Fix rendering of Final render for Storm delegate #61

Merged
Bogdan Nagirniak merged 11 commits from BLEN-437 into hydra-render 2023-07-12 23:18:03 +02:00
2 changed files with 11 additions and 153 deletions
Showing only changes of commit 1d6cd374d9 - Show all commits

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@ -2,6 +2,7 @@
* Copyright 2011-2022 Blender Foundation */
#include <pxr/imaging/glf/drawTarget.h>
#include <pxr/imaging/hd/light.h>
#include "BKE_lib_id.h"
#include "BLI_timecode.h"
@ -143,8 +144,16 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
GPU_framebuffer_bind(framebuffer);
float clear_color[4] = {0.1f, 0.1f, 0.1f, 1.0f};
GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0);
float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
pxr::VtValue world_color = scene_delegate_->GetLightParamValue(
scene_delegate_->GetDelegateID().AppendElementString("World"), pxr::HdLightTokens->color);
if (!world_color.IsEmpty()) {
auto &c = world_color.Get<pxr::GfVec3f>();
clear_color[0] = c[0];
clear_color[1] = c[1];
clear_color[2] = c[2];
}
GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0f);
// Generate vertex array
GLuint vao;
@ -193,153 +202,4 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
GPU_texture_free(tex_depth);
}
void FinalEngineGL::render0(Depsgraph *depsgraph)
{
prepare_for_render(depsgraph);
GLuint fbo = 0, tex_color = 0, tex_depth = 0;
glGenFramebuffers(1, &fbo);
glGenTextures(1, &tex_color);
glGenTextures(1, &tex_depth);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Set tex_color as GL_COLOR_ATTACHMENT0
glBindTexture(GL_TEXTURE_2D, tex_color);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA32F, resolution_[0], resolution_[1], 0, GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_color, 0);
GLuint rbo = 0;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, resolution_[0], resolution_[1]);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
printf("ERROR::FRAMEBUFFER:: Framebuffer is not complete!\n");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//// Set tex_depth as GL_DEPTH_ATTACHMENT
//glBindTexture(GL_TEXTURE_2D, tex_depth);
//glTexImage2D(GL_TEXTURE_2D,
// 0,
// GL_DEPTH_COMPONENT32,
// resolution_[0],
// resolution_[1],
// 0,
// GL_DEPTH_COMPONENT,
// GL_FLOAT,
// 0);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
////glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex_depth, 0);
// Generate vertex array
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
//glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glDepthFunc(GL_LESS);
engine_->Execute(render_index_.get(), &tasks_);
std::vector<float> &pixels = render_images_["Combined"];
char elapsed_time[32];
double time_begin = PIL_check_seconds_timer();
float percent_done = 0.0;
while (true) {
if (RE_engine_test_break(bl_engine_)) {
break;
}
percent_done = renderer_percent_done();
BLI_timecode_string_from_time_simple(
elapsed_time, sizeof(elapsed_time), PIL_check_seconds_timer() - time_begin);
notify_status(percent_done / 100.0,
scene_name_ + ": " + layer_name_,
std::string("Render Time: ") + elapsed_time +
" | Done: " + std::to_string(int(percent_done)) + "%");
if (render_task_delegate_->is_converged()) {
break;
}
glBindTexture(GL_TEXTURE_2D, tex_color);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
update_render_result();
}
glBindTexture(GL_TEXTURE_2D, tex_color);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
update_render_result();
}
void FinalEngineGL::render1(Depsgraph *depsgraph)
{
prepare_for_render(depsgraph);
auto d = pxr::GlfDrawTarget::New(resolution_);
d->Bind();
d->AddAttachment("color", GL_RGBA, GL_FLOAT, GL_RGBA32F);
d->AddAttachment("depth", GL_DEPTH_COMPONENT, GL_FLOAT, GL_DEPTH_COMPONENT32);
// Generate vertex array
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
engine_->Execute(render_index_.get(), &tasks_);
std::vector<float> &pixels = render_images_["Combined"];
char elapsed_time[32];
double time_begin = PIL_check_seconds_timer();
float percent_done = 0.0;
while (true) {
if (RE_engine_test_break(bl_engine_)) {
break;
}
percent_done = renderer_percent_done();
BLI_timecode_string_from_time_simple(
elapsed_time, sizeof(elapsed_time), PIL_check_seconds_timer() - time_begin);
notify_status(percent_done / 100.0,
scene_name_ + ": " + layer_name_,
std::string("Render Time: ") + elapsed_time +
" | Done: " + std::to_string(int(percent_done)) + "%");
if (render_task_delegate_->is_converged()) {
break;
}
}
GLuint t = d->GetAttachment("color")->GetGlTextureName();
glBindTexture(GL_TEXTURE_2D, t);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
update_render_result();
}
} // namespace blender::render::hydra

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@ -30,8 +30,6 @@ class FinalEngineGL : public FinalEngine {
public:
using FinalEngine::FinalEngine;
void render0(Depsgraph *depsgraph);
void render1(Depsgraph *depsgraph);
void render(Depsgraph *depsgraph) override;
};