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blender-archive/source/blender/gpu/intern/gpu_viewport.c
Clément Foucault 83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00

329 lines
8.1 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_viewport.c
* \ingroup gpu
*
* System that manages viewport drawing.
*/
#include <string.h>
#include "BLI_rect.h"
#include "DNA_vec_types.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_immediate.h"
#include "GPU_texture.h"
#include "GPU_viewport.h"
#include "DRW_engine.h"
#include "MEM_guardedalloc.h"
struct GPUViewport {
float pad[4];
/* debug */
GPUTexture *debug_depth;
int size[2];
/* Viewport Buffer Storage */
/* TODO indentify to what engine conf are theses buffers */
DefaultFramebufferList *fbl;
DefaultTextureList *txl;
DefaultPassList *psl;
};
static void GPU_viewport_buffers_free(GPUViewport *viewport);
static void GPU_viewport_passes_free(GPUViewport *viewport);
GPUViewport *GPU_viewport_create(void)
{
GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
viewport->fbl = MEM_callocN(sizeof(FramebufferList), "FramebufferList");
viewport->txl = MEM_callocN(sizeof(TextureList), "TextureList");
viewport->psl = MEM_callocN(sizeof(PassList), "PassList");
viewport->size[0] = viewport->size[1] = -1;
return viewport;
}
void GPU_viewport_get_engine_data(GPUViewport *viewport, void **fbs, void **txs, void **pss)
{
*fbs = viewport->fbl;
*txs = viewport->txl;
*pss = viewport->psl;
}
void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
{
/* add one pixel because of scissor test */
int rect_w = BLI_rcti_size_x(rect) + 1, rect_h = BLI_rcti_size_y(rect) + 1;
#ifndef WITH_VIEWPORT_CACHE_TEST
/* TODO for testing only, we need proper cache invalidation */
GPU_viewport_passes_free(viewport);
#endif
if (viewport->fbl->default_fb) {
if (rect_w != viewport->size[0] || rect_h != viewport->size[1]) {
GPU_viewport_buffers_free(viewport);
}
}
if (!viewport->fbl->default_fb) {
bool ok = true;
viewport->size[0] = rect_w;
viewport->size[1] = rect_h;
viewport->fbl->default_fb = GPU_framebuffer_create();
if (!viewport->fbl->default_fb) {
ok = false;
goto cleanup;
}
/* Color */
/* No multi samples for now */
viewport->txl->color = GPU_texture_create_2D(rect_w, rect_h, NULL, NULL);
if (!viewport->txl->color) {
ok = false;
goto cleanup;
}
if (!GPU_framebuffer_texture_attach(viewport->fbl->default_fb, viewport->txl->color, 0)) {
ok = false;
goto cleanup;
}
/* Depth */
viewport->txl->depth = GPU_texture_create_depth(rect_w, rect_h, NULL);
if (!viewport->txl->depth) {
ok = false;
goto cleanup;
}
else if (!GPU_framebuffer_texture_attach(viewport->fbl->default_fb, viewport->txl->depth, 0)) {
ok = false;
goto cleanup;
}
else if (!GPU_framebuffer_check_valid(viewport->fbl->default_fb, NULL)) {
ok = false;
goto cleanup;
}
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
MEM_freeN(viewport);
return;
}
GPU_framebuffer_restore();
}
GPU_framebuffer_slots_bind(viewport->fbl->default_fb, 0);
}
static void draw_ofs_to_screen(GPUViewport *viewport)
{
GPUTexture *color = viewport->txl->color;
const float w = (float)GPU_texture_width(color);
const float h = (float)GPU_texture_height(color);
VertexFormat *format = immVertexFormat();
unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
GPU_texture_bind(color, 0);
immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
immBegin(GL_QUADS, 4);
immAttrib2f(texcoord, 0.0f, 0.0f);
immVertex2f(pos, 0.0f, 0.0f);
immAttrib2f(texcoord, 1.0f, 0.0f);
immVertex2f(pos, w, 0.0f);
immAttrib2f(texcoord, 1.0f, 1.0f);
immVertex2f(pos, w, h);
immAttrib2f(texcoord, 0.0f, 1.0f);
immVertex2f(pos, 0.0f, h);
immEnd();
GPU_texture_unbind(color);
immUnbindProgram();
}
void GPU_viewport_unbind(GPUViewport *viewport)
{
if (viewport->fbl->default_fb) {
GPU_framebuffer_texture_unbind(NULL, NULL);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
/* This might be bandwidth limiting */
draw_ofs_to_screen(viewport);
}
}
static void GPU_viewport_buffers_free(GPUViewport *viewport)
{
FramebufferList *fbl = (FramebufferList *)viewport->fbl;
TextureList *txl = (TextureList *)viewport->txl;
int i;
for (i = MAX_BUFFERS - 1; i > -1; --i) {
GPUFrameBuffer *fb = fbl->framebuffers[i];
if (fb) {
GPU_framebuffer_free(fb);
fbl->framebuffers[i] = NULL;
}
}
for (i = MAX_TEXTURES - 1; i > -1; --i) {
GPUTexture *tex = txl->textures[i];
if (tex) {
GPU_texture_free(tex);
txl->textures[i] = NULL;
}
}
}
static void GPU_viewport_passes_free(GPUViewport *viewport)
{
PassList *psl = (PassList *)viewport->psl;
int i;
for (i = MAX_PASSES - 1; i > -1; --i) {
struct DRWPass *pass = psl->passes[i];
if (pass) {
DRW_pass_free(pass);
MEM_freeN(pass);
psl->passes[i] = NULL;
}
}
}
void GPU_viewport_free(GPUViewport *viewport)
{
GPU_viewport_debug_depth_free(viewport);
GPU_viewport_buffers_free(viewport);
GPU_viewport_passes_free(viewport);
MEM_freeN(viewport->fbl);
MEM_freeN(viewport->txl);
MEM_freeN(viewport->psl);
}
/****************** debug ********************/
bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256])
{
viewport->debug_depth = GPU_texture_create_2D_custom(width, height, 4, GPU_RGBA16F, NULL, err_out);
return (viewport->debug_depth != NULL);
}
void GPU_viewport_debug_depth_free(GPUViewport *viewport)
{
if (viewport->debug_depth != NULL) {
MEM_freeN(viewport->debug_depth);
viewport->debug_depth = NULL;
}
}
void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y)
{
const int w = GPU_texture_width(viewport->debug_depth);
const int h = GPU_texture_height(viewport->debug_depth);
GPU_texture_bind(viewport->debug_depth, 0);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, x, y, w, h, 0);
GPU_texture_unbind(viewport->debug_depth);
}
void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar)
{
const float w = (float)GPU_texture_width(viewport->debug_depth);
const float h = (float)GPU_texture_height(viewport->debug_depth);
VertexFormat *format = immVertexFormat();
unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH);
GPU_texture_bind(viewport->debug_depth, 0);
immUniform1f("znear", znear);
immUniform1f("zfar", zfar);
immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
immBegin(GL_QUADS, 4);
immAttrib2f(texcoord, 0.0f, 0.0f);
immVertex2f(pos, 0.0f, 0.0f);
immAttrib2f(texcoord, 1.0f, 0.0f);
immVertex2f(pos, w, 0.0f);
immAttrib2f(texcoord, 1.0f, 1.0f);
immVertex2f(pos, w, h);
immAttrib2f(texcoord, 0.0f, 1.0f);
immVertex2f(pos, 0.0f, h);
immEnd();
GPU_texture_unbind(viewport->debug_depth);
immUnbindProgram();
}
int GPU_viewport_debug_depth_width(const GPUViewport *viewport)
{
return GPU_texture_width(viewport->debug_depth);
}
int GPU_viewport_debug_depth_height(const GPUViewport *viewport)
{
return GPU_texture_height(viewport->debug_depth);
}
bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport)
{
return viewport->debug_depth != NULL;
}