forked from blender/blender
Fix rendering of Final render for Storm delegate #61
@ -118,23 +118,39 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
|
||||
{
|
||||
prepare_for_render(depsgraph);
|
||||
|
||||
GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fb_hydra_render_final");
|
||||
GPUTexture *texture = GPU_texture_create_2d("tex_hydra_render_final",
|
||||
GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fb_render_hydra");
|
||||
GPUTexture *tex_color = GPU_texture_create_2d("tex_render_hydra_color",
|
||||
resolution_[0],
|
||||
resolution_[1],
|
||||
1,
|
||||
GPU_RGBA32F,
|
||||
GPU_TEXTURE_USAGE_ATTACHMENT,
|
||||
GPU_TEXTURE_USAGE_GENERAL,
|
||||
nullptr);
|
||||
GPU_texture_filter_mode(texture, true);
|
||||
GPU_texture_mipmap_mode(texture, true, true);
|
||||
GPUTexture *tex_depth = GPU_texture_create_2d("tex_render_hydra_depth",
|
||||
resolution_[0],
|
||||
resolution_[1],
|
||||
1,
|
||||
GPU_DEPTH32F_STENCIL8,
|
||||
GPU_TEXTURE_USAGE_GENERAL,
|
||||
nullptr);
|
||||
GPU_texture_filter_mode(tex_color, true);
|
||||
GPU_texture_mipmap_mode(tex_color, true, true);
|
||||
GPU_texture_filter_mode(tex_depth, true);
|
||||
GPU_texture_mipmap_mode(tex_depth, true, true);
|
||||
|
||||
GPU_framebuffer_ensure_config(
|
||||
&framebuffer, {GPU_ATTACHMENT_TEXTURE(tex_depth), GPU_ATTACHMENT_TEXTURE(tex_color)});
|
||||
|
||||
GPU_framebuffer_bind(framebuffer);
|
||||
GPU_framebuffer_texture_attach(framebuffer, texture, 0, 0);
|
||||
|
||||
float clear_color[4] = {0.1f, 0.1f, 0.1f, 1.0f};
|
||||
GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0);
|
||||
|
||||
// Generate vertex array
|
||||
GLuint vao;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
engine_->Execute(render_index_.get(), &tasks_);
|
||||
|
||||
std::vector<float> &pixels = render_images_["Combined"];
|
||||
@ -161,19 +177,20 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
|
||||
break;
|
||||
}
|
||||
|
||||
void *data = GPU_texture_read(texture, GPU_DATA_FLOAT, 0);
|
||||
void *data = GPU_texture_read(tex_color, GPU_DATA_FLOAT, 0);
|
||||
memcpy(pixels.data(), data, pixels.size() * sizeof(float));
|
||||
MEM_freeN(data);
|
||||
update_render_result();
|
||||
}
|
||||
|
||||
void *data = GPU_texture_read(texture, GPU_DATA_FLOAT, 0);
|
||||
void *data = GPU_texture_read(tex_color, GPU_DATA_FLOAT, 0);
|
||||
memcpy(pixels.data(), data, pixels.size() * sizeof(float));
|
||||
MEM_freeN(data);
|
||||
update_render_result();
|
||||
|
||||
GPU_framebuffer_free(framebuffer);
|
||||
GPU_texture_free(texture);
|
||||
GPU_texture_free(tex_color);
|
||||
GPU_texture_free(tex_depth);
|
||||
}
|
||||
|
||||
void FinalEngineGL::render0(Depsgraph *depsgraph)
|
||||
@ -282,13 +299,17 @@ 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);
|
||||
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_);
|
||||
// d->Unbind();
|
||||
|
||||
std::vector<float> &pixels = render_images_["Combined"];
|
||||
char elapsed_time[32];
|
||||
@ -315,11 +336,10 @@ void FinalEngineGL::render1(Depsgraph *depsgraph)
|
||||
}
|
||||
}
|
||||
|
||||
GLuint rendered_texture;
|
||||
|
||||
// glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, pixels.data());
|
||||
// update_render_result();
|
||||
pxr::TraceCollector::GetInstance().SetEnabled(false);
|
||||
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
|
||||
|
Loading…
Reference in New Issue
Block a user