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blender-archive/source/blender/draw/engines/workbench/workbench_render.c
Clément Foucault c476c36e40 Workbench Simplification Refactor
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
2020-03-11 17:12:16 +01:00

226 lines
7.3 KiB
C

/*
* 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 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Render functions for final render output.
*/
#include "BLI_rect.h"
#include "DNA_node_types.h"
#include "BKE_report.h"
#include "DRW_render.h"
#include "ED_view3d.h"
#include "GPU_shader.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "RE_pipeline.h"
#include "workbench_private.h"
static void workbench_render_cache(void *vedata,
struct Object *ob,
struct RenderEngine *UNUSED(engine),
struct Depsgraph *UNUSED(depsgraph))
{
workbench_cache_populate(vedata, ob);
}
static void workbench_render_matrices_init(RenderEngine *engine, Depsgraph *depsgraph)
{
/* TODO(sergey): Shall render hold pointer to an evaluated camera instead? */
Scene *scene = DEG_get_evaluated_scene(depsgraph);
struct Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re));
float frame = BKE_scene_frame_get(scene);
/* Set the persective, view and window matrix. */
float winmat[4][4], viewmat[4][4], viewinv[4][4];
RE_GetCameraWindow(engine->re, ob_camera_eval, frame, winmat);
RE_GetCameraModelMatrix(engine->re, ob_camera_eval, viewinv);
invert_m4_m4(viewmat, viewinv);
DRWView *view = DRW_view_create(viewmat, winmat, NULL, NULL, NULL);
DRW_view_default_set(view);
DRW_view_set_active(view);
}
static bool workbench_render_framebuffers_init(void)
{
/* For image render, allocate own buffers because we don't have a viewport. */
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* When doing a multi view rendering the first view will allocate the buffers
* the other views will reuse these buffers */
if (dtxl->color == NULL) {
BLI_assert(dtxl->depth == NULL);
dtxl->color = GPU_texture_create_2d(size[0], size[1], GPU_RGBA16F, NULL, NULL);
dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
}
if (!(dtxl->depth && dtxl->color)) {
return false;
}
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
GPU_framebuffer_ensure_config(
&dfbl->default_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)});
GPU_framebuffer_ensure_config(&dfbl->depth_only_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_NONE});
GPU_framebuffer_ensure_config(&dfbl->color_only_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(dtxl->color)});
bool ok = true;
ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, NULL);
return ok;
}
static void workbench_render_result_z(struct RenderLayer *rl,
const char *viewname,
const rcti *rect)
{
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
if ((view_layer->passflag & SCE_PASS_Z) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_read_depth(dfbl->default_fb,
rect->xmin,
rect->ymin,
BLI_rcti_size_x(rect),
BLI_rcti_size_y(rect),
rp->rect);
float winmat[4][4];
DRW_view_winmat_get(NULL, winmat, false);
int pix_ct = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect);
/* Convert ogl depth [0..1] to view Z [near..far] */
if (DRW_view_is_persp_get(NULL)) {
for (int i = 0; i < pix_ct; i++) {
if (rp->rect[i] == 1.0f) {
rp->rect[i] = 1e10f; /* Background */
}
else {
rp->rect[i] = rp->rect[i] * 2.0f - 1.0f;
rp->rect[i] = winmat[3][2] / (rp->rect[i] + winmat[2][2]);
}
}
}
else {
/* Keep in mind, near and far distance are negatives. */
float near = DRW_view_near_distance_get(NULL);
float far = DRW_view_far_distance_get(NULL);
float range = fabsf(far - near);
for (int i = 0; i < pix_ct; i++) {
if (rp->rect[i] == 1.0f) {
rp->rect[i] = 1e10f; /* Background */
}
else {
rp->rect[i] = -rp->rect[i] * range + near;
}
}
}
}
}
void workbench_render(void *ved, RenderEngine *engine, RenderLayer *render_layer, const rcti *rect)
{
WORKBENCH_Data *data = ved;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
Depsgraph *depsgraph = draw_ctx->depsgraph;
workbench_render_matrices_init(engine, depsgraph);
if (!workbench_render_framebuffers_init()) {
RE_engine_report(engine, RPT_ERROR, "Failed to allocate OpenGL buffers");
return;
}
workbench_engine_init(data);
workbench_cache_init(data);
DRW_render_object_iter(data, engine, depsgraph, workbench_render_cache);
workbench_cache_finish(data);
DRW_render_instance_buffer_finish();
/* Also we weed to have a correct fbo bound for DRW_hair_update */
GPU_framebuffer_bind(dfbl->default_fb);
DRW_hair_update();
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
WORKBENCH_PrivateData *wpd = data->stl->wpd;
while (wpd->taa_sample < max_ii(1, wpd->taa_sample_len)) {
if (RE_engine_test_break(engine)) {
break;
}
workbench_update_world_ubo(wpd);
workbench_draw_sample(data);
}
workbench_draw_finish(data);
/* Write render output. */
const char *viewname = RE_GetActiveRenderView(engine->re);
RenderPass *rp = RE_pass_find_by_name(render_layer, RE_PASSNAME_COMBINED, viewname);
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_read_color(dfbl->default_fb,
rect->xmin,
rect->ymin,
BLI_rcti_size_x(rect),
BLI_rcti_size_y(rect),
4,
0,
rp->rect);
workbench_render_result_z(render_layer, viewname, rect);
}
void workbench_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
{
RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
}