forked from blender/blender
Fix rendering of Final render for Storm delegate #61
@ -2,6 +2,7 @@
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* Copyright 2011-2022 Blender Foundation */
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#include <pxr/imaging/glf/drawTarget.h>
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#include <pxr/imaging/hd/light.h>
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#include "BKE_lib_id.h"
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#include "BLI_timecode.h"
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@ -143,8 +144,16 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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GPU_framebuffer_bind(framebuffer);
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float clear_color[4] = {0.1f, 0.1f, 0.1f, 1.0f};
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0);
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float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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pxr::VtValue world_color = scene_delegate_->GetLightParamValue(
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scene_delegate_->GetDelegateID().AppendElementString("World"), pxr::HdLightTokens->color);
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if (!world_color.IsEmpty()) {
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auto &c = world_color.Get<pxr::GfVec3f>();
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clear_color[0] = c[0];
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clear_color[1] = c[1];
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clear_color[2] = c[2];
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}
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0f);
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// Generate vertex array
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GLuint vao;
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@ -193,153 +202,4 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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GPU_texture_free(tex_depth);
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}
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void FinalEngineGL::render0(Depsgraph *depsgraph)
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{
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prepare_for_render(depsgraph);
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GLuint fbo = 0, tex_color = 0, tex_depth = 0;
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glGenFramebuffers(1, &fbo);
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glGenTextures(1, &tex_color);
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glGenTextures(1, &tex_depth);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Set tex_color as GL_COLOR_ATTACHMENT0
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glBindTexture(GL_TEXTURE_2D, tex_color);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA32F, resolution_[0], resolution_[1], 0, GL_RGBA, GL_FLOAT, 0);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_color, 0);
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GLuint rbo = 0;
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glGenRenderbuffers(1, &rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, resolution_[0], resolution_[1]);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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printf("ERROR::FRAMEBUFFER:: Framebuffer is not complete!\n");
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//// Set tex_depth as GL_DEPTH_ATTACHMENT
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//glBindTexture(GL_TEXTURE_2D, tex_depth);
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//glTexImage2D(GL_TEXTURE_2D,
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// 0,
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// GL_DEPTH_COMPONENT32,
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// resolution_[0],
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// resolution_[1],
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// 0,
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// GL_DEPTH_COMPONENT,
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// GL_FLOAT,
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// 0);
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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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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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////glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex_depth, 0);
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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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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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//glClearDepthf(1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glDepthFunc(GL_LESS);
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engine_->Execute(render_index_.get(), &tasks_);
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std::vector<float> &pixels = render_images_["Combined"];
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char elapsed_time[32];
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double time_begin = PIL_check_seconds_timer();
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float percent_done = 0.0;
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while (true) {
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if (RE_engine_test_break(bl_engine_)) {
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break;
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}
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percent_done = renderer_percent_done();
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BLI_timecode_string_from_time_simple(
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elapsed_time, sizeof(elapsed_time), PIL_check_seconds_timer() - time_begin);
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notify_status(percent_done / 100.0,
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scene_name_ + ": " + layer_name_,
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std::string("Render Time: ") + elapsed_time +
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" | Done: " + std::to_string(int(percent_done)) + "%");
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if (render_task_delegate_->is_converged()) {
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break;
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}
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glBindTexture(GL_TEXTURE_2D, tex_color);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
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update_render_result();
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}
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glBindTexture(GL_TEXTURE_2D, tex_color);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
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update_render_result();
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}
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void FinalEngineGL::render1(Depsgraph *depsgraph)
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{
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prepare_for_render(depsgraph);
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auto d = pxr::GlfDrawTarget::New(resolution_);
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d->Bind();
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d->AddAttachment("color", GL_RGBA, GL_FLOAT, GL_RGBA32F);
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d->AddAttachment("depth", GL_DEPTH_COMPONENT, GL_FLOAT, GL_DEPTH_COMPONENT32);
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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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engine_->Execute(render_index_.get(), &tasks_);
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std::vector<float> &pixels = render_images_["Combined"];
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char elapsed_time[32];
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double time_begin = PIL_check_seconds_timer();
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float percent_done = 0.0;
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while (true) {
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if (RE_engine_test_break(bl_engine_)) {
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break;
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}
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percent_done = renderer_percent_done();
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BLI_timecode_string_from_time_simple(
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elapsed_time, sizeof(elapsed_time), PIL_check_seconds_timer() - time_begin);
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notify_status(percent_done / 100.0,
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scene_name_ + ": " + layer_name_,
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std::string("Render Time: ") + elapsed_time +
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" | Done: " + std::to_string(int(percent_done)) + "%");
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if (render_task_delegate_->is_converged()) {
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break;
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}
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}
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GLuint t = d->GetAttachment("color")->GetGlTextureName();
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glBindTexture(GL_TEXTURE_2D, t);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
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update_render_result();
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}
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} // namespace blender::render::hydra
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@ -30,8 +30,6 @@ class FinalEngineGL : public FinalEngine {
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public:
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using FinalEngine::FinalEngine;
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void render0(Depsgraph *depsgraph);
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void render1(Depsgraph *depsgraph);
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void render(Depsgraph *depsgraph) override;
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};
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