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blender-archive/source/blender/python/gpu/gpu_py_offscreen.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.
*
* Copyright 2015, Blender Foundation.
*/
/** \file
* \ingroup bpygpu
*
* This file defines the offscreen functionalities of the 'gpu' module
* used for off-screen OpenGL rendering.
*
* - Use ``bpygpu_`` for local API.
* - Use ``BPyGPU`` for public API.
*/
#include <Python.h>
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "BKE_lib_id.h"
#include "BKE_scene.h"
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#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GPU_texture.h"
#include "ED_view3d.h"
#include "ED_view3d_offscreen.h"
#include "../mathutils/mathutils.h"
#include "../generic/py_capi_utils.h"
#include "gpu_py_api.h"
#include "gpu_py_offscreen.h" /* own include */
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/* -------------------------------------------------------------------- */
/** \name GPUOffScreen Common Utilities
* \{ */
static int bpygpu_offscreen_valid_check(BPyGPUOffScreen *bpygpu_ofs)
{
if (UNLIKELY(bpygpu_ofs->ofs == NULL)) {
PyErr_SetString(PyExc_ReferenceError, "GPU offscreen was freed, no further access is valid");
return -1;
}
return 0;
}
#define BPY_GPU_OFFSCREEN_CHECK_OBJ(bpygpu) \
{ \
if (UNLIKELY(bpygpu_offscreen_valid_check(bpygpu) == -1)) { \
return NULL; \
} \
} \
((void)0)
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPUOffscreen Type
* \{ */
static PyObject *bpygpu_offscreen_new(PyTypeObject *UNUSED(self), PyObject *args, PyObject *kwds)
{
BPYGPU_IS_INIT_OR_ERROR_OBJ;
GPUOffScreen *ofs = NULL;
int width, height;
char err_out[256];
static const char *_keywords[] = {"width", "height", NULL};
static _PyArg_Parser _parser = {"ii|i:GPUOffScreen.__new__", _keywords, 0};
if (!_PyArg_ParseTupleAndKeywordsFast(args, kwds, &_parser, &width, &height)) {
return NULL;
}
if (GPU_context_active_get()) {
ofs = GPU_offscreen_create(width, height, true, false, err_out);
}
else {
strncpy(err_out, "No active GPU context found", 256);
}
if (ofs == NULL) {
PyErr_Format(PyExc_RuntimeError,
"gpu.offscreen.new(...) failed with '%s'",
err_out[0] ? err_out : "unknown error");
return NULL;
}
return BPyGPUOffScreen_CreatePyObject(ofs);
}
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PyDoc_STRVAR(bpygpu_offscreen_width_doc, "Width of the texture.\n\n:type: `int`");
static PyObject *bpygpu_offscreen_width_get(BPyGPUOffScreen *self, void *UNUSED(type))
{
BPY_GPU_OFFSCREEN_CHECK_OBJ(self);
return PyLong_FromLong(GPU_offscreen_width(self->ofs));
}
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PyDoc_STRVAR(bpygpu_offscreen_height_doc, "Height of the texture.\n\n:type: `int`");
static PyObject *bpygpu_offscreen_height_get(BPyGPUOffScreen *self, void *UNUSED(type))
{
BPY_GPU_OFFSCREEN_CHECK_OBJ(self);
return PyLong_FromLong(GPU_offscreen_height(self->ofs));
}
PyDoc_STRVAR(bpygpu_offscreen_color_texture_doc,
"OpenGL bindcode for the color texture.\n\n:type: `int`");
static PyObject *bpygpu_offscreen_color_texture_get(BPyGPUOffScreen *self, void *UNUSED(type))
{
BPY_GPU_OFFSCREEN_CHECK_OBJ(self);
GPUTexture *texture = GPU_offscreen_color_texture(self->ofs);
return PyLong_FromLong(GPU_texture_opengl_bindcode(texture));
}
PyDoc_STRVAR(
bpygpu_offscreen_bind_doc,
".. method:: bind(save=True)\n"
"\n"
" Bind the offscreen object.\n"
" To make sure that the offscreen gets unbind whether an exception occurs or not, pack it "
"into a `with` statement.\n"
"\n"
" :arg save: Save the current OpenGL state, so that it can be restored when unbinding.\n"
" :type save: `bool`\n");
static PyObject *bpygpu_offscreen_bind(BPyGPUOffScreen *self, PyObject *args, PyObject *kwds)
{
BPY_GPU_OFFSCREEN_CHECK_OBJ(self);
bool save = true;
static const char *_keywords[] = {"save", NULL};
static _PyArg_Parser _parser = {"|O&:bind", _keywords, 0};
if (!_PyArg_ParseTupleAndKeywordsFast(args, kwds, &_parser, PyC_ParseBool, &save)) {
return NULL;
}
GPU_offscreen_bind(self->ofs, save);
self->is_saved = save;
Py_INCREF(self);
return (PyObject *)self;
}
PyDoc_STRVAR(bpygpu_offscreen_unbind_doc,
".. method:: unbind(restore=True)\n"
"\n"
" Unbind the offscreen object.\n"
"\n"
" :arg restore: Restore the OpenGL state, can only be used when the state has been "
"saved before.\n"
" :type restore: `bool`\n");
static PyObject *bpygpu_offscreen_unbind(BPyGPUOffScreen *self, PyObject *args, PyObject *kwds)
{
bool restore = true;
BPY_GPU_OFFSCREEN_CHECK_OBJ(self);
static const char *_keywords[] = {"restore", NULL};
static _PyArg_Parser _parser = {"|O&:unbind", _keywords, 0};
if (!_PyArg_ParseTupleAndKeywordsFast(args, kwds, &_parser, PyC_ParseBool, &restore)) {
return NULL;
}
GPU_offscreen_unbind(self->ofs, restore);
Py_RETURN_NONE;
}
PyDoc_STRVAR(
bpygpu_offscreen_draw_view3d_doc,
".. method:: draw_view3d(scene, view_layer, view3d, region, view_matrix, projection_matrix)\n"
"\n"
" Draw the 3d viewport in the offscreen object.\n"
"\n"
" :arg scene: Scene to draw.\n"
" :type scene: :class:`bpy.types.Scene`\n"
" :arg view_layer: View layer to draw.\n"
" :type view_layer: :class:`bpy.types.ViewLayer`\n"
" :arg view3d: 3D View to get the drawing settings from.\n"
" :type view3d: :class:`bpy.types.SpaceView3D`\n"
" :arg region: Region of the 3D View (required as temporary draw target).\n"
" :type region: :class:`bpy.types.Region`\n"
" :arg view_matrix: View Matrix (e.g. ``camera.matrix_world.inverted()``).\n"
" :type view_matrix: :class:`mathutils.Matrix`\n"
" :arg projection_matrix: Projection Matrix (e.g. ``camera.calc_matrix_camera(...)``).\n"
" :type projection_matrix: :class:`mathutils.Matrix`\n");
static PyObject *bpygpu_offscreen_draw_view3d(BPyGPUOffScreen *self,
PyObject *args,
PyObject *kwds)
{
MatrixObject *py_mat_view, *py_mat_projection;
PyObject *py_scene, *py_view_layer, *py_region, *py_view3d;
struct Depsgraph *depsgraph;
struct Scene *scene;
struct ViewLayer *view_layer;
View3D *v3d;
ARegion *region;
struct RV3DMatrixStore *rv3d_mats;
BPY_GPU_OFFSCREEN_CHECK_OBJ(self);
static const char *_keywords[] = {
"scene", "view_layer", "view3d", "region", "view_matrix", "projection_matrix", NULL};
static _PyArg_Parser _parser = {"OOOOO&O&:draw_view3d", _keywords, 0};
if (!_PyArg_ParseTupleAndKeywordsFast(args,
kwds,
&_parser,
&py_scene,
&py_view_layer,
&py_view3d,
&py_region,
Matrix_Parse4x4,
&py_mat_view,
Matrix_Parse4x4,
&py_mat_projection) ||
(!(scene = PyC_RNA_AsPointer(py_scene, "Scene")) ||
!(view_layer = PyC_RNA_AsPointer(py_view_layer, "ViewLayer")) ||
!(v3d = PyC_RNA_AsPointer(py_view3d, "SpaceView3D")) ||
!(region = PyC_RNA_AsPointer(py_region, "Region")))) {
return NULL;
}
BLI_assert(BKE_id_is_in_global_main(&scene->id));
depsgraph = BKE_scene_get_depsgraph(G_MAIN, scene, view_layer, true);
rv3d_mats = ED_view3d_mats_rv3d_backup(region->regiondata);
GPU_offscreen_bind(self->ofs, true);
ED_view3d_draw_offscreen(depsgraph,
scene,
v3d->shading.type,
v3d,
region,
GPU_offscreen_width(self->ofs),
GPU_offscreen_height(self->ofs),
(float(*)[4])py_mat_view->matrix,
(float(*)[4])py_mat_projection->matrix,
true,
true,
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 20:20:55 +01:00
true,
"",
false,
self->ofs,
NULL);
GPU_offscreen_unbind(self->ofs, true);
ED_view3d_mats_rv3d_restore(region->regiondata, rv3d_mats);
MEM_freeN(rv3d_mats);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_offscreen_free_doc,
".. method:: free()\n"
"\n"
" Free the offscreen object.\n"
" The framebuffer, texture and render objects will no longer be accessible.\n");
static PyObject *bpygpu_offscreen_free(BPyGPUOffScreen *self)
{
BPY_GPU_OFFSCREEN_CHECK_OBJ(self);
GPU_offscreen_free(self->ofs);
self->ofs = NULL;
Py_RETURN_NONE;
}
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static PyObject *bpygpu_offscreen_bind_context_enter(BPyGPUOffScreen *UNUSED(self))
{
Py_RETURN_NONE;
}
static PyObject *bpygpu_offscreen_bind_context_exit(BPyGPUOffScreen *self, PyObject *UNUSED(args))
{
GPU_offscreen_unbind(self->ofs, self->is_saved);
Py_RETURN_NONE;
}
static void BPyGPUOffScreen__tp_dealloc(BPyGPUOffScreen *self)
{
if (self->ofs) {
GPU_offscreen_free(self->ofs);
}
Py_TYPE(self)->tp_free((PyObject *)self);
}
static PyGetSetDef bpygpu_offscreen_getseters[] = {
{"color_texture",
(getter)bpygpu_offscreen_color_texture_get,
(setter)NULL,
bpygpu_offscreen_color_texture_doc,
NULL},
{"width", (getter)bpygpu_offscreen_width_get, (setter)NULL, bpygpu_offscreen_width_doc, NULL},
{"height",
(getter)bpygpu_offscreen_height_get,
(setter)NULL,
bpygpu_offscreen_height_doc,
NULL},
{NULL, NULL, NULL, NULL, NULL} /* Sentinel */
};
static struct PyMethodDef bpygpu_offscreen_methods[] = {
{"bind",
(PyCFunction)bpygpu_offscreen_bind,
METH_VARARGS | METH_KEYWORDS,
bpygpu_offscreen_bind_doc},
{"unbind",
(PyCFunction)bpygpu_offscreen_unbind,
METH_VARARGS | METH_KEYWORDS,
bpygpu_offscreen_unbind_doc},
{"draw_view3d",
(PyCFunction)bpygpu_offscreen_draw_view3d,
METH_VARARGS | METH_KEYWORDS,
bpygpu_offscreen_draw_view3d_doc},
{"free", (PyCFunction)bpygpu_offscreen_free, METH_NOARGS, bpygpu_offscreen_free_doc},
{"__enter__", (PyCFunction)bpygpu_offscreen_bind_context_enter, METH_NOARGS},
{"__exit__", (PyCFunction)bpygpu_offscreen_bind_context_exit, METH_VARARGS},
{NULL, NULL, 0, NULL},
};
PyDoc_STRVAR(bpygpu_offscreen_doc,
".. class:: GPUOffScreen(width, height)\n"
"\n"
" This object gives access to off screen buffers.\n"
"\n"
" :arg width: Horizontal dimension of the buffer.\n"
" :type width: `int`\n"
" :arg height: Vertical dimension of the buffer.\n"
" :type height: `int`\n");
PyTypeObject BPyGPUOffScreen_Type = {
PyVarObject_HEAD_INIT(NULL, 0).tp_name = "GPUOffScreen",
.tp_basicsize = sizeof(BPyGPUOffScreen),
.tp_dealloc = (destructor)BPyGPUOffScreen__tp_dealloc,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = bpygpu_offscreen_doc,
.tp_methods = bpygpu_offscreen_methods,
.tp_getset = bpygpu_offscreen_getseters,
.tp_new = bpygpu_offscreen_new,
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Public API
* \{ */
PyObject *BPyGPUOffScreen_CreatePyObject(GPUOffScreen *ofs)
{
BPyGPUOffScreen *self;
self = PyObject_New(BPyGPUOffScreen, &BPyGPUOffScreen_Type);
self->ofs = ofs;
return (PyObject *)self;
}
/** \} */
#undef BPY_GPU_OFFSCREEN_CHECK_OBJ