forked from blender/blender
Implement transparent background for Storm delegate #71
@ -1,6 +1,11 @@
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/* SPDX-License-Identifier: Apache-2.0
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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* Copyright 2011-2022 Blender Foundation */
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#include <epoxy/gl.h>
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf_types.h"
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#include "preview_engine.h"
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#include "preview_engine.h"
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@ -32,6 +37,75 @@ void PreviewEngine::render(Depsgraph *depsgraph)
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update_render_result(pixels);
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update_render_result(pixels);
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}
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}
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void PreviewEngineGPU::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_render_mat_prev_hydra");
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GPUTexture *tex_color = GPU_texture_create_2d("tex_render_mat_prev_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_mat_prev_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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float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0f);
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/* Important: we have to create and bind at least one Vertex Array Object (VAO) before render
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execution: More info at https://open.gl/drawing */
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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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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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if (render_task_delegate_->is_converged()) {
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break;
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}
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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(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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glDeleteVertexArrays(1, &VAO);
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GPU_framebuffer_free(framebuffer);
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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 PreviewEngine::update_render_result(std::vector<float> &pixels)
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void PreviewEngine::update_render_result(std::vector<float> &pixels)
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{
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{
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RenderResult *result = RE_engine_begin_result(
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RenderResult *result = RE_engine_begin_result(
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@ -17,4 +17,11 @@ class PreviewEngine : public FinalEngine {
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void update_render_result(std::vector<float> &pixels);
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void update_render_result(std::vector<float> &pixels);
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};
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};
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class PreviewEngineGPU : public FinalEngineGPU {
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public:
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using FinalEngineGPU::FinalEngineGPU;
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void render(Depsgraph *depsgraph) override;
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};
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} // namespace blender::render::hydra
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} // namespace blender::render::hydra
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@ -71,8 +71,13 @@ static PyObject *engine_create_func(PyObject * /*self*/, PyObject *args)
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engine = new ViewportEngine(bl_engine, render_delegate_id);
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engine = new ViewportEngine(bl_engine, render_delegate_id);
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}
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}
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else if (STREQ(engine_type, "PREVIEW")) {
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else if (STREQ(engine_type, "PREVIEW")) {
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if (bl_engine->type->flag & RE_USE_GPU_CONTEXT) {
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engine = new PreviewEngineGPU(bl_engine, render_delegate_id);
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}
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else {
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engine = new PreviewEngine(bl_engine, render_delegate_id);
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engine = new PreviewEngine(bl_engine, render_delegate_id);
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}
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}
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}
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else {
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else {
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if (bl_engine->type->flag & RE_USE_GPU_CONTEXT) {
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if (bl_engine->type->flag & RE_USE_GPU_CONTEXT) {
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engine = new FinalEngineGPU(bl_engine, render_delegate_id);
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engine = new FinalEngineGPU(bl_engine, render_delegate_id);
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