forked from blender/blender
Implement transparent background for Storm delegate #71
@ -71,7 +71,7 @@ void Engine::sync(Depsgraph *depsgraph, bContext *context)
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if (!hydra_scene_delegate_) {
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if (!hydra_scene_delegate_) {
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pxr::SdfPath scene_path = pxr::SdfPath::AbsoluteRootPath().AppendElementString("scene");
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pxr::SdfPath scene_path = pxr::SdfPath::AbsoluteRootPath().AppendElementString("scene");
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hydra_scene_delegate_ = std::make_unique<BlenderSceneDelegate>(
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hydra_scene_delegate_ = std::make_unique<BlenderSceneDelegate>(
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render_index_.get(), scene_path, scene_delegate_settings);
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render_index_.get(), scene_path, scene_delegate_settings_);
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}
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}
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hydra_scene_delegate_->populate(depsgraph, context);
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hydra_scene_delegate_->populate(depsgraph, context);
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}
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}
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@ -86,7 +86,7 @@ void Engine::sync(Depsgraph *depsgraph, bContext *context)
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if (!usd_scene_delegate_) {
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if (!usd_scene_delegate_) {
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pxr::SdfPath scene_path = pxr::SdfPath::AbsoluteRootPath().AppendElementString("usd_scene");
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pxr::SdfPath scene_path = pxr::SdfPath::AbsoluteRootPath().AppendElementString("usd_scene");
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usd_scene_delegate_ = std::make_unique<USDSceneDelegate>(
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usd_scene_delegate_ = std::make_unique<USDSceneDelegate>(
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render_index_.get(), scene_path, scene_delegate_settings);
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render_index_.get(), scene_path, scene_delegate_settings_);
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}
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}
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usd_scene_delegate_->populate(depsgraph, context);
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usd_scene_delegate_->populate(depsgraph, context);
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}
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}
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@ -95,10 +95,10 @@ void Engine::sync(Depsgraph *depsgraph, bContext *context)
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void Engine::set_sync_setting(const std::string &key, const pxr::VtValue &val)
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void Engine::set_sync_setting(const std::string &key, const pxr::VtValue &val)
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{
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{
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if (key == "MaterialXFilenameKey") {
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if (key == "MaterialXFilenameKey") {
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scene_delegate_settings.mx_filename_key = pxr::TfToken(val.Get<std::string>());
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scene_delegate_settings_.mx_filename_key = pxr::TfToken(val.Get<std::string>());
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}
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}
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else {
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else {
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scene_delegate_settings.render_tokens.add_overwrite(pxr::TfToken(key), val);
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scene_delegate_settings_.render_tokens.add_overwrite(pxr::TfToken(key), val);
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}
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}
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}
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}
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@ -39,7 +39,6 @@ class Engine {
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void set_render_setting(const std::string &key, const pxr::VtValue &val);
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void set_render_setting(const std::string &key, const pxr::VtValue &val);
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std::string render_delegate_name;
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std::string render_delegate_name;
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SceneDelegateSettings scene_delegate_settings;
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Vasyl-Pidhirskyi marked this conversation as resolved
Outdated
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protected:
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protected:
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float renderer_percent_done();
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float renderer_percent_done();
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@ -52,6 +51,7 @@ class Engine {
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pxr::HdPluginRenderDelegateUniqueHandle render_delegate_;
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pxr::HdPluginRenderDelegateUniqueHandle render_delegate_;
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std::unique_ptr<pxr::HdRenderIndex> render_index_;
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std::unique_ptr<pxr::HdRenderIndex> render_index_;
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SceneDelegateSettings scene_delegate_settings_;
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std::unique_ptr<BlenderSceneDelegate> hydra_scene_delegate_;
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std::unique_ptr<BlenderSceneDelegate> hydra_scene_delegate_;
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std::unique_ptr<USDSceneDelegate> usd_scene_delegate_;
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std::unique_ptr<USDSceneDelegate> usd_scene_delegate_;
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@ -109,7 +109,7 @@ void FinalEngine::prepare_for_render(Depsgraph *depsgraph)
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if (light_tasks_delegate_) {
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if (light_tasks_delegate_) {
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light_tasks_delegate_->set_camera_and_viewport(
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light_tasks_delegate_->set_camera_and_viewport(
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free_camera_delegate_->GetCameraId(), pxr::GfVec4d(0, 0, resolution_[0], resolution_[1]));
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free_camera_delegate_->GetCameraId(), pxr::GfVec4d(0, 0, resolution_[0], resolution_[1]));
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tasks_ = light_tasks_delegate_->get_tasks(scene_delegate_settings);
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tasks_ = light_tasks_delegate_->get_tasks(scene->r.alphamode == R_ALPHAPREMUL);
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Vasyl-Pidhirskyi marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
Find corresponded c++ setting for Find corresponded c++ setting for `scene.render.film_transparent`
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}
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}
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tasks_.push_back(render_task_delegate_->get_task());
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tasks_.push_back(render_task_delegate_->get_task());
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@ -147,7 +147,7 @@ void FinalEngineGPU::render(Depsgraph *depsgraph)
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GPU_framebuffer_bind(framebuffer);
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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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float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0f);
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0f);
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@ -1,7 +1,6 @@
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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 "BLI_map.hh"
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#include <pxr/imaging/hdx/simpleLightTask.h>
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#include <pxr/imaging/hdx/simpleLightTask.h>
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#include <pxr/imaging/hdx/skydomeTask.h>
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#include <pxr/imaging/hdx/skydomeTask.h>
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@ -19,14 +18,13 @@ LightTasksDelegate::LightTasksDelegate(pxr::HdRenderIndex *parent_index,
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GetRenderIndex().InsertTask<pxr::HdxSimpleLightTask>(this, simple_task_id_);
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GetRenderIndex().InsertTask<pxr::HdxSimpleLightTask>(this, simple_task_id_);
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}
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}
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pxr::HdTaskSharedPtrVector LightTasksDelegate::get_tasks(const SceneDelegateSettings &settings)
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pxr::HdTaskSharedPtrVector LightTasksDelegate::get_tasks(const bool isTransparent)
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{
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{
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Vasyl-Pidhirskyi marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
simplify by using something like simplify by using something like `bool transparent_background`
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/*Note that this task is intended to be the first "Render Task",
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/*Note that this task is intended to be the first "Render Task",
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so that the AOV's are properly cleared, however it
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so that the AOV's are properly cleared, however it
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does not spawn a HdRenderPass.*/
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does not spawn a HdRenderPass.*/
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pxr::HdTaskSharedPtrVector tasks;
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pxr::HdTaskSharedPtrVector tasks;
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const pxr::VtValue *ret_ptr = settings.render_tokens.lookup_ptr(pxr::TfToken("enableAlpha"));
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if (!isTransparent) {
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if (ret_ptr->Get<bool>()) {
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tasks.push_back(GetRenderIndex().GetTask(skydome_task_id_));
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tasks.push_back(GetRenderIndex().GetTask(skydome_task_id_));
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}
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}
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tasks.push_back(GetRenderIndex().GetTask(simple_task_id_));
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tasks.push_back(GetRenderIndex().GetTask(simple_task_id_));
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@ -3,8 +3,6 @@
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#pragma once
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#pragma once
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#include "scene_delegate/blender_scene_delegate.h"
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#include "scene_delegate/usd_scene_delegate.hh"
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#include <pxr/imaging/hd/sceneDelegate.h>
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#include <pxr/imaging/hd/sceneDelegate.h>
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#include <pxr/imaging/hdx/renderSetupTask.h>
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#include <pxr/imaging/hdx/renderSetupTask.h>
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#include <pxr/imaging/hdx/simpleLightTask.h>
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#include <pxr/imaging/hdx/simpleLightTask.h>
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@ -16,7 +14,7 @@ class LightTasksDelegate : public pxr::HdSceneDelegate {
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LightTasksDelegate(pxr::HdRenderIndex *parentIndex, pxr::SdfPath const &delegate_id);
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LightTasksDelegate(pxr::HdRenderIndex *parentIndex, pxr::SdfPath const &delegate_id);
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~LightTasksDelegate() override = default;
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~LightTasksDelegate() override = default;
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pxr::HdTaskSharedPtrVector get_tasks(const SceneDelegateSettings &settings);
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pxr::HdTaskSharedPtrVector get_tasks(const bool isTransparent);
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void set_camera_and_viewport(pxr::SdfPath const &camera_id, pxr::GfVec4d const &viewport);
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void set_camera_and_viewport(pxr::SdfPath const &camera_id, pxr::GfVec4d const &viewport);
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/* Delegate methods */
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/* Delegate methods */
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@ -222,9 +222,10 @@ void ViewportEngine::render(Depsgraph * /* depsgraph */)
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/* Empty function */
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/* Empty function */
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}
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}
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void ViewportEngine::render(Depsgraph * /* depsgraph */, bContext *context)
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void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
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{
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{
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ViewSettings view_settings(context);
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ViewSettings view_settings(context);
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const Scene *scene = DEG_get_evaluated_scene(depsgraph);
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if (view_settings.width() * view_settings.height() == 0) {
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if (view_settings.width() * view_settings.height() == 0) {
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return;
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return;
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};
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};
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@ -254,7 +255,7 @@ void ViewportEngine::render(Depsgraph * /* depsgraph */, bContext *context)
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pxr::HdTaskSharedPtrVector tasks;
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pxr::HdTaskSharedPtrVector tasks;
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if (light_tasks_delegate_) {
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if (light_tasks_delegate_) {
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tasks = light_tasks_delegate_->get_tasks(scene_delegate_settings);
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tasks = light_tasks_delegate_->get_tasks(scene->r.alphamode == R_ALPHAPREMUL);
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}
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}
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tasks.push_back(render_task_delegate_->get_task());
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tasks.push_back(render_task_delegate_->get_task());
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Reference in New Issue
Block a user
That's not a good idea to change structure of engine just for using skydome task from
light_tasks_delegate_
.