res[0], res[1], 0, GL_RGBA, GL_FLOAT, 0);
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// Poor filtering. Needed !
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// Set "rendered_texture" as our colour attachement #0
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rendered_texture, 0);
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// Generate vertex array
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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GPU_framebuffer_bind(framebuffer);
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float clear_color[4] = {0.0, 0.0, 0.0, 0.0};
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0);
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{
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// Release the GIL before calling into hydra, in case any hydra plugins call into python.
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@ -246,12 +236,19 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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break;
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}
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
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void *data = GPU_texture_read(texture, GPU_DATA_FLOAT, 0);
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memcpy(pixels.data(), data, pixels.size() * sizeof(float));
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MEM_freeN(data);
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update_render_result(render_images, layer_name, res[0], res[1]);
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}
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
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void *data = GPU_texture_read(texture, GPU_DATA_FLOAT, 0);
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memcpy(pixels.data(), data, pixels.size() * sizeof(float));
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MEM_freeN(data);
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update_render_result(render_images, layer_name, res[0], res[1]);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture);
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}
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} // namespace blender::render::hydra
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@ -1,8 +1,6 @@
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include <epoxy/gl.h>
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#include <pxr/base/gf/camera.h>
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#include <pxr/imaging/glf/drawTarget.h>
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#include <pxr/usd/usdGeom/camera.h>
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@ -14,7 +12,7 @@
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#include "BKE_camera.h"
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#include "BLI_math_matrix.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_shader.h"
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#include "GPU_matrix.h"
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// clang-format on
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#include "camera.h"
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@ -134,20 +132,32 @@ pxr::GfCamera ViewSettings::gf_camera()
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(float)border[3] / screen_height));
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}
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GLTexture::GLTexture() : texture_id(0), width(0), height(0), channels(4)
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DrawTexture::DrawTexture() : texture(nullptr), width(0), height(0), channels(4)
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{
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float coords[8] = {0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0};
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GPUVertFormat format = {0};
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GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPU_vertformat_attr_add(&format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
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GPU_vertbuf_data_alloc(vbo, 4);
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GPU_vertbuf_attr_fill(vbo, 0, coords);
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GPU_vertbuf_attr_fill(vbo, 1, coords);
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batch = GPU_batch_create_ex(GPU_PRIM_TRI_FAN, vbo, nullptr, GPU_BATCH_OWNS_VBO);
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}
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GLTexture::~GLTexture()
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DrawTexture::~DrawTexture()
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{
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if (texture_id) {
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if (texture) {
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free();
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}
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GPU_batch_discard(batch);
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}
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void GLTexture::set_buffer(pxr::HdRenderBuffer *buffer)
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void DrawTexture::set_buffer(pxr::HdRenderBuffer *buffer)
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{
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if (!texture_id) {
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if (!texture) {
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create(buffer);
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return;
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}
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@ -158,86 +168,49 @@ void GLTexture::set_buffer(pxr::HdRenderBuffer *buffer)
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return;
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}
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glBindTexture(GL_TEXTURE_2D, texture_id);
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void *data = buffer->Map();
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, data);
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GPU_texture_update(texture, GPU_DATA_FLOAT, data);
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buffer->Unmap();
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}
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void GLTexture::create(pxr::HdRenderBuffer *buffer)
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void DrawTexture::create(pxr::HdRenderBuffer *buffer)
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{
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width = buffer->GetWidth();
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height = buffer->GetHeight();
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channels = pxr::HdGetComponentCount(buffer->GetFormat());
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glGenTextures(1, &texture_id);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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void *data = buffer->Map();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, data);
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texture = GPU_texture_create_2d("texHydraRenderViewport",
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width,
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height,
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1,
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GPU_RGBA16F,
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GPU_TEXTURE_USAGE_GENERAL,
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(float *)data);
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buffer->Unmap();
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GPU_texture_filter_mode(texture, true);
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GPU_texture_wrap_mode(texture, true, true);
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}
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void GLTexture::free()
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void DrawTexture::free()
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{
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glDeleteTextures(1, &texture_id);
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texture_id = 0;
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GPU_texture_free(texture);
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texture = nullptr;
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}
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void GLTexture::draw(GLfloat x, GLfloat y)
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void DrawTexture::draw(GPUShader *shader, float x, float y)
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{
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// INITIALIZATION
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int slot = GPU_shader_get_sampler_binding(shader, "image");
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GPU_texture_bind(texture, slot);
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GPU_shader_uniform_1i(shader, "image", slot);
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// Getting shader program
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GLint shader_program;
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glGetIntegerv(GL_CURRENT_PROGRAM, &shader_program);
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// Generate vertex array
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GLuint vertex_array;
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glGenVertexArrays(1, &vertex_array);
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GLint texturecoord_location = glGetAttribLocation(shader_program, "texCoord");
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GLint position_location = glGetAttribLocation(shader_program, "pos");
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// Generate geometry buffers for drawing textured quad
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GLfloat position[8] = {x, y, x + width, y, x + width, y + height, x, y + height};
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GLfloat texcoord[8] = {0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0};
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GLuint vertex_buffer[2];
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glGenBuffers(2, vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
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glBufferData(GL_ARRAY_BUFFER, 32, position, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[1]);
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glBufferData(GL_ARRAY_BUFFER, 32, texcoord, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// DRAWING
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glBindVertexArray(vertex_array);
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glEnableVertexAttribArray(texturecoord_location);
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glEnableVertexAttribArray(position_location);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
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glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[1]);
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glVertexAttribPointer(texturecoord_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// DELETING
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glDeleteBuffers(2, vertex_buffer);
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glDeleteVertexArrays(1, &vertex_array);
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GPU_matrix_push();
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GPU_matrix_translate_2f(x, y);
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GPU_matrix_scale_2f(width, height);
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GPU_batch_set_shader(batch, shader);
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GPU_batch_draw(batch);
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GPU_matrix_pop();
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}
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void ViewportEngine::sync(Depsgraph *depsgraph,
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@ -298,8 +271,8 @@ void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
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engine->Execute(render_index.get(), &tasks);
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if ((bl_engine->type->flag & RE_USE_GPU_CONTEXT) == 0) {
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texture.set_buffer(render_task_delegate->get_renderer_aov(pxr::HdAovTokens->color));
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texture.draw((GLfloat)view_settings.border[0], (GLfloat)view_settings.border[1]);
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draw_texture.set_buffer(render_task_delegate->get_renderer_aov(pxr::HdAovTokens->color));
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draw_texture.draw(shader, view_settings.border[0], view_settings.border[1]);
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}
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}
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|
@ -5,26 +5,29 @@
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#include <chrono>
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#include <epoxy/gl.h>
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#include <pxr/imaging/hd/renderBuffer.h>
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#include "GPU_batch.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "engine.h"
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namespace blender::render::hydra {
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class GLTexture {
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class DrawTexture {
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public:
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GLTexture();
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~GLTexture();
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DrawTexture();
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~DrawTexture();
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void set_buffer(pxr::HdRenderBuffer *buffer);
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void draw(GLfloat x, GLfloat y);
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void draw(GPUShader *shader, float x, float y);
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private:
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void create(pxr::HdRenderBuffer *buffer);
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void free();
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|
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GLuint texture_id;
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GPUTexture *texture;
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GPUBatch *batch;
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int width, height, channels;
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};
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@ -43,7 +46,7 @@ class ViewportEngine : public Engine {
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private:
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std::chrono::time_point<std::chrono::steady_clock> time_begin;
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|
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GLTexture texture;
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DrawTexture draw_texture;
|
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};
|
||||
|
||||
} // namespace blender::render::hydra
|
||||
|
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