Implement transparent background for Storm delegate #71

Merged
Bogdan Nagirniak merged 3 commits from Vasyl-Pidhirskyi/blender_bn:BLEN-463 into hydra-render 2023-07-23 21:03:02 +02:00
3 changed files with 87 additions and 1 deletions
Showing only changes of commit 43d68ba93a - Show all commits

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@ -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(

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@ -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

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@ -71,7 +71,12 @@ static PyObject *engine_create_func(PyObject * /*self*/, PyObject *args)
engine = new ViewportEngine(bl_engine, render_delegate_id);
}
else if (STREQ(engine_type, "PREVIEW")) {
engine = new PreviewEngine(bl_engine, render_delegate_id);
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) {