forked from blender/blender
Implement Viewport render with material preview #56
@ -39,7 +39,9 @@ void PreviewEngine::update_render_result(std::vector<float> &pixels)
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RenderLayer *layer = (RenderLayer *)result->layers.first;
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RenderPass *pass = (RenderPass *)layer->passes.first;
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memcpy(pass->buffer.data, pixels.data(), sizeof(float) * pass->rectx * pass->recty * pass->channels);
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memcpy(pass->buffer.data,
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pixels.data(),
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sizeof(float) * pass->rectx * pass->recty * pass->channels);
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RE_engine_end_result(bl_engine_, result, false, false, false);
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}
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@ -14,6 +14,19 @@ namespace blender::render::hydra {
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CLG_LOGREF_DECLARE_GLOBAL(LOG_RENDER_HYDRA_SCENE, "render.hydra.scene");
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bool BlenderSceneDelegate::ShadingSettings::operator==(const ShadingSettings &other)
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{
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bool ret = use_scene_lights == other.use_scene_lights &&
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use_scene_world == other.use_scene_world;
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if (ret && !use_scene_world) {
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/* compare studiolight settings when studiolight is using */
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ret = studiolight_name == other.studiolight_name &&
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studiolight_rotation == other.studiolight_rotation &&
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studiolight_intensity == other.studiolight_intensity;
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}
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return ret;
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}
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BlenderSceneDelegate::BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
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pxr::SdfPath const &delegate_id,
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Engine *engine)
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@ -205,6 +218,8 @@ void BlenderSceneDelegate::populate(Depsgraph *deps, bContext *cont)
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check_updates();
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}
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else {
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set_light_shading_settings();
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set_world_shading_settings();
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add_new_objects();
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update_world();
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}
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@ -338,7 +353,9 @@ void BlenderSceneDelegate::update_objects(Object *object)
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if (!ObjectData::is_supported(object)) {
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return;
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}
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if (!shading_settings.use_scene_lights && object->type == OB_LAMP) {
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return;
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}
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pxr::SdfPath id = object_prim_id(object);
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ObjectData *obj_data = object_data(id);
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if (obj_data) {
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@ -397,17 +414,16 @@ void BlenderSceneDelegate::update_instancers(Object *object)
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void BlenderSceneDelegate::update_world()
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{
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World *world = scene->world;
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if (!world_data_) {
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if (world) {
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world_data_ = std::make_unique<WorldData>(this, world, world_prim_id());
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if (!shading_settings.use_scene_world || (shading_settings.use_scene_world && scene->world)) {
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world_data_ = std::make_unique<WorldData>(this, world_prim_id());
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world_data_->init();
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world_data_->insert();
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}
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}
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else {
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if (world) {
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world_data_->update(world);
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if (!shading_settings.use_scene_world || (shading_settings.use_scene_world && scene->world)) {
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world_data_->update();
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}
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else {
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world_data_->remove();
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@ -422,6 +438,19 @@ void BlenderSceneDelegate::check_updates()
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bool do_update_visibility = false;
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bool do_update_world = false;
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if (set_world_shading_settings()) {
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do_update_world = true;
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}
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if (set_light_shading_settings()) {
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if (shading_settings.use_scene_lights) {
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add_new_objects();
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}
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else {
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do_update_collection = true;
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}
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}
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DEGIDIterData data = {0};
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data.graph = depsgraph;
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data.only_updated = true;
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@ -455,7 +484,7 @@ void BlenderSceneDelegate::check_updates()
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} break;
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case ID_WO: {
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if (id->recalc & ID_RECALC_SHADING) {
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if (shading_settings.use_scene_world && id->recalc & ID_RECALC_SHADING) {
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do_update_world = true;
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}
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} break;
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@ -518,6 +547,9 @@ void BlenderSceneDelegate::add_new_objects()
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"Visibility: %s [%s]",
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object->id.name,
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std::bitset<3>(BKE_object_visibility(object, deg_mode)).to_string().c_str());
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if (object_data(object_prim_id(object))) {
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continue;
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}
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update_objects(object);
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update_instancers(object);
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}
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@ -544,10 +576,13 @@ void BlenderSceneDelegate::remove_unused_objects()
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Object *,
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object)
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{
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available_objects.add(instancer_prim_id(object).GetName());
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if (ObjectData::is_supported(object)) {
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if (!shading_settings.use_scene_lights && object->type == OB_LAMP) {
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continue;
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}
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available_objects.add(object_prim_id(object).GetName());
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}
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available_objects.add(instancer_prim_id(object).GetName());
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}
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ITER_END;
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@ -639,4 +674,27 @@ void BlenderSceneDelegate::update_visibility()
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ITER_END;
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}
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bool BlenderSceneDelegate::set_light_shading_settings()
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{
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if (!view3d) {
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return false;
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}
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ShadingSettings prev_settings(shading_settings);
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shading_settings.use_scene_lights = V3D_USES_SCENE_LIGHTS(view3d);
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return !(shading_settings == prev_settings);
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}
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bool BlenderSceneDelegate::set_world_shading_settings()
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{
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if (!view3d) {
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return false;
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}
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ShadingSettings prev_settings(shading_settings);
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shading_settings.use_scene_world = V3D_USES_SCENE_WORLD(view3d);
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shading_settings.studiolight_name = view3d->shading.lookdev_light;
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shading_settings.studiolight_rotation = view3d->shading.studiolight_rot_z;
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shading_settings.studiolight_intensity = view3d->shading.studiolight_intensity;
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return !(shading_settings == prev_settings);
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}
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} // namespace blender::render::hydra
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@ -7,11 +7,11 @@
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#include <pxr/imaging/hd/sceneDelegate.h>
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#include "BKE_context.h"
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#include "BLI_map.hh"
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#include "DEG_depsgraph.h"
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#include "CLG_log.h"
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#include "BLI_map.hh"
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#include "curves.h"
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#include "instancer.h"
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#include "light.h"
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@ -37,6 +37,16 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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Map<pxr::TfToken, pxr::VtValue> render_tokens;
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};
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struct ShadingSettings {
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bool use_scene_lights = true;
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bool use_scene_world = true;
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std::string studiolight_name;
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float studiolight_rotation;
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float studiolight_intensity;
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bool operator==(const ShadingSettings &other);
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};
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BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
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pxr::SdfPath const &delegate_id,
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Engine *engine);
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@ -71,6 +81,7 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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Scene *scene = nullptr;
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Engine *engine;
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Settings settings;
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ShadingSettings shading_settings;
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private:
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pxr::SdfPath prim_id(ID *id, const char *prefix) const;
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@ -93,6 +104,8 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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void add_new_objects();
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void remove_unused_objects();
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void update_visibility();
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bool set_light_shading_settings();
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bool set_world_shading_settings();
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ObjectDataMap objects_;
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MaterialDataMap materials_;
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@ -76,8 +76,9 @@ std::string cache_or_get_image_file(Image *image, bContext *context, ImageUser *
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}
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else {
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Main *main = CTX_data_main(context);
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file_path.reserve(FILE_MAX);
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BKE_image_user_file_path_ex(main, iuser, image, file_path.data(), false, true);
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char str[FILE_MAX];
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BKE_image_user_file_path_ex(main, iuser, image, str, false, true);
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file_path = str;
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if (!pxr::HioImageRegistry::GetInstance().IsSupportedImageFile(file_path)) {
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file_path = cache_image_file(image, context, iuser, true);
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@ -353,6 +353,9 @@ void InstancerData::write_instances()
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scene_delegate_->depsgraph, scene_delegate_->scene, (Object *)id);
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LISTBASE_FOREACH (DupliObject *, dupli, lb) {
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Object *ob = dupli->ob;
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if (!scene_delegate_->shading_settings.use_scene_lights && ob->type == OB_LAMP) {
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continue;
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}
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if (!is_supported(ob) || !is_instance_visible(ob)) {
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continue;
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}
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@ -16,6 +16,8 @@
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#include "BKE_node.h"
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#include "BKE_node_runtime.hh"
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#include "BKE_studiolight.h"
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#include "BLI_math_rotation.h"
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#include "BLI_path_util.h"
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#include "NOD_shader.h"
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@ -26,93 +28,122 @@
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/* TODO : add custom tftoken "transparency"? */
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/* NOTE: opacity and blur aren't supported by USD */
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namespace blender::render::hydra {
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WorldData::WorldData(BlenderSceneDelegate *scene_delegate,
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World *world,
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pxr::SdfPath const &prim_id)
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: IdData(scene_delegate, (ID *)world, prim_id)
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WorldData::WorldData(BlenderSceneDelegate *scene_delegate, pxr::SdfPath const &prim_id)
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: IdData(scene_delegate, nullptr, prim_id)
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{
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}
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void WorldData::init()
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{
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ID_LOG(1, "");
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write_transform();
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World *world = (World *)id;
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data_.clear();
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data_[pxr::UsdLuxTokens->orientToStageUpAxis] = true;
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if (world->use_nodes) {
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/* TODO: Create nodes parsing system */
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float intensity = 1.0f;
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float exposure = 1.0f;
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pxr::GfVec3f color(1.0f, 1.0f, 1.0f);
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pxr::SdfAssetPath texture_file;
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bNode *output_node = ntreeShaderOutputNode(world->nodetree, SHD_OUTPUT_ALL);
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blender::Span<bNodeSocket *> input_sockets = output_node->input_sockets();
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bNodeSocket *input_socket = nullptr;
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if (scene_delegate_->shading_settings.use_scene_world) {
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World *world = scene_delegate_->scene->world;
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s: %s", prim_id.GetText(), world->id.name);
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for (auto socket : input_sockets) {
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if (STREQ(socket->name, "Surface")) {
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input_socket = socket;
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break;
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exposure = world->exposure;
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if (world->use_nodes) {
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/* TODO: Create nodes parsing system */
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bNode *output_node = ntreeShaderOutputNode(world->nodetree, SHD_OUTPUT_ALL);
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blender::Span<bNodeSocket *> input_sockets = output_node->input_sockets();
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bNodeSocket *input_socket = nullptr;
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for (auto socket : input_sockets) {
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if (STREQ(socket->name, "Surface")) {
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input_socket = socket;
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break;
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}
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}
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if (!input_socket) {
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return;
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}
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bNodeLink const *link = input_socket->directly_linked_links()[0];
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if (input_socket->directly_linked_links().is_empty()) {
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return;
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}
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}
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if (!input_socket) {
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return;
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}
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bNodeLink const *link = input_socket->directly_linked_links()[0];
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if (input_socket->directly_linked_links().is_empty()) {
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return;
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}
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bNode *input_node = link->fromnode;
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if (input_node->type != SH_NODE_BACKGROUND) {
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return;
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}
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bNode *input_node = link->fromnode;
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if (input_node->type != SH_NODE_BACKGROUND) {
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return;
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}
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bNodeSocket color_input = input_node->input_by_identifier("Color");
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bNodeSocket strength_input = input_node->input_by_identifier("Strength");
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bNodeSocket color_input = input_node->input_by_identifier("Color");
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bNodeSocket strength_input = input_node->input_by_identifier("Strength");
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float const *strength = strength_input.default_value_typed<float>();
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float const *color = color_input.default_value_typed<float>();
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data_[pxr::HdLightTokens->intensity] = strength[1];
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data_[pxr::HdLightTokens->exposure] = 1.0f;
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data_[pxr::HdLightTokens->color] = pxr::GfVec3f(color[0], color[1], color[2]);
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float const *strength = strength_input.default_value_typed<float>();
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float const *input_color = color_input.default_value_typed<float>();
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intensity = strength[1];
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color = pxr::GfVec3f(input_color[0], input_color[1], input_color[2]);
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if (!color_input.directly_linked_links().is_empty()) {
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bNode *color_input_node = color_input.directly_linked_links()[0]->fromnode;
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if (color_input_node->type == SH_NODE_TEX_IMAGE) {
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NodeTexImage *tex = static_cast<NodeTexImage *>(color_input_node->storage);
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Image *image = (Image *)color_input_node->id;
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if (image) {
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std::string image_path = cache_or_get_image_file(
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image, scene_delegate_->context, &tex->iuser);
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if (!image_path.empty()) {
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data_[pxr::HdLightTokens->textureFile] = pxr::SdfAssetPath(image_path, image_path);
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if (!color_input.directly_linked_links().is_empty()) {
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bNode *color_input_node = color_input.directly_linked_links()[0]->fromnode;
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if (color_input_node->type == SH_NODE_TEX_IMAGE) {
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NodeTexImage *tex = static_cast<NodeTexImage *>(color_input_node->storage);
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Image *image = (Image *)color_input_node->id;
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if (image) {
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std::string image_path = cache_or_get_image_file(
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image, scene_delegate_->context, &tex->iuser);
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if (!image_path.empty()) {
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texture_file = pxr::SdfAssetPath(image_path, image_path);
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}
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}
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}
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}
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}
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else {
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intensity = 1.0f;
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color = pxr::GfVec3f(world->horr, world->horg, world->horb);
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}
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if (texture_file.GetAssetPath().empty()) {
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float fill_color[4] = {color[0], color[1], color[2], 1.0f};
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std::string image_path = cache_image_color(fill_color);
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texture_file = pxr::SdfAssetPath(image_path, image_path);
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}
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}
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else {
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data_[pxr::HdLightTokens->intensity] = 1.0f;
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data_[pxr::HdLightTokens->exposure] = world->exposure;
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data_[pxr::HdLightTokens->color] = pxr::GfVec3f(world->horr, world->horg, world->horb);
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE,
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1,
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"%s: studiolight: %s",
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prim_id.GetText(),
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scene_delegate_->shading_settings.studiolight_name.c_str());
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StudioLight *sl = BKE_studiolight_find(
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scene_delegate_->shading_settings.studiolight_name.c_str(),
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STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
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if (sl != NULL && sl->flag & STUDIOLIGHT_TYPE_WORLD) {
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texture_file = pxr::SdfAssetPath(sl->filepath, sl->filepath);
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transform *= pxr::GfMatrix4d(
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pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, -1.0),
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RAD2DEGF(scene_delegate_->shading_settings.studiolight_rotation)),
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pxr::GfVec3d());
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/* coefficient to follow Cycles result */
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intensity = scene_delegate_->shading_settings.studiolight_intensity / 2;
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}
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}
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if (data_.find(pxr::HdLightTokens->textureFile) == data_.end()) {
|
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pxr::GfVec3f c = data_[pxr::HdLightTokens->color].Get<pxr::GfVec3f>();
|
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float color[4] = {c[0], c[1], c[2], 1.0f};
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std::string image_path = cache_image_color(color);
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data_[pxr::HdLightTokens->textureFile] = pxr::SdfAssetPath(image_path, image_path);
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}
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data_[pxr::HdLightTokens->intensity] = intensity;
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data_[pxr::HdLightTokens->exposure] = exposure;
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data_[pxr::HdLightTokens->color] = color;
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data_[pxr::HdLightTokens->textureFile] = texture_file;
|
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}
|
||||
|
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void WorldData::insert()
|
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{
|
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ID_LOG(1, "");
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s", prim_id.GetText());
|
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scene_delegate_->GetRenderIndex().InsertSprim(
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pxr::HdPrimTypeTokens->domeLight, scene_delegate_, prim_id);
|
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}
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@ -125,23 +156,17 @@ void WorldData::remove()
|
||||
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void WorldData::update()
|
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{
|
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ID_LOG(1, "");
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s", prim_id.GetText());
|
||||
init();
|
||||
scene_delegate_->GetRenderIndex().GetChangeTracker().MarkSprimDirty(prim_id,
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pxr::HdLight::AllDirty);
|
||||
}
|
||||
|
||||
void WorldData::update(World *world)
|
||||
{
|
||||
id = (ID *)world;
|
||||
update();
|
||||
}
|
||||
|
||||
pxr::VtValue WorldData::get_data(pxr::TfToken const &key) const
|
||||
{
|
||||
auto it = data_.find(key);
|
||||
if (it != data_.end()) {
|
||||
ID_LOG(3, "%s", key.GetText());
|
||||
CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 3, "%s: %s", prim_id.GetText(), key.GetText());
|
||||
return pxr::VtValue(it->second);
|
||||
}
|
||||
return pxr::VtValue();
|
||||
|
@ -20,7 +20,7 @@ namespace blender::render::hydra {
|
||||
|
||||
class WorldData : public IdData {
|
||||
public:
|
||||
WorldData(BlenderSceneDelegate *scene_delegate, World *world, pxr::SdfPath const &prim_id);
|
||||
WorldData(BlenderSceneDelegate *scene_delegate, pxr::SdfPath const &prim_id);
|
||||
|
||||
void init() override;
|
||||
void insert() override;
|
||||
|
Loading…
Reference in New Issue
Block a user