forked from blender/blender
Move to use the GPU API instead OpenGL #23
@ -9,7 +9,6 @@ endif()
|
|||||||
add_definitions(-DTBB_SUPPRESS_DEPRECATED_MESSAGES=1)
|
add_definitions(-DTBB_SUPPRESS_DEPRECATED_MESSAGES=1)
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||||||
|
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||||||
add_definitions(${GFLAGS_DEFINES})
|
add_definitions(${GFLAGS_DEFINES})
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||||||
add_definitions(-DGLOG_NO_ABBREVIATED_SEVERITIES)
|
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||||||
add_definitions(-DBLENDER_GFLAGS_NAMESPACE=${GFLAGS_NAMESPACE})
|
add_definitions(-DBLENDER_GFLAGS_NAMESPACE=${GFLAGS_NAMESPACE})
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||||||
|
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||||||
add_definitions(-DBOOST_ALL_NO_LIB)
|
add_definitions(-DBOOST_ALL_NO_LIB)
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@ -31,7 +30,6 @@ set(INC
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../../depsgraph
|
../../depsgraph
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../../blenkernel
|
../../blenkernel
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||||||
../../gpu
|
../../gpu
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||||||
../../gpu/opengl
|
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../../gpu/intern
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../../gpu/intern
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||||||
../../python/intern
|
../../python/intern
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||||||
..
|
..
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@ -39,7 +37,6 @@ set(INC
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|||||||
)
|
)
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||||||
|
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set(INC_SYS
|
set(INC_SYS
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||||||
${Epoxy_INCLUDE_DIRS}
|
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${PYTHON_INCLUDE_DIRS}
|
${PYTHON_INCLUDE_DIRS}
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||||||
${USD_INCLUDE_DIRS}
|
${USD_INCLUDE_DIRS}
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${BOOST_INCLUDE_DIR}
|
${BOOST_INCLUDE_DIR}
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|
@ -1,10 +1,10 @@
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|||||||
/* SPDX-License-Identifier: Apache-2.0
|
/* SPDX-License-Identifier: Apache-2.0
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||||||
* Copyright 2011-2022 Blender Foundation */
|
* Copyright 2011-2022 Blender Foundation */
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||||||
|
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||||||
#include <pxr/imaging/glf/drawTarget.h>
|
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||||||
|
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#include "BKE_lib_id.h"
|
#include "BKE_lib_id.h"
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#include "DEG_depsgraph_query.h"
|
#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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|
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#include "camera.h"
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#include "camera.h"
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#include "final_engine.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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{"Combined", std::vector<float>(res[0] * res[1] * 4)}}; // 4 - number of channels
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std::vector<float> &pixels = render_images["Combined"];
|
std::vector<float> &pixels = render_images["Combined"];
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|
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GLuint framebuffer_name = 0;
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fbHydraRenderFinal");
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glGenFramebuffers(1, &framebuffer_name);
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GPUTexture *texture = GPU_texture_create_2d("texHydraRenderFinal",
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_name);
|
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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|
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// The texture we're going to render to
|
GPU_framebuffer_bind(framebuffer);
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GLuint rendered_texture;
|
float clear_color[4] = {0.0, 0.0, 0.0, 0.0};
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glGenTextures(1, &rendered_texture);
|
GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0);
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|
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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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|
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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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|
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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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|
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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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|
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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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|
|
||||||
{
|
{
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||||||
// Release the GIL before calling into hydra, in case any hydra plugins call into python.
|
// Release the GIL before calling into hydra, in case any hydra plugins call into python.
|
||||||
@ -246,12 +236,19 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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break;
|
break;
|
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}
|
}
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||||||
|
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
|
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);
|
||||||
update_render_result(render_images, layer_name, res[0], res[1]);
|
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());
|
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]);
|
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);
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace blender::render::hydra
|
} // namespace blender::render::hydra
|
||||||
|
@ -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>
|
||||||
@ -14,7 +12,7 @@
|
|||||||
#include "BKE_camera.h"
|
#include "BKE_camera.h"
|
||||||
#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_matrix.h"
|
||||||
// clang-format on
|
// clang-format on
|
||||||
|
|
||||||
#include "camera.h"
|
#include "camera.h"
|
||||||
@ -134,20 +132,32 @@ 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)
|
DrawTexture::DrawTexture() : texture(nullptr), width(0), height(0), channels(4)
|
||||||
{
|
{
|
||||||
|
float coords[8] = {0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0};
|
||||||
|
|
||||||
|
GPUVertFormat format = {0};
|
||||||
|
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
||||||
|
GPU_vertformat_attr_add(&format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
||||||
|
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
|
||||||
|
GPU_vertbuf_data_alloc(vbo, 4);
|
||||||
|
GPU_vertbuf_attr_fill(vbo, 0, coords);
|
||||||
|
GPU_vertbuf_attr_fill(vbo, 1, coords);
|
||||||
|
|
||||||
|
batch = GPU_batch_create_ex(GPU_PRIM_TRI_FAN, vbo, nullptr, GPU_BATCH_OWNS_VBO);
|
||||||
}
|
}
|
||||||
|
|
||||||
GLTexture::~GLTexture()
|
DrawTexture::~DrawTexture()
|
||||||
{
|
{
|
||||||
if (texture_id) {
|
if (texture) {
|
||||||
free();
|
free();
|
||||||
}
|
}
|
||||||
|
GPU_batch_discard(batch);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GLTexture::set_buffer(pxr::HdRenderBuffer *buffer)
|
void DrawTexture::set_buffer(pxr::HdRenderBuffer *buffer)
|
||||||
{
|
{
|
||||||
if (!texture_id) {
|
if (!texture) {
|
||||||
create(buffer);
|
create(buffer);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@ -158,86 +168,49 @@ 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(texture, GPU_DATA_FLOAT, data);
|
||||||
buffer->Unmap();
|
buffer->Unmap();
|
||||||
}
|
}
|
||||||
|
|
||||||
void GLTexture::create(pxr::HdRenderBuffer *buffer)
|
void DrawTexture::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);
|
texture = GPU_texture_create_2d("texHydraRenderViewport",
|
||||||
|
width,
|
||||||
|
height,
|
||||||
|
1,
|
||||||
|
GPU_RGBA16F,
|
||||||
|
GPU_TEXTURE_USAGE_GENERAL,
|
||||||
|
(float *)data);
|
||||||
buffer->Unmap();
|
buffer->Unmap();
|
||||||
|
|
||||||
|
GPU_texture_filter_mode(texture, true);
|
||||||
|
GPU_texture_wrap_mode(texture, true, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GLTexture::free()
|
void DrawTexture::free()
|
||||||
{
|
{
|
||||||
glDeleteTextures(1, &texture_id);
|
GPU_texture_free(texture);
|
||||||
texture_id = 0;
|
texture = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
void GLTexture::draw(GLfloat x, GLfloat y)
|
void DrawTexture::draw(GPUShader *shader, float x, float y)
|
||||||
{
|
{
|
||||||
// INITIALIZATION
|
int slot = GPU_shader_get_sampler_binding(shader, "image");
|
||||||
|
GPU_texture_bind(texture, slot);
|
||||||
|
GPU_shader_uniform_1i(shader, "image", slot);
|
||||||
|
|
||||||
// Getting shader program
|
GPU_matrix_push();
|
||||||
GLint shader_program;
|
GPU_matrix_translate_2f(x, y);
|
||||||
glGetIntegerv(GL_CURRENT_PROGRAM, &shader_program);
|
GPU_matrix_scale_2f(width, height);
|
||||||
|
GPU_batch_set_shader(batch, shader);
|
||||||
// Generate vertex array
|
GPU_batch_draw(batch);
|
||||||
GLuint vertex_array;
|
GPU_matrix_pop();
|
||||||
glGenVertexArrays(1, &vertex_array);
|
|
||||||
|
|
||||||
GLint texturecoord_location = glGetAttribLocation(shader_program, "texCoord");
|
|
||||||
GLint position_location = glGetAttribLocation(shader_program, "pos");
|
|
||||||
|
|
||||||
// Generate geometry buffers for drawing textured quad
|
|
||||||
GLfloat 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};
|
|
||||||
|
|
||||||
GLuint vertex_buffer[2];
|
|
||||||
glGenBuffers(2, vertex_buffer);
|
|
||||||
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);
|
|
||||||
|
|
||||||
// DRAWING
|
|
||||||
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);
|
|
||||||
|
|
||||||
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 +271,8 @@ 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));
|
draw_texture.set_buffer(render_task_delegate->get_renderer_aov(pxr::HdAovTokens->color));
|
||||||
texture.draw((GLfloat)view_settings.border[0], (GLfloat)view_settings.border[1]);
|
draw_texture.draw(shader, view_settings.border[0], view_settings.border[1]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -5,26 +5,29 @@
|
|||||||
|
|
||||||
#include <chrono>
|
#include <chrono>
|
||||||
|
|
||||||
#include <epoxy/gl.h>
|
|
||||||
|
|
||||||
#include <pxr/imaging/hd/renderBuffer.h>
|
#include <pxr/imaging/hd/renderBuffer.h>
|
||||||
|
|
||||||
|
#include "GPU_batch.h"
|
||||||
|
#include "GPU_shader.h"
|
||||||
|
#include "GPU_texture.h"
|
||||||
|
|
||||||
#include "engine.h"
|
#include "engine.h"
|
||||||
|
|
||||||
namespace blender::render::hydra {
|
namespace blender::render::hydra {
|
||||||
|
|
||||||
class GLTexture {
|
class DrawTexture {
|
||||||
public:
|
public:
|
||||||
GLTexture();
|
DrawTexture();
|
||||||
~GLTexture();
|
~DrawTexture();
|
||||||
void set_buffer(pxr::HdRenderBuffer *buffer);
|
void set_buffer(pxr::HdRenderBuffer *buffer);
|
||||||
void draw(GLfloat x, GLfloat y);
|
void draw(GPUShader *shader, float x, float y);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void create(pxr::HdRenderBuffer *buffer);
|
void create(pxr::HdRenderBuffer *buffer);
|
||||||
void free();
|
void free();
|
||||||
|
|
||||||
GLuint texture_id;
|
GPUTexture *texture;
|
||||||
|
GPUBatch *batch;
|
||||||
int width, height, channels;
|
int width, height, channels;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -43,7 +46,7 @@ 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;
|
DrawTexture draw_texture;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace blender::render::hydra
|
} // namespace blender::render::hydra
|
||||||
|
Loading…
Reference in New Issue
Block a user