When using an external render engine Blender will still draw an OpenGL depth buffer for the overlay engine to work correctly. Particle systems were ignored, what lead to occluded hair and other artifacts. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7730
322 lines
9.1 KiB
C
322 lines
9.1 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 2017, 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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* 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_screen.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "GPU_viewport.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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/* *********** LISTS *********** */
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/* GPUViewport.storage
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* Is freed everytime 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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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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float last_persmat[4][4];
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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 prepass */
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if (!e_data.depth_sh) {
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e_data.depth_sh = DRW_shader_create_3d_depth_only(GPU_SHADER_CFG_DEFAULT);
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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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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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/* 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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static void external_cache_populate(void *vedata, Object *ob)
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{
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EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
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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) {
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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 Prepass */
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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(void *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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RegionView3D *rv3d = draw_ctx->rv3d;
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ARegion *region = draw_ctx->region;
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const RenderEngineType *type;
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DRW_state_reset_ex(DRW_STATE_DEFAULT & ~DRW_STATE_DEPTH_LESS_EQUAL);
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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_ex(engine_type, true);
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engine->tile_x = scene->r.tilex;
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engine->tile_y = scene->r.tiley;
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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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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_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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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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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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/* All shaders are builtin. */
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}
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static const DrawEngineDataSize external_data_size = DRW_VIEWPORT_DATA_SIZE(EXTERNAL_Data);
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static 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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&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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};
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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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&draw_engine_external_type,
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{NULL, NULL, NULL},
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};
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#undef EXTERNAL_ENGINE
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