forked from blender/blender
Hydra tasks refactor #73
@ -41,20 +41,23 @@ void FinalEngine::render(Depsgraph *depsgraph)
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pxr::GfCamera camera =
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CameraData(scene->camera, image_res, pxr::GfVec4f(0, 0, 1, 1)).gf_camera(border);
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pxr::HdTaskSharedPtrVector tasks;
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free_camera_delegate_->SetCamera(camera);
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render_task_delegate_->set_viewport(pxr::GfVec4d(0, 0, resolution_[0], resolution_[1]));
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if (light_tasks_delegate_) {
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light_tasks_delegate_->set_viewport(pxr::GfVec4d(0, 0, resolution_[0], resolution_[1]));
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}
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render_task_delegate_->add_aov(pxr::HdAovTokens->color);
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render_task_delegate_->add_aov(pxr::HdAovTokens->depth);
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render_task_delegate_->bind();
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pxr::HdTaskSharedPtrVector tasks;
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if (light_tasks_delegate_) {
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tasks.push_back(light_tasks_delegate_->skydome_task());
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tasks.push_back(light_tasks_delegate_->simple_task());
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}
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tasks.push_back(render_task_delegate_->task());
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render_task_delegate_->add_aov(pxr::HdAovTokens->color);
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render_task_delegate_->add_aov(pxr::HdAovTokens->depth);
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render_task_delegate_->bind();
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engine_->Execute(render_index_.get(), &tasks);
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char elapsed_time[32];
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@ -106,7 +109,7 @@ void FinalEngine::update_render_result()
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else if (STREQ(pass->name, "Depth")) {
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aov_key = pxr::HdAovTokens->depth;
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}
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render_task_delegate_->get_aov_data(aov_key, pass->ibuf->float_buffer.data);
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render_task_delegate_->read_aov(aov_key, pass->ibuf->float_buffer.data);
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}
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RE_engine_end_result(bl_engine_, result, false, false, false);
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@ -107,7 +107,7 @@ void RenderTaskDelegate::add_aov(pxr::TfToken const &aov_key)
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render_index.GetChangeTracker().MarkTaskDirty(task_id_, pxr::HdChangeTracker::DirtyParams);
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}
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void RenderTaskDelegate::get_aov_data(pxr::TfToken const &aov_key, void *data)
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void RenderTaskDelegate::read_aov(pxr::TfToken const &aov_key, void *data)
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{
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pxr::HdRenderBuffer *buffer = (pxr::HdRenderBuffer *)GetRenderIndex().GetBprim(
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pxr::HdPrimTypeTokens->renderBuffer, buffer_id(aov_key));
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@ -141,10 +141,12 @@ void GPURenderTaskDelegate::set_viewport(pxr::GfVec4d const &viewport)
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if (tex_color_) {
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GPU_texture_free(tex_color_);
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tex_color_ = nullptr;
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add_aov(pxr::HdAovTokens->color);
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}
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if (tex_depth_) {
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GPU_texture_free(tex_depth_);
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tex_depth_ = nullptr;
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add_aov(pxr::HdAovTokens->depth);
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}
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}
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@ -165,6 +167,10 @@ void GPURenderTaskDelegate::add_aov(pxr::TfToken const &aov_key)
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return;
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}
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if (*tex) {
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return;
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}
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*tex = GPU_texture_create_2d(("tex_render_hydra_" + aov_key.GetString()).c_str(),
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task_params_.viewport[2] - task_params_.viewport[0],
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task_params_.viewport[3] - task_params_.viewport[1],
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@ -174,7 +180,7 @@ void GPURenderTaskDelegate::add_aov(pxr::TfToken const &aov_key)
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nullptr);
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}
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void GPURenderTaskDelegate::get_aov_data(pxr::TfToken const &aov_key, void *data)
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void GPURenderTaskDelegate::read_aov(pxr::TfToken const &aov_key, void *data)
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{
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GPUTexture *tex = nullptr;
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int c;
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@ -218,7 +224,7 @@ void GPURenderTaskDelegate::bind()
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void GPURenderTaskDelegate::unbind()
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{
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glDeleteVertexArrays(1, &VAO_);
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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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@ -26,7 +26,7 @@ class RenderTaskDelegate : public pxr::HdSceneDelegate {
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void set_camera(pxr::SdfPath const &camera_id);
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virtual void set_viewport(pxr::GfVec4d const &viewport);
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virtual void add_aov(pxr::TfToken const &aov_key);
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virtual void get_aov_data(pxr::TfToken const &aov_key, void *data);
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virtual void read_aov(pxr::TfToken const &aov_key, void *data);
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virtual void bind();
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virtual void unbind();
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@ -45,7 +45,7 @@ class GPURenderTaskDelegate : public RenderTaskDelegate {
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void set_viewport(pxr::GfVec4d const &viewport) override;
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void add_aov(pxr::TfToken const &aov_key) override;
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void get_aov_data(pxr::TfToken const &aov_key, void *data) override;
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void read_aov(pxr::TfToken const &aov_key, void *data) override;
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void bind() override;
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void unbind() override;
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@ -5,19 +5,15 @@
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#include <pxr/imaging/glf/drawTarget.h>
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#include <pxr/usd/usdGeom/camera.h>
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#include "DNA_camera_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_vec_types.h" /* this include must be before BKE_camera.h due to "rctf" type */
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#include "DNA_camera_types.h"
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#include "DNA_screen_types.h"
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#include "BKE_camera.h"
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#include "BLI_math_matrix.h"
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#include "BLI_timecode.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_matrix.h"
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#include "PIL_time.h"
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#include "camera.h"
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@ -136,7 +132,7 @@ pxr::GfCamera ViewSettings::gf_camera()
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(float)border[3] / screen_height));
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}
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DrawTexture::DrawTexture() : texture_(nullptr), width_(0), height_(0), channels_(4)
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DrawTexture::DrawTexture()
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{
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float coords[8] = {0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0};
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@ -154,67 +150,50 @@ DrawTexture::DrawTexture() : texture_(nullptr), width_(0), height_(0), channels_
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DrawTexture::~DrawTexture()
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{
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if (texture_) {
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free();
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GPU_texture_free(texture_);
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}
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GPU_batch_discard(batch_);
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}
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void DrawTexture::set_buffer(pxr::HdRenderBuffer *buffer)
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void DrawTexture::write_data(int width, int height, const void *data)
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{
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if (!texture_) {
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create(buffer);
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if (texture_ && width == GPU_texture_width(texture_) && height == GPU_texture_height(texture_)) {
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GPU_texture_update(texture_, GPU_DATA_FLOAT, data);
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return;
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}
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if (width_ != buffer->GetWidth() || height_ != buffer->GetHeight()) {
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free();
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create(buffer);
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return;
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if (texture_ ) {
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GPU_texture_free(texture_);
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}
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void *data = buffer->Map();
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GPU_texture_update(texture_, GPU_DATA_FLOAT, data);
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buffer->Unmap();
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}
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void DrawTexture::draw(GPUShader *shader, float x, float y)
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{
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int slot = GPU_shader_get_sampler_binding(shader, "image");
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GPU_texture_bind(texture_, slot);
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GPU_shader_uniform_1i(shader, "image", slot);
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GPU_matrix_push();
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GPU_matrix_translate_2f(x, y);
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GPU_matrix_scale_2f(width_, height_);
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GPU_batch_set_shader(batch_, shader);
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GPU_batch_draw(batch_);
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GPU_matrix_pop();
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}
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void DrawTexture::create(pxr::HdRenderBuffer *buffer)
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{
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width_ = buffer->GetWidth();
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height_ = buffer->GetHeight();
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channels_ = pxr::HdGetComponentCount(buffer->GetFormat());
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void *data = buffer->Map();
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texture_ = GPU_texture_create_2d("tex_hydra_render_viewport",
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width_,
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height_,
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width,
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height,
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1,
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GPU_RGBA16F,
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GPU_TEXTURE_USAGE_GENERAL,
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(float *)data);
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buffer->Unmap();
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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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}
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void DrawTexture::free()
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void DrawTexture::draw(GPUShader *shader, const pxr::GfVec4d &viewport)
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{
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GPU_texture_free(texture_);
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texture_ = nullptr;
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draw(shader, texture_, viewport);
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}
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void DrawTexture::draw(GPUShader *shader, GPUTexture *tex, const pxr::GfVec4d &viewport)
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{
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int slot = GPU_shader_get_sampler_binding(shader, "image");
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GPU_texture_bind(tex, slot);
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GPU_shader_uniform_1i(shader, "image", slot);
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GPU_matrix_push();
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GPU_matrix_translate_2f(viewport[0], viewport[1]);
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GPU_matrix_scale_2f(viewport[2] - viewport[0], viewport[3] - viewport[1]);
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GPU_batch_set_shader(batch_, shader);
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GPU_batch_draw(batch_);
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GPU_matrix_pop();
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}
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void ViewportEngine::render(Depsgraph * /* depsgraph */)
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@ -231,16 +210,14 @@ void ViewportEngine::render(Depsgraph * /* depsgraph */, bContext *context)
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pxr::GfCamera gf_camera = view_settings.gf_camera();
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free_camera_delegate_->SetCamera(gf_camera);
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render_task_delegate_->set_viewport(pxr::GfVec4d(view_settings.border[0],
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view_settings.border[1],
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view_settings.border[2],
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view_settings.border[3]));
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pxr::GfVec4d viewport(view_settings.border[0],
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view_settings.border[1],
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view_settings.border[2],
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view_settings.border[3]);
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render_task_delegate_->set_viewport(viewport);
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if (light_tasks_delegate_) {
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light_tasks_delegate_->set_viewport(pxr::GfVec4d(view_settings.border[0],
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view_settings.border[1],
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view_settings.border[2],
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view_settings.border[3]));
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light_tasks_delegate_->set_viewport(viewport);
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}
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if ((bl_engine_->type->flag & RE_USE_GPU_CONTEXT) == 0) {
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@ -256,12 +233,13 @@ void ViewportEngine::render(Depsgraph * /* depsgraph */, bContext *context)
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tasks.push_back(light_tasks_delegate_->simple_task());
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}
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tasks.push_back(render_task_delegate_->task());
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engine_->Execute(render_index_.get(), &tasks);
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if ((bl_engine_->type->flag & RE_USE_GPU_CONTEXT) == 0) {
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//draw_texture_.set_buffer(render_task_delegate_->get_aov(pxr::HdAovTokens->color));
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draw_texture_.draw(shader, view_settings.border[0], view_settings.border[1]);
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std::vector<float> data(view_settings.width() * view_settings.height() * 4, 0.0f);
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render_task_delegate_->read_aov(pxr::HdAovTokens->color, data.data());
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draw_texture_.write_data(view_settings.width(), view_settings.height(), data.data());
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draw_texture_.draw(shader, viewport);
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}
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GPU_shader_unbind();
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@ -18,16 +18,13 @@ class DrawTexture {
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DrawTexture();
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~DrawTexture();
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void set_buffer(pxr::HdRenderBuffer *buffer);
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void draw(GPUShader *shader, float x, float y);
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void write_data(int width, int height, const void *data);
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void draw(GPUShader *shader, const pxr::GfVec4d &viewport);
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void draw(GPUShader *shader, GPUTexture *tex, const pxr::GfVec4d &viewport);
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private:
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void create(pxr::HdRenderBuffer *buffer);
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void free();
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GPUTexture *texture_;
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GPUTexture *texture_ = nullptr;
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GPUBatch *batch_;
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int width_, height_, channels_;
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};
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class ViewportEngine : public Engine {
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Block a user