This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
226 lines
7.3 KiB
C
226 lines
7.3 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*
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* Render functions for final render output.
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*/
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#include "BLI_rect.h"
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#include "DNA_node_types.h"
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#include "BKE_report.h"
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#include "DRW_render.h"
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#include "ED_view3d.h"
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#include "GPU_shader.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "RE_pipeline.h"
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#include "workbench_private.h"
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static void workbench_render_cache(void *vedata,
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struct Object *ob,
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struct RenderEngine *UNUSED(engine),
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struct Depsgraph *UNUSED(depsgraph))
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{
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workbench_cache_populate(vedata, ob);
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}
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static void workbench_render_matrices_init(RenderEngine *engine, Depsgraph *depsgraph)
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{
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/* TODO(sergey): Shall render hold pointer to an evaluated camera instead? */
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Scene *scene = DEG_get_evaluated_scene(depsgraph);
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struct Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re));
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float frame = BKE_scene_frame_get(scene);
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/* Set the persective, view and window matrix. */
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float winmat[4][4], viewmat[4][4], viewinv[4][4];
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RE_GetCameraWindow(engine->re, ob_camera_eval, frame, winmat);
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RE_GetCameraModelMatrix(engine->re, ob_camera_eval, viewinv);
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invert_m4_m4(viewmat, viewinv);
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DRWView *view = DRW_view_create(viewmat, winmat, NULL, NULL, NULL);
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DRW_view_default_set(view);
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DRW_view_set_active(view);
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}
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static bool workbench_render_framebuffers_init(void)
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{
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/* For image render, allocate own buffers because we don't have a viewport. */
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const float *viewport_size = DRW_viewport_size_get();
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const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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/* When doing a multi view rendering the first view will allocate the buffers
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* the other views will reuse these buffers */
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if (dtxl->color == NULL) {
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BLI_assert(dtxl->depth == NULL);
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dtxl->color = GPU_texture_create_2d(size[0], size[1], GPU_RGBA16F, NULL, NULL);
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dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
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}
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if (!(dtxl->depth && dtxl->color)) {
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return false;
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}
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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GPU_framebuffer_ensure_config(
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&dfbl->default_fb,
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{GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)});
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GPU_framebuffer_ensure_config(&dfbl->depth_only_fb,
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{GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_NONE});
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GPU_framebuffer_ensure_config(&dfbl->color_only_fb,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(dtxl->color)});
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bool ok = true;
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ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, NULL);
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ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, NULL);
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ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, NULL);
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return ok;
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}
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static void workbench_render_result_z(struct RenderLayer *rl,
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const char *viewname,
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const rcti *rect)
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{
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ViewLayer *view_layer = draw_ctx->view_layer;
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if ((view_layer->passflag & SCE_PASS_Z) != 0) {
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RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
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GPU_framebuffer_bind(dfbl->default_fb);
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GPU_framebuffer_read_depth(dfbl->default_fb,
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rect->xmin,
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rect->ymin,
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BLI_rcti_size_x(rect),
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BLI_rcti_size_y(rect),
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rp->rect);
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float winmat[4][4];
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DRW_view_winmat_get(NULL, winmat, false);
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int pix_ct = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect);
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/* Convert ogl depth [0..1] to view Z [near..far] */
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if (DRW_view_is_persp_get(NULL)) {
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for (int i = 0; i < pix_ct; i++) {
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if (rp->rect[i] == 1.0f) {
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rp->rect[i] = 1e10f; /* Background */
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}
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else {
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rp->rect[i] = rp->rect[i] * 2.0f - 1.0f;
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rp->rect[i] = winmat[3][2] / (rp->rect[i] + winmat[2][2]);
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}
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}
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}
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else {
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/* Keep in mind, near and far distance are negatives. */
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float near = DRW_view_near_distance_get(NULL);
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float far = DRW_view_far_distance_get(NULL);
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float range = fabsf(far - near);
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for (int i = 0; i < pix_ct; i++) {
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if (rp->rect[i] == 1.0f) {
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rp->rect[i] = 1e10f; /* Background */
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}
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else {
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rp->rect[i] = -rp->rect[i] * range + near;
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}
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}
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}
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}
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}
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void workbench_render(void *ved, RenderEngine *engine, RenderLayer *render_layer, const rcti *rect)
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{
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WORKBENCH_Data *data = ved;
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Depsgraph *depsgraph = draw_ctx->depsgraph;
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workbench_render_matrices_init(engine, depsgraph);
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if (!workbench_render_framebuffers_init()) {
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RE_engine_report(engine, RPT_ERROR, "Failed to allocate OpenGL buffers");
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return;
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}
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workbench_engine_init(data);
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workbench_cache_init(data);
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DRW_render_object_iter(data, engine, depsgraph, workbench_render_cache);
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workbench_cache_finish(data);
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DRW_render_instance_buffer_finish();
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/* Also we weed to have a correct fbo bound for DRW_hair_update */
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GPU_framebuffer_bind(dfbl->default_fb);
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DRW_hair_update();
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GPU_framebuffer_bind(dfbl->default_fb);
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GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
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WORKBENCH_PrivateData *wpd = data->stl->wpd;
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while (wpd->taa_sample < max_ii(1, wpd->taa_sample_len)) {
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if (RE_engine_test_break(engine)) {
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break;
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}
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workbench_update_world_ubo(wpd);
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workbench_draw_sample(data);
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}
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workbench_draw_finish(data);
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/* Write render output. */
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const char *viewname = RE_GetActiveRenderView(engine->re);
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RenderPass *rp = RE_pass_find_by_name(render_layer, RE_PASSNAME_COMBINED, viewname);
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GPU_framebuffer_bind(dfbl->default_fb);
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GPU_framebuffer_read_color(dfbl->default_fb,
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rect->xmin,
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rect->ymin,
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BLI_rcti_size_x(rect),
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BLI_rcti_size_y(rect),
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4,
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0,
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rp->rect);
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workbench_render_result_z(render_layer, viewname, rect);
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}
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void workbench_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
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{
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RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
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}
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