forked from blender/blender
Fix rendering of Final render for Storm delegate #61
@ -1,6 +1,8 @@
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include <pxr/imaging/glf/drawTarget.h>
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#include "BKE_lib_id.h"
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#include "BLI_timecode.h"
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#include "DEG_depsgraph_query.h"
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@ -16,14 +18,11 @@ namespace blender::render::hydra {
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void FinalEngine::render(Depsgraph *depsgraph)
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{
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prepare_for_render(depsgraph);
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render_task_delegate_->set_renderer_aov(pxr::HdAovTokens->color);
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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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{
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/* Release the GIL before calling into hydra, in case any hydra plugins call into python. */
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engine_->Execute(render_index_.get(), &tasks_);
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}
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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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@ -34,10 +33,8 @@ void FinalEngine::render(Depsgraph *depsgraph)
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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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@ -105,7 +102,6 @@ void FinalEngine::prepare_for_render(Depsgraph *depsgraph)
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free_camera_delegate_->SetCamera(camera);
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render_task_delegate_->set_camera_and_viewport(
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free_camera_delegate_->GetCameraId(), pxr::GfVec4d(0, 0, resolution_[0], resolution_[1]));
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render_task_delegate_->set_renderer_aov(pxr::HdAovTokens->color);
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if (simple_light_task_delegate_) {
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simple_light_task_delegate_->set_camera_path(free_camera_delegate_->GetCameraId());
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@ -118,13 +114,11 @@ void FinalEngine::prepare_for_render(Depsgraph *depsgraph)
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std::vector<float>(resolution_[0] * resolution_[1] * 4)); /* 4 - number of channels. */
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}
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void FinalEngineGL::render(Depsgraph *depsgraph)
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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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std::vector<float> &pixels = render_images_["Combined"];
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fb_hdyra_render_final");
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fb_hydra_render_final");
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GPUTexture *texture = GPU_texture_create_2d("tex_hydra_render_final",
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resolution_[0],
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resolution_[1],
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@ -140,11 +134,9 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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float clear_color[4] = {0.0, 0.0, 0.0, 0.0};
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0);
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{
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/* Release the GIL before calling into hydra, in case any hydra plugins call into python. */
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engine_->Execute(render_index_.get(), &tasks_);
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}
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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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@ -183,4 +175,115 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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GPU_texture_free(texture);
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}
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void FinalEngineGL::render(Depsgraph *depsgraph)
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{
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prepare_for_render(depsgraph);
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GLuint framebuffer_name = 0;
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glGenFramebuffers(1, &framebuffer_name);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_name);
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// The texture we're going to render to
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GLuint rendered_texture;
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glGenTextures(1, &rendered_texture);
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// "Bind" the newly created texture : all future texture functions will modify this texture
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glBindTexture(GL_TEXTURE_2D, rendered_texture);
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// Give an empty image to OpenGL ( the last "0" )
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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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// Poor filtering. Needed !
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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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// Set "rendered_texture" as our colour attachement #0
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rendered_texture, 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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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, rendered_texture);
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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, rendered_texture);
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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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//pxr::TraceCollector::GetInstance().SetEnabled(true);
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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_RGBA);
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engine_->Execute(render_index_.get(), &tasks_);
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//d->Unbind();
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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 rendered_texture;
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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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pxr::TraceCollector::GetInstance().SetEnabled(false);
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}
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} // namespace blender::render::hydra
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@ -30,6 +30,8 @@ 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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@ -43,7 +43,7 @@ class MeshData : public ObjectData {
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void available_materials(Set<pxr::SdfPath> &paths) const;
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pxr::SdfPathVector submesh_paths() const;
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pxr::HdCullStyle cull_style = pxr::HdCullStyleBackUnlessDoubleSided;
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pxr::HdCullStyle cull_style = pxr::HdCullStyleBack;
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private:
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pxr::SdfPath submesh_prim_id(int index) const;
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