forked from blender/blender
WIP Make shadows visible for Storm delegate #80
@ -57,8 +57,6 @@ void FinalEngine::render(Depsgraph *depsgraph)
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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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if (scene->r.alphamode != R_ALPHAPREMUL) {
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@ -67,6 +65,9 @@ void FinalEngine::render(Depsgraph *depsgraph)
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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_->bind();
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engine_->Execute(render_index_.get(), &tasks);
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char elapsed_time[32];
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@ -148,6 +148,16 @@ pxr::SdfPath RenderTaskDelegate::buffer_id(pxr::TfToken const &aov_key) const
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return GetDelegateID().AppendElementString("aov_" + aov_key.GetString());
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}
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GPURenderTaskDelegate::~GPURenderTaskDelegate()
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{
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if (tex_color_) {
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GPU_texture_free(tex_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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}
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}
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void GPURenderTaskDelegate::set_viewport(pxr::GfVec4d const &viewport)
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{
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if (task_params_.viewport == viewport) {
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@ -241,23 +251,9 @@ void GPURenderTaskDelegate::read_aov(pxr::TfToken const &aov_key, GPUTexture *te
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MEM_freeN(tex_data);
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}
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GPUTexture *GPURenderTaskDelegate::aov_texture(pxr::TfToken const &aov_key) const
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{
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GPUTexture *tex = nullptr;
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if (aov_key == pxr::HdAovTokens->color) {
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tex = tex_color_;
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}
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else if (aov_key == pxr::HdAovTokens->depth) {
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tex = tex_depth_;
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}
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return tex;
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}
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void GPURenderTaskDelegate::bind()
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{
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if (!framebuffer_) {
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framebuffer_ = GPU_framebuffer_create("fb_render_hydra");
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}
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framebuffer_ = GPU_framebuffer_create("fb_render_hydra");
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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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@ -268,9 +264,7 @@ void GPURenderTaskDelegate::bind()
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/* Workaround missing/buggy VAOs in hgiGL and hdSt. For OpenGL compatibility
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* profile this is not a problem, but for core profile it is. */
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if (GPU_backend_get_type() == GPU_BACKEND_OPENGL) {
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if (VAO_ == 0) {
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glGenVertexArrays(1, &VAO_);
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}
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glGenVertexArrays(1, &VAO_);
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glBindVertexArray(VAO_);
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}
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}
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@ -281,8 +275,6 @@ void GPURenderTaskDelegate::unbind()
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glDeleteVertexArrays(1, &VAO_);
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}
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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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} // namespace blender::render::hydra
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@ -52,12 +52,12 @@ class GPURenderTaskDelegate : public RenderTaskDelegate {
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public:
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using RenderTaskDelegate::RenderTaskDelegate;
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~GPURenderTaskDelegate() override;
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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 read_aov(pxr::TfToken const &aov_key, void *data) override;
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void read_aov(pxr::TfToken const &aov_key, GPUTexture *texture) override;
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GPUTexture *aov_texture(pxr::TfToken const &aov_key) const;
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void bind() override;
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void unbind() override;
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};
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@ -240,13 +240,6 @@ void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
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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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//if ((bl_engine_->type->flag & RE_USE_GPU_CONTEXT) == 0) {
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//render_task_delegate_->bind();
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//}
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///* Workaround missing/buggy VAOs in hgiGL and hdSt. For OpenGL compatibility
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// * profile this is not a problem, but for core profile it is. */
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pxr::HdTaskSharedPtrVector tasks;
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if (light_tasks_delegate_) {
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if (scene->r.alphamode != R_ALPHAPREMUL) {
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@ -256,52 +249,24 @@ void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
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}
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tasks.push_back(render_task_delegate_->task());
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GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
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GPUFrameBuffer *framebuffer = nullptr;
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GLuint VAO;
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if (bl_engine_->type->flag & RE_USE_GPU_CONTEXT) {
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GPURenderTaskDelegate *r = dynamic_cast<GPURenderTaskDelegate *>(render_task_delegate_.get());
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framebuffer = GPU_framebuffer_create("fb_render_hydra");
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GPU_framebuffer_ensure_config(
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&framebuffer,
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{GPU_ATTACHMENT_TEXTURE(r->aov_texture(pxr::HdAovTokens->depth)),
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GPU_ATTACHMENT_TEXTURE(r->aov_texture(pxr::HdAovTokens->color))});
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GPU_framebuffer_bind(framebuffer);
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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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if (GPU_backend_get_type() == GPU_BACKEND_OPENGL) {
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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}
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}
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GPUFrameBuffer *view_framebuffer = GPU_framebuffer_active_get();
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render_task_delegate_->bind();
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engine_->Execute(render_index_.get(), &tasks);
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if (bl_engine_->type->flag & RE_USE_GPU_CONTEXT) {
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if (GPU_backend_get_type() == GPU_BACKEND_OPENGL) {
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glDeleteVertexArrays(1, &VAO);
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}
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GPU_framebuffer_free(framebuffer);
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}
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render_task_delegate_->unbind();
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//if ((bl_engine_->type->flag & RE_USE_GPU_CONTEXT) == 0) {
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draw_texture_.write_data(view_settings.width(), view_settings.height(), nullptr);
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render_task_delegate_->read_aov(pxr::HdAovTokens->color, draw_texture_.texture());
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draw_texture_.write_data(view_settings.width(), view_settings.height(), nullptr);
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render_task_delegate_->read_aov(pxr::HdAovTokens->color, draw_texture_.texture());
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GPU_framebuffer_bind(prev_fb);
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
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GPU_shader_bind(shader);
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GPU_framebuffer_bind(view_framebuffer);
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
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GPU_shader_bind(shader);
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draw_texture_.draw(shader, viewport);
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//}
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draw_texture_.draw(shader, viewport);
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GPU_shader_unbind();
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//if (GPU_backend_get_type() == GPU_BACKEND_OPENGL) {
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// glDeleteVertexArrays(1, &VAO);
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//}
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//render_task_delegate_->unbind();
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if (renderer_percent_done() == 0.0f) {
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time_begin_ = PIL_check_seconds_timer();
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}
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