512 lines
14 KiB
C
512 lines
14 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2017 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*
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* Base engine for external render engines.
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* We use it for depth and non-mesh objects.
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*/
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#include "DRW_render.h"
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#include "DNA_modifier_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_object.h"
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#include "BKE_particle.h"
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#include "ED_image.h"
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#include "ED_screen.h"
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#include "GPU_batch.h"
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#include "GPU_debug.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "GPU_state.h"
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#include "GPU_viewport.h"
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "external_engine.h" /* own include */
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/* Shaders */
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#define EXTERNAL_ENGINE "BLENDER_EXTERNAL"
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extern char datatoc_basic_depth_frag_glsl[];
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extern char datatoc_basic_depth_vert_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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/* *********** LISTS *********** */
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/* GPUViewport.storage
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* Is freed every time the viewport engine changes. */
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typedef struct EXTERNAL_Storage {
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int dummy;
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} EXTERNAL_Storage;
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typedef struct EXTERNAL_StorageList {
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struct EXTERNAL_Storage *storage;
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struct EXTERNAL_PrivateData *g_data;
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} EXTERNAL_StorageList;
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typedef struct EXTERNAL_FramebufferList {
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struct GPUFrameBuffer *depth_buffer_fb;
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} EXTERNAL_FramebufferList;
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typedef struct EXTERNAL_TextureList {
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/* default */
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struct GPUTexture *depth_buffer_tx;
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} EXTERNAL_TextureList;
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typedef struct EXTERNAL_PassList {
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struct DRWPass *depth_pass;
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} EXTERNAL_PassList;
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typedef struct EXTERNAL_Data {
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void *engine_type;
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EXTERNAL_FramebufferList *fbl;
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EXTERNAL_TextureList *txl;
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EXTERNAL_PassList *psl;
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EXTERNAL_StorageList *stl;
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void *instance_data;
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char info[GPU_INFO_SIZE];
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} EXTERNAL_Data;
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/* *********** STATIC *********** */
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static struct {
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/* Depth Pre Pass */
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struct GPUShader *depth_sh;
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} e_data = {NULL}; /* Engine data */
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typedef struct EXTERNAL_PrivateData {
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DRWShadingGroup *depth_shgrp;
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/* Do we need to update the depth or can we reuse the last calculated texture. */
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bool need_depth;
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bool update_depth;
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} EXTERNAL_PrivateData; /* Transient data */
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/* Functions */
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static void external_engine_init(void *vedata)
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{
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EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *region = draw_ctx->region;
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/* Depth pre-pass. */
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if (!e_data.depth_sh) {
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/* NOTE: Reuse Basic engine depth only shader. */
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e_data.depth_sh = GPU_shader_create_from_info_name("basic_depth_mesh");
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}
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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stl->g_data->need_depth = true;
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}
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stl->g_data->update_depth = true;
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/* Progressive render samples are tagged with no rebuild, in that case we
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* can skip updating the depth buffer */
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if (region && (region->do_draw & RGN_DRAW_NO_REBUILD)) {
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stl->g_data->update_depth = false;
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}
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}
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/* Add shading group call which will take care of writing to the depth buffer, so that the
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* alpha-under overlay will happen for the render buffer. */
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static void external_cache_image_add(DRWShadingGroup *grp)
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{
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float obmat[4][4];
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unit_m4(obmat);
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scale_m4_fl(obmat, 0.5f);
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/* NOTE: Use the same Z-depth value as in the regular image drawing engine. */
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translate_m4(obmat, 1.0f, 1.0f, 0.75f);
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GPUBatch *geom = DRW_cache_quad_get();
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DRW_shgroup_call_obmat(grp, geom, obmat);
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}
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static void external_cache_init(void *vedata)
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{
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EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
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EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
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EXTERNAL_TextureList *txl = ((EXTERNAL_Data *)vedata)->txl;
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EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const View3D *v3d = draw_ctx->v3d;
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{
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DRW_texture_ensure_fullscreen_2d(&txl->depth_buffer_tx, GPU_DEPTH24_STENCIL8, 0);
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GPU_framebuffer_ensure_config(&fbl->depth_buffer_fb,
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{
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GPU_ATTACHMENT_TEXTURE(txl->depth_buffer_tx),
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});
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}
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/* Depth Pass */
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{
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psl->depth_pass = DRW_pass_create("Depth Pass",
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DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
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stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
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}
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if (v3d != NULL) {
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/* Do not draw depth pass when overlays are turned off. */
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stl->g_data->need_depth = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
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}
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else if (draw_ctx->space_data != NULL) {
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const eSpace_Type space_type = draw_ctx->space_data->spacetype;
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if (space_type == SPACE_IMAGE) {
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external_cache_image_add(stl->g_data->depth_shgrp);
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stl->g_data->need_depth = true;
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stl->g_data->update_depth = true;
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}
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}
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}
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static void external_cache_populate(void *vedata, Object *ob)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
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if (draw_ctx->space_data != NULL) {
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const eSpace_Type space_type = draw_ctx->space_data->spacetype;
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if (space_type == SPACE_IMAGE) {
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return;
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}
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}
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if (!(DRW_object_is_renderable(ob) &&
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DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
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return;
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}
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if (ob->type == OB_GPENCIL_LEGACY) {
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/* Grease Pencil objects need correct depth to do the blending. */
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stl->g_data->need_depth = true;
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return;
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}
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if (ob->type == OB_MESH && ob->modifiers.first != NULL) {
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LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
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if (md->type != eModifierType_ParticleSystem) {
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continue;
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}
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ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
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if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
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continue;
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}
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ParticleSettings *part = psys->part;
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const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
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if (draw_as == PART_DRAW_PATH) {
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struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
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DRW_shgroup_call(stl->g_data->depth_shgrp, hairs, NULL);
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}
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}
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}
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struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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/* Depth Pre-pass. */
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DRW_shgroup_call(stl->g_data->depth_shgrp, geom, ob);
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}
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}
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static void external_cache_finish(void *UNUSED(vedata))
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{
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}
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static void external_draw_scene_do_v3d(void *vedata)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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RegionView3D *rv3d = draw_ctx->rv3d;
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ARegion *region = draw_ctx->region;
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DRW_state_reset_ex(DRW_STATE_WRITE_COLOR);
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/* The external engine can use the OpenGL rendering API directly, so make sure the state is
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* already applied. */
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GPU_apply_state();
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/* Create render engine. */
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if (!rv3d->render_engine) {
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RenderEngineType *engine_type = draw_ctx->engine_type;
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if (!(engine_type->view_update && engine_type->view_draw)) {
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return;
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}
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RenderEngine *engine = RE_engine_create(engine_type);
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engine_type->view_update(engine, draw_ctx->evil_C, draw_ctx->depsgraph);
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rv3d->render_engine = engine;
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}
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/* Rendered draw. */
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GPU_matrix_push_projection();
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GPU_matrix_push();
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ED_region_pixelspace(region);
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/* Render result draw. */
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const RenderEngineType *type = rv3d->render_engine->type;
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type->view_draw(rv3d->render_engine, draw_ctx->evil_C, draw_ctx->depsgraph);
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GPU_bgl_end();
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GPU_matrix_pop();
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GPU_matrix_pop_projection();
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/* Set render info. */
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EXTERNAL_Data *data = vedata;
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if (rv3d->render_engine->text[0] != '\0') {
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BLI_strncpy(data->info, rv3d->render_engine->text, sizeof(data->info));
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}
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else {
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data->info[0] = '\0';
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}
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}
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/* Configure current matrix stack so that the external engine can use the same drawing code for
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* both viewport and image editor drawing.
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*
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* The engine draws result in the pixel space, and is applying render offset. For image editor we
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* need to switch from normalized space to pixel space, and "un-apply" offset. */
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static void external_image_space_matrix_set(const RenderEngine *engine)
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{
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BLI_assert(engine != NULL);
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const DRWView *view = DRW_view_get_active();
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struct SpaceImage *space_image = (struct SpaceImage *)draw_ctx->space_data;
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/* Apply current view as transformation matrix.
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* This will configure drawing for normalized space with current zoom and pan applied. */
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float view_matrix[4][4];
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DRW_view_viewmat_get(view, view_matrix, false);
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float projection_matrix[4][4];
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DRW_view_winmat_get(view, projection_matrix, false);
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GPU_matrix_projection_set(projection_matrix);
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GPU_matrix_set(view_matrix);
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/* Switch from normalized space to pixel space. */
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{
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int width, height;
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ED_space_image_get_size(space_image, &width, &height);
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const float width_inv = width ? 1.0f / width : 0.0f;
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const float height_inv = height ? 1.0f / height : 0.0f;
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GPU_matrix_scale_2f(width_inv, height_inv);
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}
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/* Un-apply render offset. */
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{
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Render *render = engine->re;
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rctf view_rect;
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rcti render_rect;
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RE_GetViewPlane(render, &view_rect, &render_rect);
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GPU_matrix_translate_2f(-render_rect.xmin, -render_rect.ymin);
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}
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}
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static void external_draw_scene_do_image(void *UNUSED(vedata))
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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Render *re = RE_GetSceneRender(scene);
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RenderEngine *engine = RE_engine_get(re);
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/* Is tested before enabling the drawing engine. */
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BLI_assert(re != NULL);
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BLI_assert(engine != NULL);
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DRW_state_reset_ex(DRW_STATE_WRITE_COLOR);
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/* The external engine can use the OpenGL rendering API directly, so make sure the state is
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* already applied. */
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GPU_apply_state();
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const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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/* Clear the depth buffer to the value used by the background overlay so that the overlay is not
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* happening outside of the drawn image.
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*
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* NOTE: The external engine only draws color. The depth is taken care of using the depth pass
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* which initialized the depth to the values expected by the background overlay. */
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GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
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GPU_matrix_push_projection();
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GPU_matrix_push();
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external_image_space_matrix_set(engine);
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GPU_debug_group_begin("External Engine");
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const RenderEngineType *engine_type = engine->type;
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BLI_assert(engine_type != NULL);
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BLI_assert(engine_type->draw != NULL);
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engine_type->draw(engine, draw_ctx->evil_C, draw_ctx->depsgraph);
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GPU_debug_group_end();
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GPU_matrix_pop();
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GPU_matrix_pop_projection();
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DRW_state_reset();
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GPU_bgl_end();
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RE_engine_draw_release(re);
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}
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static void external_draw_scene_do(void *vedata)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (draw_ctx->v3d != NULL) {
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external_draw_scene_do_v3d(vedata);
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return;
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}
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if (draw_ctx->space_data == NULL) {
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return;
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}
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const eSpace_Type space_type = draw_ctx->space_data->spacetype;
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if (space_type == SPACE_IMAGE) {
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external_draw_scene_do_image(vedata);
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return;
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}
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}
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static void external_draw_scene(void *vedata)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
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EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
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EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl;
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const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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/* Will be NULL during OpenGL render.
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* OpenGL render is used for quick preview (thumbnails or sequencer preview)
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* where using the rendering engine to preview doesn't make so much sense. */
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if (draw_ctx->evil_C) {
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const float clear_col[4] = {0, 0, 0, 0};
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/* This is to keep compatibility with external engine. */
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/* TODO(fclem): remove it eventually. */
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GPU_framebuffer_bind(dfbl->default_fb);
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GPU_framebuffer_clear_color(dfbl->default_fb, clear_col);
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external_draw_scene_do(vedata);
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}
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if (stl->g_data->update_depth && stl->g_data->need_depth) {
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DRW_draw_pass(psl->depth_pass);
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/* Copy main depth buffer to cached framebuffer. */
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GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->depth_buffer_fb, 0, GPU_DEPTH_BIT);
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}
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/* Copy cached depth buffer to main framebuffer. */
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GPU_framebuffer_blit(fbl->depth_buffer_fb, 0, dfbl->depth_only_fb, 0, GPU_DEPTH_BIT);
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}
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static void external_engine_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.depth_sh);
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}
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static const DrawEngineDataSize external_data_size = DRW_VIEWPORT_DATA_SIZE(EXTERNAL_Data);
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DrawEngineType draw_engine_external_type = {
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NULL,
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NULL,
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N_("External"),
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&external_data_size,
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&external_engine_init,
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&external_engine_free,
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/*instance_free*/ NULL,
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&external_cache_init,
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&external_cache_populate,
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&external_cache_finish,
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&external_draw_scene,
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NULL,
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NULL,
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NULL,
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NULL,
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};
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/* NOTE: currently unused,
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* we should not register unless we want to see this when debugging the view. */
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RenderEngineType DRW_engine_viewport_external_type = {
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NULL,
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NULL,
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EXTERNAL_ENGINE,
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N_("External"),
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RE_INTERNAL | RE_USE_STEREO_VIEWPORT,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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&draw_engine_external_type,
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{NULL, NULL, NULL},
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};
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bool DRW_engine_external_acquire_for_image_editor(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const SpaceLink *space_data = draw_ctx->space_data;
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Scene *scene = draw_ctx->scene;
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if (space_data == NULL) {
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return false;
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}
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const eSpace_Type space_type = draw_ctx->space_data->spacetype;
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if (space_type != SPACE_IMAGE) {
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return false;
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}
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struct SpaceImage *space_image = (struct SpaceImage *)space_data;
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const Image *image = ED_space_image(space_image);
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if (image == NULL || image->type != IMA_TYPE_R_RESULT) {
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return false;
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}
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if (image->render_slot != image->last_render_slot) {
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return false;
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}
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/* Render is allocated on main thread, so it is safe to access it from here. */
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Render *re = RE_GetSceneRender(scene);
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if (re == NULL) {
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return false;
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}
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return RE_engine_draw_acquire(re);
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}
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#undef EXTERNAL_ENGINE
|