forked from blender/blender
Move to use the GPU API instead OpenGL #23
@ -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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@ -15,6 +13,7 @@
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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_batch.h"
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// clang-format on
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#include "camera.h"
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@ -134,20 +133,20 @@ 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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GLTexture::GLTexture() : gpu_texture(nullptr), width(0), height(0), channels(4)
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{
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}
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GLTexture::~GLTexture()
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{
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if (texture_id) {
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if (gpu_texture) {
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free();
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}
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}
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void GLTexture::set_buffer(pxr::HdRenderBuffer *buffer)
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{
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if (!texture_id) {
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if (!gpu_texture) {
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create(buffer);
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return;
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}
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@ -158,10 +157,8 @@ 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(gpu_texture, GPU_DATA_FLOAT, data);
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buffer->Unmap();
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}
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@ -170,74 +167,98 @@ void GLTexture::create(pxr::HdRenderBuffer *buffer)
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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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gpu_texture = GPU_texture_create_2d("HydraRendeViewport",
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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(gpu_texture, true);
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GPU_texture_wrap_mode(gpu_texture, true, true);
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}
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void GLTexture::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(gpu_texture);
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gpu_texture = nullptr;
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}
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void GLTexture::draw(GLfloat x, GLfloat y)
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void GLTexture::draw(float x, float y)
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{
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// INITIALIZATION
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/* Getting shader program */
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GPUShader *shader_program = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
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//GLint shader_program;
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//glGetIntegerv(GL_CURRENT_PROGRAM, &shader_program);
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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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// Generate vertex array
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GLuint vertex_array;
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glGenVertexArrays(1, &vertex_array);
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//int position_location = GPU_shader_get_attribute(shader_program, "pos");
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//int texcoord_location = GPU_shader_get_attribute(shader_program, "texCoord");
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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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//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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float position[8] = {x, y, x + width, y, x + width, y + height, x, y + height};
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float 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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GPUVertFormat format = {0};
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GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 8, GPU_FETCH_FLOAT);
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GPU_vertformat_attr_add(&format, "texCoord", GPU_COMP_F32, 8, GPU_FETCH_FLOAT);
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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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GPUVertBuf *vertex_buffer = GPU_vertbuf_create_with_format(&format);
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GPU_vertbuf_data_alloc(vertex_buffer, 2);
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GPU_vertbuf_attr_fill(vertex_buffer, 0, position);
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GPU_vertbuf_attr_fill(vertex_buffer, 1, texcoord);
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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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//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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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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//// DRAWING
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GPUBatch *gpu_batch = GPU_batch_create(GPU_PRIM_TRI_FAN, vertex_buffer, nullptr);
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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_shader_bind(shader_program);
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int slot = GPU_shader_get_sampler_binding(shader_program, "image");
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GPU_texture_bind(gpu_texture, slot);
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GPU_shader_uniform_1i(shader_program, "image", slot);
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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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GPU_batch_set_shader(gpu_batch, shader_program);
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GPU_batch_draw(gpu_batch);
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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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}
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void ViewportEngine::sync(Depsgraph *depsgraph,
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@ -298,8 +319,8 @@ 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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gpu_texture.set_buffer(render_task_delegate->get_renderer_aov(pxr::HdAovTokens->color));
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gpu_texture.draw(view_settings.border[0], view_settings.border[1]);
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}
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}
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@ -5,10 +5,10 @@
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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_texture.h"
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#include "engine.h"
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namespace blender::render::hydra {
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@ -18,13 +18,13 @@ class GLTexture {
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GLTexture();
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~GLTexture();
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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(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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GLuint texture_id;
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GPUTexture *gpu_texture;
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int width, height, channels;
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};
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@ -43,7 +43,7 @@ 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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GLTexture texture;
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GLTexture gpu_texture;
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};
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} // namespace blender::render::hydra
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Block a user