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