Cleanup: move off-screen drawing to view3d_draw.c

Since offscreen drawing now uses draw engine, this doesn't need to be
considered legacy.

Note that there are some calls into view3d_draw_legacy.c from view3d_draw.c
this is generally not accepted, so its only dont where there are checks
for new/old engine.
Functions exposed to do this use a VP_deprecated prefix.
This commit is contained in:
2017-05-03 21:59:03 +10:00
parent a2a436bba3
commit 825430c589
3 changed files with 458 additions and 396 deletions

View File

@@ -35,6 +35,7 @@
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_key.h"
#include "BKE_scene.h"
#include "BKE_object.h"
@@ -48,6 +49,7 @@
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_threads.h"
#include "BLI_jitter.h"
#include "BLT_translation.h"
@@ -72,11 +74,13 @@
#include "DEG_depsgraph_query.h"
#include "GPU_draw.h"
#include "GPU_matrix.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_material.h"
#include "GPU_viewport.h"
#include "GPU_compositing.h"
#include "MEM_guardedalloc.h"
@@ -88,6 +92,9 @@
#include "WM_api.h"
#include "WM_types.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "view3d_intern.h" /* own include */
/* prototypes */
@@ -2444,11 +2451,416 @@ void view3d_main_region_draw(const bContext *C, ARegion *ar)
v3d->flag |= V3D_INVALID_BACKBUF;
}
/* ******************** legacy interface ***************** */
/* -------------------------------------------------------------------- */
/** \name Offscreen Drawing
* \{ */
static void view3d_stereo3d_setup_offscreen(
Scene *scene, View3D *v3d, ARegion *ar,
float winmat[4][4], const char *viewname)
{
/* update the viewport matrices with the new camera */
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
float viewmat[4][4];
const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
}
}
void ED_view3d_draw_offscreen_init(Scene *scene, SceneLayer *sl, View3D *v3d)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
if (IS_VIEWPORT_LEGACY(v3d) && ((type->flag & RE_USE_LEGACY_PIPELINE) != 0)) {
/* shadow buffers, before we setup matrices */
if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype)) {
VP_deprecated_gpu_update_lamps_shadows_world(scene, v3d);
}
}
}
/*
* Function to clear the view
*/
static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
glClear(GL_DEPTH_BUFFER_BIT);
if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
VP_view3d_draw_background_world(scene, v3d, ar->regiondata);
}
else {
VP_view3d_draw_background_none();
}
}
/* ED_view3d_draw_offscreen_init should be called before this to initialize
* stuff like shadow buffers
*/
void ED_view3d_draw_offscreen(
Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
float viewmat[4][4], float winmat[4][4],
bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
GPUFX *fx, GPUFXSettings *fx_settings,
GPUOffScreen *ofs)
{
bool do_compositing = false;
RegionView3D *rv3d = ar->regiondata;
/* set temporary new size */
int bwinx = ar->winx;
int bwiny = ar->winy;
rcti brect = ar->winrct;
ar->winx = winx;
ar->winy = winy;
ar->winrct.xmin = 0;
ar->winrct.ymin = 0;
ar->winrct.xmax = winx;
ar->winrct.ymax = winy;
struct bThemeState theme_state;
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
/* set flags */
G.f |= G_RENDER_OGL;
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* free images which can have changed on frame-change
* warning! can be slow so only free animated images - campbell */
GPU_free_images_anim();
}
gpuPushProjectionMatrix();
gpuLoadIdentity();
gpuPushMatrix();
gpuLoadIdentity();
/* clear opengl buffers */
if (do_sky) {
view3d_main_region_clear(scene, v3d, ar);
}
else {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
else
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
/* framebuffer fx needed, we need to draw offscreen first */
if (v3d->fx_settings.fx_flag && fx) {
GPUSSAOSettings *ssao = NULL;
if (v3d->drawtype < OB_SOLID) {
ssao = v3d->fx_settings.ssao;
v3d->fx_settings.ssao = NULL;
}
do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
if (ssao)
v3d->fx_settings.ssao = ssao;
}
/* main drawing call */
RenderEngineType *type = RE_engines_find(scene->r.engine);
if (IS_VIEWPORT_LEGACY(v3d) && ((type->flag & RE_USE_LEGACY_PIPELINE) != 0)) {
VP_deprecated_view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
}
else {
/* XXX, should take depsgraph as arg */
DRW_draw_render_loop_offscreen(scene->depsgraph, ar, v3d, ofs);
}
/* post process */
if (do_compositing) {
if (!winmat)
is_persp = rv3d->is_persp;
GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
}
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* draw grease-pencil stuff */
ED_region_pixelspace(ar);
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
ED_gpencil_draw_view3d(NULL, scene, v3d, ar, false);
}
/* freeing the images again here could be done after the operator runs, leaving for now */
GPU_free_images_anim();
}
/* restore size */
ar->winx = bwinx;
ar->winy = bwiny;
ar->winrct = brect;
gpuPopProjectionMatrix();
gpuPopMatrix();
UI_Theme_Restore(&theme_state);
G.f &= ~G_RENDER_OGL;
}
/**
* Utility func for ED_view3d_draw_offscreen
*
* \param ofs: Optional off-screen buffer, can be NULL.
* (avoids re-creating when doing multiple GL renders).
*/
ImBuf *ED_view3d_draw_offscreen_imbuf(
Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, int sizex, int sizey,
unsigned int flag, bool draw_background,
int alpha_mode, int samples, bool full_samples, const char *viewname,
/* output vars */
GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
{
RegionView3D *rv3d = ar->regiondata;
const bool draw_sky = (alpha_mode == R_ADDSKY);
/* view state */
GPUFXSettings fx_settings = v3d->fx_settings;
bool is_ortho = false;
float winmat[4][4];
if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
/* sizes differ, can't reuse */
ofs = NULL;
}
const bool own_ofs = (ofs == NULL);
if (own_ofs) {
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, err_out);
if (ofs == NULL) {
return NULL;
}
}
ED_view3d_draw_offscreen_init(scene, sl, v3d);
GPU_offscreen_bind(ofs, true);
/* read in pixels & stamp */
ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
/* render 3d view */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
CameraParams params;
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BKE_camera_params_init(&params);
/* fallback for non camera objects */
params.clipsta = v3d->near;
params.clipend = v3d->far;
BKE_camera_params_from_object(&params, camera);
BKE_camera_multiview_params(&scene->r, &params, camera, viewname);
BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
BKE_camera_to_gpu_dof(camera, &fx_settings);
is_ortho = params.is_ortho;
copy_m4_m4(winmat, params.winmat);
}
else {
rctf viewplane;
float clipsta, clipend;
is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
if (is_ortho) {
orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
}
else {
perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
}
if ((samples && full_samples) == 0) {
/* Single-pass render, common case */
ED_view3d_draw_offscreen(
scene, v3d, ar, sizex, sizey, NULL, winmat,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
if (ibuf->rect_float) {
GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
}
else if (ibuf->rect) {
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
}
}
else {
/* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
* Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
static float jit_ofs[32][2];
float winmat_jitter[4][4];
/* use imbuf as temp storage, before writing into it from accumulation buffer */
unsigned char *rect_temp = ibuf->rect ? (void *)ibuf->rect : (void *)ibuf->rect_float;
unsigned int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int[4]), "accum1");
BLI_jitter_init(jit_ofs, samples);
/* first sample buffer, also initializes 'rv3d->persmat' */
ED_view3d_draw_offscreen(
scene, v3d, ar, sizex, sizey, NULL, winmat,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
unsigned i = sizex * sizey * 4;
while (i--) {
accum_buffer[i] = rect_temp[i];
}
/* skip the first sample */
for (int j = 1; j < samples; j++) {
copy_m4_m4(winmat_jitter, winmat);
window_translate_m4(
winmat_jitter, rv3d->persmat,
(jit_ofs[j][0] * 2.0f) / sizex,
(jit_ofs[j][1] * 2.0f) / sizey);
ED_view3d_draw_offscreen(
scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
i = sizex * sizey * 4;
while (i--) {
accum_buffer[i] += rect_temp[i];
}
}
if (ibuf->rect_float) {
float *rect_float = ibuf->rect_float;
i = sizex * sizey * 4;
while (i--) {
rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f);
}
}
else {
unsigned char *rect_ub = (unsigned char *)ibuf->rect;
i = sizex * sizey * 4;
while (i--) {
rect_ub[i] = accum_buffer[i] / samples;
}
}
MEM_freeN(accum_buffer);
}
/* unbind */
GPU_offscreen_unbind(ofs, true);
if (own_ofs) {
GPU_offscreen_free(ofs);
}
if (ibuf->rect_float && ibuf->rect)
IMB_rect_from_float(ibuf);
return ibuf;
}
/**
* Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
*
* \param ofs: Optional off-screen buffer can be NULL.
* (avoids re-creating when doing multiple GL renders).
*
* \note used by the sequencer
*/
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
Scene *scene, SceneLayer *sl, Object *camera, int width, int height,
unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background,
int alpha_mode, int samples, bool full_samples, const char *viewname,
GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
{
View3D v3d = {NULL};
ARegion ar = {NULL};
RegionView3D rv3d = {{{0}}};
/* connect data */
v3d.regionbase.first = v3d.regionbase.last = &ar;
ar.regiondata = &rv3d;
ar.regiontype = RGN_TYPE_WINDOW;
v3d.camera = camera;
v3d.lay = scene->lay;
v3d.drawtype = drawtype;
v3d.flag2 = V3D_RENDER_OVERRIDE;
if (use_gpencil)
v3d.flag2 |= V3D_SHOW_GPENCIL;
if (use_solid_tex)
v3d.flag2 |= V3D_SOLID_TEX;
if (draw_background)
v3d.flag3 |= V3D_SHOW_WORLD;
rv3d.persp = RV3D_CAMOB;
copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
normalize_m4(rv3d.viewinv);
invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
{
CameraParams params;
Object *view_camera = BKE_camera_multiview_render(scene, v3d.camera, viewname);
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, view_camera);
BKE_camera_multiview_params(&scene->r, &params, view_camera, viewname);
BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
copy_m4_m4(rv3d.winmat, params.winmat);
v3d.near = params.clipsta;
v3d.far = params.clipend;
v3d.lens = params.lens;
}
mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
return ED_view3d_draw_offscreen_imbuf(
scene, sl, &v3d, &ar, width, height, flag,
draw_background, alpha_mode, samples, full_samples, viewname,
fx, ofs, err_out);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Legacy Interface
*
* This will be removed once the viewport gets replaced
* meanwhile it should keep the old viewport working.
*/
*
* \{ */
void VP_legacy_drawcursor(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d)
{
@@ -2526,3 +2938,10 @@ void VP_view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv
{
view3d_draw_background_world(scene, v3d, rv3d);
}
void VP_view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
view3d_main_region_clear(scene, v3d, ar);
}
/** \} */

View File

@@ -113,10 +113,6 @@
#include "view3d_intern.h" /* own include */
/* prototypes */
static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
float winmat[4][4], const char *viewname);
/* ********* custom clipping *********** */
static void view3d_draw_clipping(RegionView3D *rv3d)
@@ -1720,375 +1716,6 @@ void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixSto
rv3d->pixsize = rv3dmat->pixsize;
}
void ED_view3d_draw_offscreen_init(Scene *scene, SceneLayer *sl, View3D *v3d)
{
/* shadow buffers, before we setup matrices */
if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows_world(scene, v3d);
}
/*
* Function to clear the view
*/
static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
glClear(GL_DEPTH_BUFFER_BIT);
if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
VP_view3d_draw_background_world(scene, v3d, ar->regiondata);
}
else {
VP_view3d_draw_background_none();
}
}
/* ED_view3d_draw_offscreen_init should be called before this to initialize
* stuff like shadow buffers
*/
void ED_view3d_draw_offscreen(
Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
float viewmat[4][4], float winmat[4][4],
bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
GPUFX *fx, GPUFXSettings *fx_settings,
GPUOffScreen *ofs)
{
bool do_compositing = false;
RegionView3D *rv3d = ar->regiondata;
/* set temporary new size */
int bwinx = ar->winx;
int bwiny = ar->winy;
rcti brect = ar->winrct;
ar->winx = winx;
ar->winy = winy;
ar->winrct.xmin = 0;
ar->winrct.ymin = 0;
ar->winrct.xmax = winx;
ar->winrct.ymax = winy;
struct bThemeState theme_state;
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
/* set flags */
G.f |= G_RENDER_OGL;
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* free images which can have changed on frame-change
* warning! can be slow so only free animated images - campbell */
GPU_free_images_anim();
}
gpuPushProjectionMatrix();
gpuLoadIdentity();
gpuPushMatrix();
gpuLoadIdentity();
/* clear opengl buffers */
if (do_sky) {
view3d_main_region_clear(scene, v3d, ar);
}
else {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
else
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
/* framebuffer fx needed, we need to draw offscreen first */
if (v3d->fx_settings.fx_flag && fx) {
GPUSSAOSettings *ssao = NULL;
if (v3d->drawtype < OB_SOLID) {
ssao = v3d->fx_settings.ssao;
v3d->fx_settings.ssao = NULL;
}
do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
if (ssao)
v3d->fx_settings.ssao = ssao;
}
/* main drawing call */
RenderEngineType *type = RE_engines_find(scene->r.engine);
if (IS_VIEWPORT_LEGACY(v3d) && ((type->flag & RE_USE_LEGACY_PIPELINE) != 0)) {
view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
}
else {
/* XXX, should take depsgraph as arg */
DRW_draw_render_loop_offscreen(scene->depsgraph, ar, v3d, ofs);
}
/* post process */
if (do_compositing) {
if (!winmat)
is_persp = rv3d->is_persp;
GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
}
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* draw grease-pencil stuff */
ED_region_pixelspace(ar);
if (v3d->flag2 & V3D_SHOW_GPENCIL) {
/* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
ED_gpencil_draw_view3d(NULL, scene, v3d, ar, false);
}
/* freeing the images again here could be done after the operator runs, leaving for now */
GPU_free_images_anim();
}
/* restore size */
ar->winx = bwinx;
ar->winy = bwiny;
ar->winrct = brect;
gpuPopProjectionMatrix();
gpuPopMatrix();
UI_Theme_Restore(&theme_state);
G.f &= ~G_RENDER_OGL;
}
/**
* Utility func for ED_view3d_draw_offscreen
*
* \param ofs: Optional off-screen buffer, can be NULL.
* (avoids re-creating when doing multiple GL renders).
*/
ImBuf *ED_view3d_draw_offscreen_imbuf(
Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, int sizex, int sizey,
unsigned int flag, bool draw_background,
int alpha_mode, int samples, bool full_samples, const char *viewname,
/* output vars */
GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
{
RegionView3D *rv3d = ar->regiondata;
const bool draw_sky = (alpha_mode == R_ADDSKY);
/* view state */
GPUFXSettings fx_settings = v3d->fx_settings;
bool is_ortho = false;
float winmat[4][4];
if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
/* sizes differ, can't reuse */
ofs = NULL;
}
const bool own_ofs = (ofs == NULL);
if (own_ofs) {
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, err_out);
if (ofs == NULL) {
return NULL;
}
}
ED_view3d_draw_offscreen_init(scene, sl, v3d);
GPU_offscreen_bind(ofs, true);
/* read in pixels & stamp */
ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
/* render 3d view */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
CameraParams params;
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BKE_camera_params_init(&params);
/* fallback for non camera objects */
params.clipsta = v3d->near;
params.clipend = v3d->far;
BKE_camera_params_from_object(&params, camera);
BKE_camera_multiview_params(&scene->r, &params, camera, viewname);
BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
BKE_camera_to_gpu_dof(camera, &fx_settings);
is_ortho = params.is_ortho;
copy_m4_m4(winmat, params.winmat);
}
else {
rctf viewplane;
float clipsta, clipend;
is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
if (is_ortho) {
orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
}
else {
perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
}
if ((samples && full_samples) == 0) {
/* Single-pass render, common case */
ED_view3d_draw_offscreen(
scene, v3d, ar, sizex, sizey, NULL, winmat,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
if (ibuf->rect_float) {
GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
}
else if (ibuf->rect) {
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
}
}
else {
/* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
* Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
static float jit_ofs[32][2];
float winmat_jitter[4][4];
/* use imbuf as temp storage, before writing into it from accumulation buffer */
unsigned char *rect_temp = ibuf->rect ? (void *)ibuf->rect : (void *)ibuf->rect_float;
unsigned int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int[4]), "accum1");
BLI_jitter_init(jit_ofs, samples);
/* first sample buffer, also initializes 'rv3d->persmat' */
ED_view3d_draw_offscreen(
scene, v3d, ar, sizex, sizey, NULL, winmat,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
unsigned i = sizex * sizey * 4;
while (i--) {
accum_buffer[i] = rect_temp[i];
}
/* skip the first sample */
for (int j = 1; j < samples; j++) {
copy_m4_m4(winmat_jitter, winmat);
window_translate_m4(
winmat_jitter, rv3d->persmat,
(jit_ofs[j][0] * 2.0f) / sizex,
(jit_ofs[j][1] * 2.0f) / sizey);
ED_view3d_draw_offscreen(
scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
draw_background, draw_sky, !is_ortho, viewname,
fx, &fx_settings, ofs);
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
i = sizex * sizey * 4;
while (i--) {
accum_buffer[i] += rect_temp[i];
}
}
if (ibuf->rect_float) {
float *rect_float = ibuf->rect_float;
i = sizex * sizey * 4;
while (i--) {
rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f);
}
}
else {
unsigned char *rect_ub = (unsigned char *)ibuf->rect;
i = sizex * sizey * 4;
while (i--) {
rect_ub[i] = accum_buffer[i] / samples;
}
}
MEM_freeN(accum_buffer);
}
/* unbind */
GPU_offscreen_unbind(ofs, true);
if (own_ofs) {
GPU_offscreen_free(ofs);
}
if (ibuf->rect_float && ibuf->rect)
IMB_rect_from_float(ibuf);
return ibuf;
}
/**
* Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
*
* \param ofs: Optional off-screen buffer can be NULL.
* (avoids re-creating when doing multiple GL renders).
*
* \note used by the sequencer
*/
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
Scene *scene, SceneLayer *sl, Object *camera, int width, int height,
unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background,
int alpha_mode, int samples, bool full_samples, const char *viewname,
GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
{
View3D v3d = {NULL};
ARegion ar = {NULL};
RegionView3D rv3d = {{{0}}};
/* connect data */
v3d.regionbase.first = v3d.regionbase.last = &ar;
ar.regiondata = &rv3d;
ar.regiontype = RGN_TYPE_WINDOW;
v3d.camera = camera;
v3d.lay = scene->lay;
v3d.drawtype = drawtype;
v3d.flag2 = V3D_RENDER_OVERRIDE;
if (use_gpencil)
v3d.flag2 |= V3D_SHOW_GPENCIL;
if (use_solid_tex)
v3d.flag2 |= V3D_SOLID_TEX;
if (draw_background)
v3d.flag3 |= V3D_SHOW_WORLD;
rv3d.persp = RV3D_CAMOB;
copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
normalize_m4(rv3d.viewinv);
invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
{
CameraParams params;
Object *view_camera = BKE_camera_multiview_render(scene, v3d.camera, viewname);
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, view_camera);
BKE_camera_multiview_params(&scene->r, &params, view_camera, viewname);
BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
copy_m4_m4(rv3d.winmat, params.winmat);
v3d.near = params.clipsta;
v3d.far = params.clipend;
v3d.lens = params.lens;
}
mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
return ED_view3d_draw_offscreen_imbuf(
scene, sl, &v3d, &ar, width, height, flag,
draw_background, alpha_mode, samples, full_samples, viewname,
fx, ofs, err_out);
}
/**
* \note The info that this uses is updated in #ED_refresh_viewport_fps,
* which currently gets called during #SCREEN_OT_animation_step.
@@ -2294,26 +1921,6 @@ static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d,
ED_region_info_draw(ar, rv3d->render_engine->text, fill_color, true);
}
static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
float winmat[4][4], const char *viewname)
{
/* update the viewport matrices with the new camera */
if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
float viewmat[4][4];
const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
}
else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
float viewmat[4][4];
Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
}
}
#ifdef WITH_GAMEENGINE
static void update_lods(Scene *scene, float camera_pos[3])
{
@@ -2500,7 +2107,7 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
/* draw viewport using opengl */
if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
view3d_main_region_clear(scene, v3d, ar); /* background */
VP_view3d_main_region_clear(scene, v3d, ar); /* background */
view3d_main_region_draw_objects(C, scene, sl, v3d, ar, &grid_unit);
if (G.debug & G_DEBUG_SIMDATA)
@@ -2532,3 +2139,30 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xray));
BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xraytransp));
}
/* -------------------------------------------------------------------- */
/** \name Deprecated Interface
*
* New viewport sometimes has a check for new/old viewport code.
* Use these functions so new viewport can *optionally* call.
*
* \{ */
void VP_deprecated_view3d_draw_objects(
const bContext *C,
Scene *scene, View3D *v3d, ARegion *ar,
const char **grid_unit,
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
{
view3d_draw_objects(C, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen, fx);
}
void VP_deprecated_gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d)
{
gpu_update_lamps_shadows_world(scene, v3d);
}
/** \} */

View File

@@ -361,5 +361,14 @@ void VP_drawviewborder(Scene *scene, ARegion *ar, View3D *v3d);
void VP_drawrenderborder(ARegion *ar, View3D *v3d);
void VP_view3d_draw_background_none(void);
void VP_view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv3d);
void VP_view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar);
/* temporary legacy calls, only when there is a switch between new/old draw calls */
void VP_deprecated_gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d);
void VP_deprecated_view3d_draw_objects(
const struct bContext *C,
Scene *scene, View3D *v3d, ARegion *ar,
const char **grid_unit,
const bool do_bgpic, const bool draw_offscreen, struct GPUFX *fx);
#endif /* __VIEW3D_INTERN_H__ */