forked from blender/blender
Move to use the GPU API instead OpenGL #23
@ -1,8 +1,6 @@
|
|||||||
/* SPDX-License-Identifier: Apache-2.0
|
/* SPDX-License-Identifier: Apache-2.0
|
||||||
* Copyright 2011-2022 Blender Foundation */
|
* Copyright 2011-2022 Blender Foundation */
|
||||||
|
|
||||||
#include <epoxy/gl.h>
|
|
||||||
|
|
||||||
#include <pxr/base/gf/camera.h>
|
#include <pxr/base/gf/camera.h>
|
||||||
#include <pxr/imaging/glf/drawTarget.h>
|
#include <pxr/imaging/glf/drawTarget.h>
|
||||||
#include <pxr/usd/usdGeom/camera.h>
|
#include <pxr/usd/usdGeom/camera.h>
|
||||||
@ -15,6 +13,7 @@
|
|||||||
#include "BLI_math_matrix.h"
|
#include "BLI_math_matrix.h"
|
||||||
#include "DEG_depsgraph_query.h"
|
#include "DEG_depsgraph_query.h"
|
||||||
#include "GPU_shader.h"
|
#include "GPU_shader.h"
|
||||||
|
#include "GPU_batch.h"
|
||||||
// clang-format on
|
// clang-format on
|
||||||
|
|
||||||
#include "camera.h"
|
#include "camera.h"
|
||||||
@ -134,20 +133,20 @@ pxr::GfCamera ViewSettings::gf_camera()
|
|||||||
(float)border[3] / screen_height));
|
(float)border[3] / screen_height));
|
||||||
}
|
}
|
||||||
|
|
||||||
GLTexture::GLTexture() : texture_id(0), width(0), height(0), channels(4)
|
GLTexture::GLTexture() : gpu_texture(nullptr), width(0), height(0), channels(4)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
GLTexture::~GLTexture()
|
GLTexture::~GLTexture()
|
||||||
{
|
{
|
||||||
if (texture_id) {
|
if (gpu_texture) {
|
||||||
free();
|
free();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void GLTexture::set_buffer(pxr::HdRenderBuffer *buffer)
|
void GLTexture::set_buffer(pxr::HdRenderBuffer *buffer)
|
||||||
{
|
{
|
||||||
if (!texture_id) {
|
if (!gpu_texture) {
|
||||||
create(buffer);
|
create(buffer);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@ -158,10 +157,8 @@ void GLTexture::set_buffer(pxr::HdRenderBuffer *buffer)
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
|
||||||
|
|
||||||
void *data = buffer->Map();
|
void *data = buffer->Map();
|
||||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, data);
|
GPU_texture_update(gpu_texture, GPU_DATA_FLOAT, data);
|
||||||
buffer->Unmap();
|
buffer->Unmap();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -170,74 +167,98 @@ void GLTexture::create(pxr::HdRenderBuffer *buffer)
|
|||||||
width = buffer->GetWidth();
|
width = buffer->GetWidth();
|
||||||
height = buffer->GetHeight();
|
height = buffer->GetHeight();
|
||||||
channels = pxr::HdGetComponentCount(buffer->GetFormat());
|
channels = pxr::HdGetComponentCount(buffer->GetFormat());
|
||||||
|
|
||||||
glGenTextures(1, &texture_id);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
||||||
|
|
||||||
void *data = buffer->Map();
|
void *data = buffer->Map();
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, data);
|
gpu_texture = GPU_texture_create_2d("HydraRendeViewport",
|
||||||
|
width,
|
||||||
|
height,
|
||||||
|
1,
|
||||||
|
GPU_RGBA16F,
|
||||||
|
GPU_TEXTURE_USAGE_GENERAL,
|
||||||
|
(float *)data);
|
||||||
buffer->Unmap();
|
buffer->Unmap();
|
||||||
|
|
||||||
|
GPU_texture_filter_mode(gpu_texture, true);
|
||||||
|
GPU_texture_wrap_mode(gpu_texture, true, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GLTexture::free()
|
void GLTexture::free()
|
||||||
{
|
{
|
||||||
glDeleteTextures(1, &texture_id);
|
GPU_texture_free(gpu_texture);
|
||||||
texture_id = 0;
|
gpu_texture = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
void GLTexture::draw(GLfloat x, GLfloat y)
|
void GLTexture::draw(float x, float y)
|
||||||
{
|
{
|
||||||
// INITIALIZATION
|
/* Getting shader program */
|
||||||
|
GPUShader *shader_program = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
|
||||||
|
//GLint shader_program;
|
||||||
|
//glGetIntegerv(GL_CURRENT_PROGRAM, &shader_program);
|
||||||
|
|
||||||
// Getting shader program
|
//// Generate vertex array
|
||||||
GLint shader_program;
|
//GLuint vertex_array;
|
||||||
glGetIntegerv(GL_CURRENT_PROGRAM, &shader_program);
|
//glGenVertexArrays(1, &vertex_array);
|
||||||
|
|
||||||
// Generate vertex array
|
//int position_location = GPU_shader_get_attribute(shader_program, "pos");
|
||||||
GLuint vertex_array;
|
//int texcoord_location = GPU_shader_get_attribute(shader_program, "texCoord");
|
||||||
glGenVertexArrays(1, &vertex_array);
|
|
||||||
|
|
||||||
GLint texturecoord_location = glGetAttribLocation(shader_program, "texCoord");
|
//GLint texturecoord_location = glGetAttribLocation(shader_program, "texCoord");
|
||||||
GLint position_location = glGetAttribLocation(shader_program, "pos");
|
//GLint position_location = glGetAttribLocation(shader_program, "pos");
|
||||||
|
|
||||||
// Generate geometry buffers for drawing textured quad
|
// Generate geometry buffers for drawing textured quad
|
||||||
GLfloat position[8] = {x, y, x + width, y, x + width, y + height, x, y + height};
|
float position[8] = {x, y, x + width, y, x + width, y + height, x, y + height};
|
||||||
GLfloat texcoord[8] = {0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0};
|
float texcoord[8] = {0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0};
|
||||||
|
|
||||||
GLuint vertex_buffer[2];
|
GPUVertFormat format = {0};
|
||||||
glGenBuffers(2, vertex_buffer);
|
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 8, GPU_FETCH_FLOAT);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
|
GPU_vertformat_attr_add(&format, "texCoord", GPU_COMP_F32, 8, GPU_FETCH_FLOAT);
|
||||||
glBufferData(GL_ARRAY_BUFFER, 32, position, GL_STATIC_DRAW);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[1]);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, 32, texcoord, GL_STATIC_DRAW);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
|
|
||||||
// DRAWING
|
GPUVertBuf *vertex_buffer = GPU_vertbuf_create_with_format(&format);
|
||||||
glActiveTexture(GL_TEXTURE0);
|
GPU_vertbuf_data_alloc(vertex_buffer, 2);
|
||||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
GPU_vertbuf_attr_fill(vertex_buffer, 0, position);
|
||||||
|
GPU_vertbuf_attr_fill(vertex_buffer, 1, texcoord);
|
||||||
|
|
||||||
glBindVertexArray(vertex_array);
|
//GLuint vertex_buffer[2];
|
||||||
glEnableVertexAttribArray(texturecoord_location);
|
//glGenBuffers(2, vertex_buffer);
|
||||||
glEnableVertexAttribArray(position_location);
|
//glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
|
||||||
|
//glBufferData(GL_ARRAY_BUFFER, 32, position, GL_STATIC_DRAW);
|
||||||
|
//glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[1]);
|
||||||
|
//glBufferData(GL_ARRAY_BUFFER, 32, texcoord, GL_STATIC_DRAW);
|
||||||
|
//glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
|
|
||||||
glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[1]);
|
|
||||||
glVertexAttribPointer(texturecoord_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
//// DRAWING
|
||||||
|
GPUBatch *gpu_batch = GPU_batch_create(GPU_PRIM_TRI_FAN, vertex_buffer, nullptr);
|
||||||
|
|
||||||
glBindVertexArray(0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
|
|
||||||
// DELETING
|
GPU_shader_bind(shader_program);
|
||||||
glDeleteBuffers(2, vertex_buffer);
|
int slot = GPU_shader_get_sampler_binding(shader_program, "image");
|
||||||
glDeleteVertexArrays(1, &vertex_array);
|
GPU_texture_bind(gpu_texture, slot);
|
||||||
|
GPU_shader_uniform_1i(shader_program, "image", slot);
|
||||||
|
|
||||||
|
//glActiveTexture(GL_TEXTURE0);
|
||||||
|
//glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||||
|
|
||||||
|
//glBindVertexArray(vertex_array);
|
||||||
|
//glEnableVertexAttribArray(texturecoord_location);
|
||||||
|
//glEnableVertexAttribArray(position_location);
|
||||||
|
|
||||||
|
//glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[0]);
|
||||||
|
//glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
|
||||||
|
//glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer[1]);
|
||||||
|
//glVertexAttribPointer(texturecoord_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
|
||||||
|
//glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
GPU_batch_set_shader(gpu_batch, shader_program);
|
||||||
|
GPU_batch_draw(gpu_batch);
|
||||||
|
|
||||||
|
//glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||||
|
|
||||||
|
//glBindVertexArray(0);
|
||||||
|
//glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
|
//// DELETING
|
||||||
|
//glDeleteBuffers(2, vertex_buffer);
|
||||||
|
//glDeleteVertexArrays(1, &vertex_array);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ViewportEngine::sync(Depsgraph *depsgraph,
|
void ViewportEngine::sync(Depsgraph *depsgraph,
|
||||||
@ -298,8 +319,8 @@ void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
|
|||||||
engine->Execute(render_index.get(), &tasks);
|
engine->Execute(render_index.get(), &tasks);
|
||||||
|
|
||||||
if ((bl_engine->type->flag & RE_USE_GPU_CONTEXT) == 0) {
|
if ((bl_engine->type->flag & RE_USE_GPU_CONTEXT) == 0) {
|
||||||
texture.set_buffer(render_task_delegate->get_renderer_aov(pxr::HdAovTokens->color));
|
gpu_texture.set_buffer(render_task_delegate->get_renderer_aov(pxr::HdAovTokens->color));
|
||||||
texture.draw((GLfloat)view_settings.border[0], (GLfloat)view_settings.border[1]);
|
gpu_texture.draw(view_settings.border[0], view_settings.border[1]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -5,10 +5,10 @@
|
|||||||
|
|
||||||
#include <chrono>
|
#include <chrono>
|
||||||
|
|
||||||
#include <epoxy/gl.h>
|
|
||||||
|
|
||||||
#include <pxr/imaging/hd/renderBuffer.h>
|
#include <pxr/imaging/hd/renderBuffer.h>
|
||||||
|
|
||||||
|
#include "GPU_texture.h"
|
||||||
|
|
||||||
#include "engine.h"
|
#include "engine.h"
|
||||||
|
|
||||||
namespace blender::render::hydra {
|
namespace blender::render::hydra {
|
||||||
@ -18,13 +18,13 @@ class GLTexture {
|
|||||||
GLTexture();
|
GLTexture();
|
||||||
~GLTexture();
|
~GLTexture();
|
||||||
void set_buffer(pxr::HdRenderBuffer *buffer);
|
void set_buffer(pxr::HdRenderBuffer *buffer);
|
||||||
void draw(GLfloat x, GLfloat y);
|
void draw(float x, float y);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void create(pxr::HdRenderBuffer *buffer);
|
void create(pxr::HdRenderBuffer *buffer);
|
||||||
void free();
|
void free();
|
||||||
|
|
||||||
GLuint texture_id;
|
GPUTexture *gpu_texture;
|
||||||
int width, height, channels;
|
int width, height, channels;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -43,7 +43,7 @@ class ViewportEngine : public Engine {
|
|||||||
private:
|
private:
|
||||||
std::chrono::time_point<std::chrono::steady_clock> time_begin;
|
std::chrono::time_point<std::chrono::steady_clock> time_begin;
|
||||||
|
|
||||||
GLTexture texture;
|
GLTexture gpu_texture;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace blender::render::hydra
|
} // namespace blender::render::hydra
|
||||||
|
Loading…
Reference in New Issue
Block a user