forked from blender/blender
Implement transparent background for Storm delegate #71
@ -1,6 +1,11 @@
|
||||
/* SPDX-License-Identifier: Apache-2.0
|
||||
* Copyright 2011-2022 Blender Foundation */
|
||||
|
||||
#include <epoxy/gl.h>
|
||||
|
||||
#include "GPU_framebuffer.h"
|
||||
#include "GPU_texture.h"
|
||||
|
||||
#include "IMB_imbuf_types.h"
|
||||
|
||||
#include "preview_engine.h"
|
||||
@ -32,6 +37,75 @@ void PreviewEngine::render(Depsgraph *depsgraph)
|
||||
update_render_result(pixels);
|
||||
}
|
||||
|
||||
void PreviewEngineGPU::render(Depsgraph *depsgraph)
|
||||
{
|
||||
prepare_for_render(depsgraph);
|
||||
|
||||
GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fb_render_mat_prev_hydra");
|
||||
GPUTexture *tex_color = GPU_texture_create_2d("tex_render_mat_prev_hydra_color",
|
||||
resolution_[0],
|
||||
resolution_[1],
|
||||
1,
|
||||
GPU_RGBA32F,
|
||||
GPU_TEXTURE_USAGE_GENERAL,
|
||||
nullptr);
|
||||
GPUTexture *tex_depth = GPU_texture_create_2d("tex_render_mat_prev_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);
|
||||
|
||||
float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
|
||||
GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0f);
|
||||
|
||||
/* Important: we have to create and bind at least one Vertex Array Object (VAO) before render
|
||||
execution: More info at https://open.gl/drawing */
|
||||
GLuint VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
engine_->Execute(render_index_.get(), &tasks_);
|
||||
|
||||
std::vector<float> &pixels = render_images_["Combined"];
|
||||
|
||||
while (true) {
|
||||
if (RE_engine_test_break(bl_engine_)) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (render_task_delegate_->is_converged()) {
|
||||
break;
|
||||
}
|
||||
|
||||
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(tex_color, GPU_DATA_FLOAT, 0);
|
||||
memcpy(pixels.data(), data, pixels.size() * sizeof(float));
|
||||
MEM_freeN(data);
|
||||
update_render_result();
|
||||
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
GPU_framebuffer_free(framebuffer);
|
||||
GPU_texture_free(tex_color);
|
||||
GPU_texture_free(tex_depth);
|
||||
}
|
||||
|
||||
void PreviewEngine::update_render_result(std::vector<float> &pixels)
|
||||
{
|
||||
RenderResult *result = RE_engine_begin_result(
|
||||
|
@ -17,4 +17,11 @@ class PreviewEngine : public FinalEngine {
|
||||
void update_render_result(std::vector<float> &pixels);
|
||||
};
|
||||
|
||||
class PreviewEngineGPU : public FinalEngineGPU {
|
||||
public:
|
||||
using FinalEngineGPU::FinalEngineGPU;
|
||||
|
||||
void render(Depsgraph *depsgraph) override;
|
||||
};
|
||||
|
||||
} // namespace blender::render::hydra
|
||||
|
@ -71,8 +71,13 @@ static PyObject *engine_create_func(PyObject * /*self*/, PyObject *args)
|
||||
engine = new ViewportEngine(bl_engine, render_delegate_id);
|
||||
}
|
||||
else if (STREQ(engine_type, "PREVIEW")) {
|
||||
if (bl_engine->type->flag & RE_USE_GPU_CONTEXT) {
|
||||
engine = new PreviewEngineGPU(bl_engine, render_delegate_id);
|
||||
}
|
||||
else {
|
||||
engine = new PreviewEngine(bl_engine, render_delegate_id);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (bl_engine->type->flag & RE_USE_GPU_CONTEXT) {
|
||||
engine = new FinalEngineGPU(bl_engine, render_delegate_id);
|
||||
|
Loading…
Reference in New Issue
Block a user