Implement Viewport render with material preview #56

Merged
Bogdan Nagirniak merged 22 commits from BLEN-421 into hydra-render 2023-06-30 09:03:28 +02:00
7 changed files with 179 additions and 77 deletions

View File

@ -39,7 +39,9 @@ void PreviewEngine::update_render_result(std::vector<float> &pixels)
RenderLayer *layer = (RenderLayer *)result->layers.first;
RenderPass *pass = (RenderPass *)layer->passes.first;
memcpy(pass->buffer.data, pixels.data(), sizeof(float) * pass->rectx * pass->recty * pass->channels);
memcpy(pass->buffer.data,
pixels.data(),
sizeof(float) * pass->rectx * pass->recty * pass->channels);
RE_engine_end_result(bl_engine_, result, false, false, false);
}

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@ -14,6 +14,19 @@ namespace blender::render::hydra {
CLG_LOGREF_DECLARE_GLOBAL(LOG_RENDER_HYDRA_SCENE, "render.hydra.scene");
bool BlenderSceneDelegate::ShadingSettings::operator==(const ShadingSettings &other)
{
bool ret = use_scene_lights == other.use_scene_lights &&
use_scene_world == other.use_scene_world;
if (ret && !use_scene_world) {
/* compare studiolight settings when studiolight is using */
ret = studiolight_name == other.studiolight_name &&
studiolight_rotation == other.studiolight_rotation &&
studiolight_intensity == other.studiolight_intensity;
}
return ret;
}
BlenderSceneDelegate::BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
pxr::SdfPath const &delegate_id,
Engine *engine)
@ -205,6 +218,8 @@ void BlenderSceneDelegate::populate(Depsgraph *deps, bContext *cont)
check_updates();
}
else {
set_light_shading_settings();
set_world_shading_settings();
add_new_objects();
update_world();
}
@ -338,7 +353,9 @@ void BlenderSceneDelegate::update_objects(Object *object)
if (!ObjectData::is_supported(object)) {
return;
}
if (!shading_settings.use_scene_lights && object->type == OB_LAMP) {
return;
}
pxr::SdfPath id = object_prim_id(object);
ObjectData *obj_data = object_data(id);
if (obj_data) {
@ -397,17 +414,16 @@ void BlenderSceneDelegate::update_instancers(Object *object)
void BlenderSceneDelegate::update_world()
{
World *world = scene->world;
if (!world_data_) {
if (world) {
world_data_ = std::make_unique<WorldData>(this, world, world_prim_id());
if (!shading_settings.use_scene_world || (shading_settings.use_scene_world && scene->world)) {
world_data_ = std::make_unique<WorldData>(this, world_prim_id());
world_data_->init();
world_data_->insert();
}
}
else {
if (world) {
world_data_->update(world);
if (!shading_settings.use_scene_world || (shading_settings.use_scene_world && scene->world)) {
world_data_->update();
}
else {
world_data_->remove();
@ -422,6 +438,19 @@ void BlenderSceneDelegate::check_updates()
bool do_update_visibility = false;
bool do_update_world = false;
if (set_world_shading_settings()) {
do_update_world = true;
}
if (set_light_shading_settings()) {
if (shading_settings.use_scene_lights) {
add_new_objects();
}
else {
do_update_collection = true;
}
}
DEGIDIterData data = {0};
data.graph = depsgraph;
data.only_updated = true;
@ -455,7 +484,7 @@ void BlenderSceneDelegate::check_updates()
} break;
case ID_WO: {
if (id->recalc & ID_RECALC_SHADING) {
if (shading_settings.use_scene_world && id->recalc & ID_RECALC_SHADING) {
do_update_world = true;
}
} break;
@ -518,6 +547,9 @@ void BlenderSceneDelegate::add_new_objects()
"Visibility: %s [%s]",
object->id.name,
std::bitset<3>(BKE_object_visibility(object, deg_mode)).to_string().c_str());
if (object_data(object_prim_id(object))) {
continue;
}
update_objects(object);
update_instancers(object);
}
@ -544,10 +576,13 @@ void BlenderSceneDelegate::remove_unused_objects()
Object *,
object)
{
available_objects.add(instancer_prim_id(object).GetName());
if (ObjectData::is_supported(object)) {
if (!shading_settings.use_scene_lights && object->type == OB_LAMP) {
continue;
}
available_objects.add(object_prim_id(object).GetName());
}
available_objects.add(instancer_prim_id(object).GetName());
}
ITER_END;
@ -639,4 +674,27 @@ void BlenderSceneDelegate::update_visibility()
ITER_END;
}
bool BlenderSceneDelegate::set_light_shading_settings()
{
if (!view3d) {
return false;
}
ShadingSettings prev_settings(shading_settings);
shading_settings.use_scene_lights = V3D_USES_SCENE_LIGHTS(view3d);
return !(shading_settings == prev_settings);
BogdanNagirniak marked this conversation as resolved Outdated
if (!view3d) {
  return false;
}
.....
return !(shading_settings == prev_settings);
``` if (!view3d) { return false; } ..... return !(shading_settings == prev_settings); ```
}
BogdanNagirniak marked this conversation as resolved Outdated

simplify by using add operator==() and copy constructor to ShadingSettings

ShadingSettings prev_settings(shading_settings);
shading_settings. ....
return shading_settings != prev_settings;
simplify by using add `operator==()` and copy constructor to ShadingSettings ``` ShadingSettings prev_settings(shading_settings); shading_settings. .... return shading_settings != prev_settings; ```
bool BlenderSceneDelegate::set_world_shading_settings()
{
if (!view3d) {
return false;
}
ShadingSettings prev_settings(shading_settings);
shading_settings.use_scene_world = V3D_USES_SCENE_WORLD(view3d);
shading_settings.studiolight_name = view3d->shading.lookdev_light;
shading_settings.studiolight_rotation = view3d->shading.studiolight_rot_z;
shading_settings.studiolight_intensity = view3d->shading.studiolight_intensity;
return !(shading_settings == prev_settings);
}
} // namespace blender::render::hydra

View File

@ -7,11 +7,11 @@
#include <pxr/imaging/hd/sceneDelegate.h>
#include "BKE_context.h"
#include "BLI_map.hh"
#include "DEG_depsgraph.h"
#include "CLG_log.h"
#include "BLI_map.hh"
#include "curves.h"
#include "instancer.h"
#include "light.h"
@ -37,6 +37,16 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
Map<pxr::TfToken, pxr::VtValue> render_tokens;
};
struct ShadingSettings {
bool use_scene_lights = true;
bool use_scene_world = true;
std::string studiolight_name;
float studiolight_rotation;
float studiolight_intensity;
BogdanNagirniak marked this conversation as resolved Outdated
    bool use_scene_lights = true;
    bool use_scene_world = true;
    std::string studiolight_name;
    float studiolight_rotation;
    floatstudiolight_intensity;
``` bool use_scene_lights = true; bool use_scene_world = true; std::string studiolight_name; float studiolight_rotation; floatstudiolight_intensity; ```
bool operator==(const ShadingSettings &other);
BogdanNagirniak marked this conversation as resolved Outdated

move implementation to blender_scene_delegate.cc

move implementation to blender_scene_delegate.cc
};
BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
pxr::SdfPath const &delegate_id,
Engine *engine);
@ -71,6 +81,7 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
Scene *scene = nullptr;
Engine *engine;
Settings settings;
ShadingSettings shading_settings;
private:
pxr::SdfPath prim_id(ID *id, const char *prefix) const;
@ -93,6 +104,8 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
void add_new_objects();
void remove_unused_objects();
void update_visibility();
BogdanNagirniak marked this conversation as resolved Outdated

remove parameter view3d

remove parameter `view3d`
bool set_light_shading_settings();
bool set_world_shading_settings();
ObjectDataMap objects_;
MaterialDataMap materials_;

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@ -76,8 +76,9 @@ std::string cache_or_get_image_file(Image *image, bContext *context, ImageUser *
}
else {
Main *main = CTX_data_main(context);
file_path.reserve(FILE_MAX);
BKE_image_user_file_path_ex(main, iuser, image, file_path.data(), false, true);
char str[FILE_MAX];
BogdanNagirniak marked this conversation as resolved Outdated

Revert changes in this function and add

char str[FILE_MAX];
BKE_image_user_file_path_ex(main, iuser, image, str, false, true);
file_path = str;
Revert changes in this function and add ``` char str[FILE_MAX]; BKE_image_user_file_path_ex(main, iuser, image, str, false, true); file_path = str; ```
BKE_image_user_file_path_ex(main, iuser, image, str, false, true);
file_path = str;
if (!pxr::HioImageRegistry::GetInstance().IsSupportedImageFile(file_path)) {
file_path = cache_image_file(image, context, iuser, true);

View File

@ -353,6 +353,9 @@ void InstancerData::write_instances()
scene_delegate_->depsgraph, scene_delegate_->scene, (Object *)id);
LISTBASE_FOREACH (DupliObject *, dupli, lb) {
Object *ob = dupli->ob;
if (!scene_delegate_->shading_settings.use_scene_lights && ob->type == OB_LAMP) {
continue;
}
if (!is_supported(ob) || !is_instance_visible(ob)) {
continue;
}

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@ -16,6 +16,8 @@
#include "BKE_node.h"
#include "BKE_node_runtime.hh"
#include "BKE_studiolight.h"
#include "BLI_math_rotation.h"
#include "BLI_path_util.h"
#include "NOD_shader.h"
@ -26,26 +28,32 @@
/* TODO : add custom tftoken "transparency"? */
/* NOTE: opacity and blur aren't supported by USD */
namespace blender::render::hydra {
WorldData::WorldData(BlenderSceneDelegate *scene_delegate,
World *world,
pxr::SdfPath const &prim_id)
: IdData(scene_delegate, (ID *)world, prim_id)
WorldData::WorldData(BlenderSceneDelegate *scene_delegate, pxr::SdfPath const &prim_id)
: IdData(scene_delegate, nullptr, prim_id)
{
}
void WorldData::init()
{
ID_LOG(1, "");
write_transform();
World *world = (World *)id;
data_.clear();
data_[pxr::UsdLuxTokens->orientToStageUpAxis] = true;
float intensity = 1.0f;
float exposure = 1.0f;
pxr::GfVec3f color(1.0f, 1.0f, 1.0f);
pxr::SdfAssetPath texture_file;
if (scene_delegate_->shading_settings.use_scene_world) {
World *world = scene_delegate_->scene->world;
BogdanNagirniak marked this conversation as resolved Outdated
if (scene_delegate_.shading_settings.use_scene_world) {
   <previous code>
}
else {
  <new code>
}
``` if (scene_delegate_.shading_settings.use_scene_world) { <previous code> } else { <new code> } ```
CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s: %s", prim_id.GetText(), world->id.name);
exposure = world->exposure;
if (world->use_nodes) {
/* TODO: Create nodes parsing system */
@ -76,10 +84,9 @@ void WorldData::init()
bNodeSocket strength_input = input_node->input_by_identifier("Strength");
float const *strength = strength_input.default_value_typed<float>();
float const *color = color_input.default_value_typed<float>();
data_[pxr::HdLightTokens->intensity] = strength[1];
data_[pxr::HdLightTokens->exposure] = 1.0f;
data_[pxr::HdLightTokens->color] = pxr::GfVec3f(color[0], color[1], color[2]);
float const *input_color = color_input.default_value_typed<float>();
intensity = strength[1];
color = pxr::GfVec3f(input_color[0], input_color[1], input_color[2]);
if (!color_input.directly_linked_links().is_empty()) {
bNode *color_input_node = color_input.directly_linked_links()[0]->fromnode;
@ -90,29 +97,53 @@ void WorldData::init()
std::string image_path = cache_or_get_image_file(
image, scene_delegate_->context, &tex->iuser);
if (!image_path.empty()) {
data_[pxr::HdLightTokens->textureFile] = pxr::SdfAssetPath(image_path, image_path);
texture_file = pxr::SdfAssetPath(image_path, image_path);
}
}
}
}
}
else {
data_[pxr::HdLightTokens->intensity] = 1.0f;
data_[pxr::HdLightTokens->exposure] = world->exposure;
data_[pxr::HdLightTokens->color] = pxr::GfVec3f(world->horr, world->horg, world->horb);
intensity = 1.0f;
color = pxr::GfVec3f(world->horr, world->horg, world->horb);
}
if (data_.find(pxr::HdLightTokens->textureFile) == data_.end()) {
pxr::GfVec3f c = data_[pxr::HdLightTokens->color].Get<pxr::GfVec3f>();
float color[4] = {c[0], c[1], c[2], 1.0f};
std::string image_path = cache_image_color(color);
data_[pxr::HdLightTokens->textureFile] = pxr::SdfAssetPath(image_path, image_path);
if (texture_file.GetAssetPath().empty()) {
float fill_color[4] = {color[0], color[1], color[2], 1.0f};
std::string image_path = cache_image_color(fill_color);
texture_file = pxr::SdfAssetPath(image_path, image_path);
}
}
else {
CLOG_INFO(LOG_RENDER_HYDRA_SCENE,
1,
"%s: studiolight: %s",
BogdanNagirniak marked this conversation as resolved Outdated

thif if can be removed

thif `if` can be removed
prim_id.GetText(),
scene_delegate_->shading_settings.studiolight_name.c_str());
StudioLight *sl = BKE_studiolight_find(
scene_delegate_->shading_settings.studiolight_name.c_str(),
STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
if (sl != NULL && sl->flag & STUDIOLIGHT_TYPE_WORLD) {
texture_file = pxr::SdfAssetPath(sl->filepath, sl->filepath);
transform *= pxr::GfMatrix4d(
pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, -1.0),
RAD2DEGF(scene_delegate_->shading_settings.studiolight_rotation)),
pxr::GfVec3d());
/* coefficient to follow Cycles result */
intensity = scene_delegate_->shading_settings.studiolight_intensity / 2;
}
}
data_[pxr::HdLightTokens->intensity] = intensity;
data_[pxr::HdLightTokens->exposure] = exposure;
data_[pxr::HdLightTokens->color] = color;
data_[pxr::HdLightTokens->textureFile] = texture_file;
}
void WorldData::insert()
{
ID_LOG(1, "");
CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s", prim_id.GetText());
scene_delegate_->GetRenderIndex().InsertSprim(
pxr::HdPrimTypeTokens->domeLight, scene_delegate_, prim_id);
}
@ -125,23 +156,17 @@ void WorldData::remove()
void WorldData::update()
{
ID_LOG(1, "");
CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s", prim_id.GetText());
init();
scene_delegate_->GetRenderIndex().GetChangeTracker().MarkSprimDirty(prim_id,
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();

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@ -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;