forked from blender/blender
Fix rendering of Final render for Storm delegate #61
@ -118,23 +118,39 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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{
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prepare_for_render(depsgraph);
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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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1,
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GPU_RGBA32F,
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GPU_TEXTURE_USAGE_ATTACHMENT,
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nullptr);
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GPU_texture_filter_mode(texture, true);
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GPU_texture_mipmap_mode(texture, true, true);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fb_render_hydra");
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GPUTexture *tex_color = GPU_texture_create_2d("tex_render_hydra_color",
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resolution_[0],
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resolution_[1],
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1,
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GPU_RGBA32F,
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GPU_TEXTURE_USAGE_GENERAL,
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nullptr);
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GPUTexture *tex_depth = GPU_texture_create_2d("tex_render_hydra_depth",
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resolution_[0],
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resolution_[1],
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1,
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GPU_DEPTH32F_STENCIL8,
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GPU_TEXTURE_USAGE_GENERAL,
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nullptr);
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GPU_texture_filter_mode(tex_color, true);
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GPU_texture_mipmap_mode(tex_color, true, true);
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GPU_texture_filter_mode(tex_depth, true);
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GPU_texture_mipmap_mode(tex_depth, true, true);
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GPU_framebuffer_ensure_config(
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&framebuffer, {GPU_ATTACHMENT_TEXTURE(tex_depth), GPU_ATTACHMENT_TEXTURE(tex_color)});
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GPU_framebuffer_bind(framebuffer);
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GPU_framebuffer_texture_attach(framebuffer, texture, 0, 0);
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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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// 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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@ -161,19 +177,20 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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break;
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}
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void *data = GPU_texture_read(texture, GPU_DATA_FLOAT, 0);
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void *data = GPU_texture_read(tex_color, GPU_DATA_FLOAT, 0);
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memcpy(pixels.data(), data, pixels.size() * sizeof(float));
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MEM_freeN(data);
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update_render_result();
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}
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void *data = GPU_texture_read(texture, GPU_DATA_FLOAT, 0);
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void *data = GPU_texture_read(tex_color, GPU_DATA_FLOAT, 0);
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memcpy(pixels.data(), data, pixels.size() * sizeof(float));
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MEM_freeN(data);
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update_render_result();
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture);
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GPU_texture_free(tex_color);
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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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@ -282,13 +299,17 @@ 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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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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// 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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@ -315,11 +336,10 @@ void FinalEngineGL::render1(Depsgraph *depsgraph)
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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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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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