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blender-archive/source/blender/draw/engines/external/external_engine.c

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
2019-01-23 11:29:18 +11:00
* Copyright 2017, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Base engine for external render engines.
* We use it for depth and non-mesh objects.
*/
#include "DRW_render.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "BKE_object.h"
#include "ED_screen.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_viewport.h"
#include "external_engine.h" /* own include */
/* Shaders */
#define EXTERNAL_ENGINE "BLENDER_EXTERNAL"
/* *********** LISTS *********** */
/* GPUViewport.storage
* Is freed everytime the viewport engine changes */
typedef struct EXTERNAL_Storage {
int dummy;
} EXTERNAL_Storage;
typedef struct EXTERNAL_StorageList {
struct EXTERNAL_Storage *storage;
struct EXTERNAL_PrivateData *g_data;
} EXTERNAL_StorageList;
typedef struct EXTERNAL_FramebufferList {
struct GPUFrameBuffer *depth_buffer_fb;
} EXTERNAL_FramebufferList;
typedef struct EXTERNAL_TextureList {
/* default */
struct GPUTexture *depth_buffer_tx;
} EXTERNAL_TextureList;
typedef struct EXTERNAL_PassList {
struct DRWPass *depth_pass;
} EXTERNAL_PassList;
typedef struct EXTERNAL_Data {
void *engine_type;
EXTERNAL_FramebufferList *fbl;
EXTERNAL_TextureList *txl;
EXTERNAL_PassList *psl;
EXTERNAL_StorageList *stl;
char info[GPU_INFO_SIZE];
} EXTERNAL_Data;
/* *********** STATIC *********** */
static struct {
/* Depth Pre Pass */
struct GPUShader *depth_sh;
} e_data = {NULL}; /* Engine data */
typedef struct EXTERNAL_PrivateData {
DRWShadingGroup *depth_shgrp;
/* Do we need to update the depth or can we reuse the last calculated texture. */
bool need_depth;
bool update_depth;
float last_persmat[4][4];
} EXTERNAL_PrivateData; /* Transient data */
/* Functions */
static void external_engine_init(void *vedata)
{
EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
/* Depth prepass */
if (!e_data.depth_sh) {
e_data.depth_sh = DRW_shader_create_3d_depth_only(GPU_SHADER_CFG_DEFAULT);
}
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
stl->g_data->need_depth = true;
}
stl->g_data->update_depth = true;
/* Progressive render samples are tagged with no rebuild, in that case we
* can skip updating the depth buffer */
if (region && (region->do_draw & RGN_DRAW_NO_REBUILD)) {
stl->g_data->update_depth = false;
}
}
static void external_cache_init(void *vedata)
{
EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
EXTERNAL_TextureList *txl = ((EXTERNAL_Data *)vedata)->txl;
EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl;
const DRWContextState *draw_ctx = DRW_context_state_get();
const View3D *v3d = draw_ctx->v3d;
{
DRW_texture_ensure_fullscreen_2d(&txl->depth_buffer_tx, GPU_DEPTH24_STENCIL8, 0);
GPU_framebuffer_ensure_config(&fbl->depth_buffer_fb,
{
GPU_ATTACHMENT_TEXTURE(txl->depth_buffer_tx),
});
}
/* Depth Pass */
{
psl->depth_pass = DRW_pass_create("Depth Pass",
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
}
/* Do not draw depth pass when overlays are turned off. */
stl->g_data->need_depth = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
}
static void external_cache_populate(void *vedata, Object *ob)
{
EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
if (!(DRW_object_is_renderable(ob) &&
DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
return;
}
if (ob->type == OB_GPENCIL) {
/* Grease Pencil objects need correct depth to do the blending. */
stl->g_data->need_depth = true;
return;
}
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
/* Depth Prepass */
DRW_shgroup_call(stl->g_data->depth_shgrp, geom, ob);
}
}
static void external_cache_finish(void *UNUSED(vedata))
{
}
static void external_draw_scene_do(void *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *region = draw_ctx->region;
const RenderEngineType *type;
DRW_state_reset_ex(DRW_STATE_DEFAULT & ~DRW_STATE_DEPTH_LESS_EQUAL);
/* Create render engine. */
if (!rv3d->render_engine) {
RenderEngineType *engine_type = draw_ctx->engine_type;
if (!(engine_type->view_update && engine_type->view_draw)) {
return;
}
RenderEngine *engine = RE_engine_create_ex(engine_type, true);
engine->tile_x = scene->r.tilex;
engine->tile_y = scene->r.tiley;
engine_type->view_update(engine, draw_ctx->evil_C, draw_ctx->depsgraph);
rv3d->render_engine = engine;
}
/* Rendered draw. */
GPU_matrix_push_projection();
GPU_matrix_push();
ED_region_pixelspace(region);
/* Render result draw. */
type = rv3d->render_engine->type;
type->view_draw(rv3d->render_engine, draw_ctx->evil_C, draw_ctx->depsgraph);
GPU_matrix_pop();
GPU_matrix_pop_projection();
/* Set render info. */
EXTERNAL_Data *data = vedata;
if (rv3d->render_engine->text[0] != '\0') {
BLI_strncpy(data->info, rv3d->render_engine->text, sizeof(data->info));
}
else {
data->info[0] = '\0';
}
}
static void external_draw_scene(void *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl;
const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Will be NULL during OpenGL render.
* OpenGL render is used for quick preview (thumbnails or sequencer preview)
* where using the rendering engine to preview doesn't make so much sense. */
if (draw_ctx->evil_C) {
float clear_col[4] = {0, 0, 0, 0};
/* This is to keep compatibility with external engine. */
/* TODO(fclem) remove it eventually. */
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_color(dfbl->default_fb, clear_col);
external_draw_scene_do(vedata);
}
if (stl->g_data->update_depth && stl->g_data->need_depth) {
DRW_draw_pass(psl->depth_pass);
/* Copy main depth buffer to cached framebuffer. */
GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->depth_buffer_fb, 0, GPU_DEPTH_BIT);
}
/* Copy cached depth buffer to main framebuffer. */
GPU_framebuffer_blit(fbl->depth_buffer_fb, 0, dfbl->depth_only_fb, 0, GPU_DEPTH_BIT);
}
static void external_engine_free(void)
{
/* All shaders are builtin. */
}
static const DrawEngineDataSize external_data_size = DRW_VIEWPORT_DATA_SIZE(EXTERNAL_Data);
static DrawEngineType draw_engine_external_type = {
NULL,
NULL,
N_("External"),
&external_data_size,
&external_engine_init,
&external_engine_free,
&external_cache_init,
&external_cache_populate,
&external_cache_finish,
&external_draw_scene,
NULL,
NULL,
NULL,
};
2019-05-01 10:35:46 +10:00
/* Note: currently unused,
* we should not register unless we want to see this when debugging the view. */
RenderEngineType DRW_engine_viewport_external_type = {
NULL,
NULL,
EXTERNAL_ENGINE,
N_("External"),
RE_INTERNAL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
&draw_engine_external_type,
{NULL, NULL, NULL},
};
#undef EXTERNAL_ENGINE