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
3 changed files with 123 additions and 18 deletions
Showing only changes of commit 8ab42153cd - Show all commits

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@ -1,6 +1,8 @@
/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include <pxr/imaging/glf/drawTarget.h>
#include "BKE_lib_id.h"
#include "BLI_timecode.h"
#include "DEG_depsgraph_query.h"
@ -16,14 +18,11 @@ namespace blender::render::hydra {
void FinalEngine::render(Depsgraph *depsgraph)
{
prepare_for_render(depsgraph);
render_task_delegate_->set_renderer_aov(pxr::HdAovTokens->color);
engine_->Execute(render_index_.get(), &tasks_);
std::vector<float> &pixels = render_images_["Combined"];
{
/* Release the GIL before calling into hydra, in case any hydra plugins call into python. */
engine_->Execute(render_index_.get(), &tasks_);
}
char elapsed_time[32];
double time_begin = PIL_check_seconds_timer();
float percent_done = 0.0;
@ -34,10 +33,8 @@ void FinalEngine::render(Depsgraph *depsgraph)
}
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 +
@ -105,7 +102,6 @@ void FinalEngine::prepare_for_render(Depsgraph *depsgraph)
free_camera_delegate_->SetCamera(camera);
render_task_delegate_->set_camera_and_viewport(
free_camera_delegate_->GetCameraId(), pxr::GfVec4d(0, 0, resolution_[0], resolution_[1]));
render_task_delegate_->set_renderer_aov(pxr::HdAovTokens->color);
if (simple_light_task_delegate_) {
simple_light_task_delegate_->set_camera_path(free_camera_delegate_->GetCameraId());
@ -118,13 +114,11 @@ void FinalEngine::prepare_for_render(Depsgraph *depsgraph)
std::vector<float>(resolution_[0] * resolution_[1] * 4)); /* 4 - number of channels. */
}
void FinalEngineGL::render(Depsgraph *depsgraph)
void FinalEngineGL::render0(Depsgraph *depsgraph)
{
prepare_for_render(depsgraph);
std::vector<float> &pixels = render_images_["Combined"];
GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fb_hdyra_render_final");
GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fb_hydra_render_final");
GPUTexture *texture = GPU_texture_create_2d("tex_hydra_render_final",
resolution_[0],
resolution_[1],
@ -140,11 +134,9 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
float clear_color[4] = {0.0, 0.0, 0.0, 0.0};
GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0);
{
/* Release the GIL before calling into hydra, in case any hydra plugins call into python. */
engine_->Execute(render_index_.get(), &tasks_);
}
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;
@ -183,4 +175,115 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
GPU_texture_free(texture);
}
void FinalEngineGL::render(Depsgraph *depsgraph)
{
prepare_for_render(depsgraph);
GLuint framebuffer_name = 0;
glGenFramebuffers(1, &framebuffer_name);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_name);
// The texture we're going to render to
GLuint rendered_texture;
glGenTextures(1, &rendered_texture);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, rendered_texture);
// Give an empty image to OpenGL ( the last "0" )
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA32F, resolution_[0], resolution_[1], 0, GL_RGBA, GL_FLOAT, 0);
// Poor filtering. Needed !
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Set "rendered_texture" as our colour attachement #0
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rendered_texture, 0);
// 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;
}
glBindTexture(GL_TEXTURE_2D, rendered_texture);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
update_render_result();
}
glBindTexture(GL_TEXTURE_2D, rendered_texture);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
update_render_result();
}
void FinalEngineGL::render1(Depsgraph *depsgraph)
{
prepare_for_render(depsgraph);
//pxr::TraceCollector::GetInstance().SetEnabled(true);
auto d = pxr::GlfDrawTarget::New(resolution_);
d->Bind();
d->AddAttachment("color", GL_RGBA, GL_FLOAT, GL_RGBA);
engine_->Execute(render_index_.get(), &tasks_);
//d->Unbind();
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 rendered_texture;
//glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
//update_render_result();
pxr::TraceCollector::GetInstance().SetEnabled(false);
}
} // namespace blender::render::hydra

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

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@ -43,7 +43,7 @@ class MeshData : public ObjectData {
void available_materials(Set<pxr::SdfPath> &paths) const;
pxr::SdfPathVector submesh_paths() const;
pxr::HdCullStyle cull_style = pxr::HdCullStyleBackUnlessDoubleSided;
pxr::HdCullStyle cull_style = pxr::HdCullStyleBack;
private:
pxr::SdfPath submesh_prim_id(int index) const;