forked from blender/blender
Rename some functions #25
@ -46,6 +46,7 @@ Engine::Engine(RenderEngine *bl_engine, const std::string &delegate_id) : bl_eng
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Engine::~Engine()
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Engine::~Engine()
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{
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{
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/* Destructor must exists and keep deletion order */
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scene_delegate_ = nullptr;
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scene_delegate_ = nullptr;
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render_task_delegate_ = nullptr;
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render_task_delegate_ = nullptr;
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free_camera_delegate_ = nullptr;
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free_camera_delegate_ = nullptr;
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@ -5,8 +5,6 @@
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#include <chrono>
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#include <chrono>
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#include <Python.h>
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#include <pxr/imaging/hd/driver.h>
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#include <pxr/imaging/hd/driver.h>
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#include <pxr/imaging/hd/engine.h>
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#include <pxr/imaging/hd/engine.h>
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#include <pxr/imaging/hd/pluginRenderDelegateUniqueHandle.h>
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#include <pxr/imaging/hd/pluginRenderDelegateUniqueHandle.h>
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@ -29,14 +29,14 @@ void FinalEngine::sync(Depsgraph *depsgraph,
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void FinalEngine::render(Depsgraph *depsgraph)
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void FinalEngine::render(Depsgraph *depsgraph)
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{
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{
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Scene *scene = DEG_get_input_scene(depsgraph);
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const Scene *scene = DEG_get_evaluated_scene(depsgraph);
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ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
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const ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
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std::string scene_name(MAX_ID_FULL_NAME, 0);
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std::string scene_name(MAX_ID_FULL_NAME, 0);
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BKE_id_full_name_get(scene_name.data(), (ID *)scene, 0);
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BKE_id_full_name_get(scene_name.data(), (ID *)scene, 0);
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std::string layer_name = view_layer->name;
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std::string layer_name = view_layer->name;
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RenderData &r = scene->r;
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const RenderData &r = scene->r;
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pxr::GfVec4f border(0, 0, 1, 1);
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pxr::GfVec4f border(0, 0, 1, 1);
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if (r.mode & R_BORDER) {
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if (r.mode & R_BORDER) {
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border = pxr::GfVec4f(r.border.xmin,
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border = pxr::GfVec4f(r.border.xmin,
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@ -149,14 +149,14 @@ void FinalEngine::notify_status(float progress, const std::string &title, const
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void FinalEngineGL::render(Depsgraph *depsgraph)
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void FinalEngineGL::render(Depsgraph *depsgraph)
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{
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{
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Scene *scene = DEG_get_input_scene(depsgraph);
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const Scene *scene = DEG_get_evaluated_scene(depsgraph);
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ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
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const ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
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std::string scene_name(MAX_ID_FULL_NAME, 0);
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std::string scene_name(MAX_ID_FULL_NAME, 0);
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BKE_id_full_name_get(scene_name.data(), (ID *)scene, 0);
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BKE_id_full_name_get(scene_name.data(), (ID *)scene, 0);
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std::string layer_name = view_layer->name;
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std::string layer_name = view_layer->name;
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RenderData &r = scene->r;
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const RenderData &r = scene->r;
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pxr::GfVec4f border(0, 0, 1, 1);
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pxr::GfVec4f border(0, 0, 1, 1);
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if (r.mode & R_BORDER) {
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if (r.mode & R_BORDER) {
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border = pxr::GfVec4f(r.border.xmin,
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border = pxr::GfVec4f(r.border.xmin,
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@ -195,9 +195,9 @@ 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"];
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std::vector<float> &pixels = render_images["Combined"];
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fbHydraRenderFinal");
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fb_hdyra_render_final");
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GPUTexture *texture = GPU_texture_create_2d(
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GPUTexture *texture = GPU_texture_create_2d(
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"texHydraRenderFinal", res[0], res[1], 1, GPU_RGBA32F, GPU_TEXTURE_USAGE_GENERAL, nullptr);
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"tex_hydra_render_final", res[0], res[1], 1, GPU_RGBA32F, GPU_TEXTURE_USAGE_GENERAL, nullptr);
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GPU_texture_filter_mode(texture, true);
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GPU_texture_filter_mode(texture, true);
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GPU_texture_mipmap_mode(texture, true, true);
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GPU_texture_mipmap_mode(texture, true, true);
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GPU_framebuffer_texture_attach(framebuffer, texture, 0, 0);
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GPU_framebuffer_texture_attach(framebuffer, texture, 0, 0);
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@ -56,8 +56,8 @@ void PreviewEngine::sync(Depsgraph *depsgraph,
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void PreviewEngine::render(Depsgraph *depsgraph)
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void PreviewEngine::render(Depsgraph *depsgraph)
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{
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{
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Scene *scene = DEG_get_input_scene(depsgraph);
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const Scene *scene = DEG_get_evaluated_scene(depsgraph);
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ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
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const ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
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std::string layer_name = view_layer->name;
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std::string layer_name = view_layer->name;
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pxr::GfVec2i res(scene->r.xsch, scene->r.ysch);
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pxr::GfVec2i res(scene->r.xsch, scene->r.ysch);
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@ -17,10 +17,7 @@ BlenderSceneDelegate::BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
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pxr::SdfPath const &delegate_id,
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pxr::SdfPath const &delegate_id,
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BlenderSceneDelegate::EngineType engine_type)
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BlenderSceneDelegate::EngineType engine_type)
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: HdSceneDelegate(parent_index, delegate_id),
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: HdSceneDelegate(parent_index, delegate_id),
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engine_type(engine_type),
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engine_type(engine_type)
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depsgraph_(nullptr),
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context_(nullptr),
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view3d_(nullptr)
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{
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{
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}
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}
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@ -66,10 +66,10 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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void update_world();
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void update_world();
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void update_collection(bool remove, bool visibility);
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void update_collection(bool remove, bool visibility);
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Depsgraph *depsgraph_;
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Depsgraph *depsgraph_ = nullptr;
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bContext *context_;
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bContext *context_ = nullptr;
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View3D *view3d_ = nullptr;
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Scene *scene_;
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Scene *scene_;
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DagerD marked this conversation as resolved
Outdated
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View3D *view3d_;
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ObjectDataMap objects_;
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ObjectDataMap objects_;
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MaterialDataMap materials_;
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MaterialDataMap materials_;
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@ -5,15 +5,17 @@
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#include <pxr/imaging/glf/drawTarget.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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#include <pxr/usd/usdGeom/camera.h>
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// clang-format off
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#include "DNA_camera_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_vec_types.h" /* this include must be before BKE_camera.h due to "rctf" type */
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#include "DNA_vec_types.h" /* this include must be before BKE_camera.h due to "rctf" type */
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#include "BKE_camera.h"
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#include "BKE_camera.h"
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#include "BLI_math_matrix.h"
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#include "BLI_math_matrix.h"
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#include "DEG_depsgraph_query.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_matrix.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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#include "camera.h"
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#include "utils.h"
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#include "utils.h"
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@ -194,7 +196,7 @@ void DrawTexture::create(pxr::HdRenderBuffer *buffer)
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channels_ = pxr::HdGetComponentCount(buffer->GetFormat());
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channels_ = pxr::HdGetComponentCount(buffer->GetFormat());
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void *data = buffer->Map();
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void *data = buffer->Map();
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texture_ = GPU_texture_create_2d("texHydraRenderViewport",
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texture_ = GPU_texture_create_2d("tex_hydra_render_viewport",
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width_,
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width_,
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height_,
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height_,
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1,
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1,
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