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blender-archive/source/blender/draw/engines/external/external_engine.c
Germano Cavalcante 89abc14d6c Fix T81002: Images drawn with the Python gpu module no longer draw on top in the Image Editor
This reverts commit 32d4a67017 thus fixing T81002 again.

And in order not to break T81212 (again) a different fix was implemented.


Reviewed By: brecht

Differential Revision: https://developer.blender.org/D15840
2022-09-05 12:35:42 -03:00

512 lines
14 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2017 Blender Foundation. */
/** \file
* \ingroup draw_engine
*
* Base engine for external render engines.
* We use it for depth and non-mesh objects.
*/
#include "DRW_render.h"
#include "DNA_modifier_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "ED_image.h"
#include "ED_screen.h"
#include "GPU_batch.h"
#include "GPU_debug.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_state.h"
#include "GPU_viewport.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "external_engine.h" /* own include */
/* Shaders */
#define EXTERNAL_ENGINE "BLENDER_EXTERNAL"
extern char datatoc_basic_depth_frag_glsl[];
extern char datatoc_basic_depth_vert_glsl[];
extern char datatoc_common_view_lib_glsl[];
/* *********** LISTS *********** */
/* GPUViewport.storage
* Is freed every time the viewport engine changes. */
typedef struct EXTERNAL_Storage {
int dummy;
} EXTERNAL_Storage;
typedef struct EXTERNAL_StorageList {
struct EXTERNAL_Storage *storage;
struct EXTERNAL_PrivateData *g_data;
} EXTERNAL_StorageList;
typedef struct EXTERNAL_FramebufferList {
struct GPUFrameBuffer *depth_buffer_fb;
} EXTERNAL_FramebufferList;
typedef struct EXTERNAL_TextureList {
/* default */
struct GPUTexture *depth_buffer_tx;
} EXTERNAL_TextureList;
typedef struct EXTERNAL_PassList {
struct DRWPass *depth_pass;
} EXTERNAL_PassList;
typedef struct EXTERNAL_Data {
void *engine_type;
EXTERNAL_FramebufferList *fbl;
EXTERNAL_TextureList *txl;
EXTERNAL_PassList *psl;
EXTERNAL_StorageList *stl;
void *instance_data;
char info[GPU_INFO_SIZE];
} EXTERNAL_Data;
/* *********** STATIC *********** */
static struct {
/* Depth Pre Pass */
struct GPUShader *depth_sh;
} e_data = {NULL}; /* Engine data */
typedef struct EXTERNAL_PrivateData {
DRWShadingGroup *depth_shgrp;
/* Do we need to update the depth or can we reuse the last calculated texture. */
bool need_depth;
bool update_depth;
} EXTERNAL_PrivateData; /* Transient data */
/* Functions */
static void external_engine_init(void *vedata)
{
EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *region = draw_ctx->region;
/* Depth pre-pass. */
if (!e_data.depth_sh) {
/* NOTE: Reuse Basic engine depth only shader. */
e_data.depth_sh = GPU_shader_create_from_info_name("basic_depth_mesh");
}
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
stl->g_data->need_depth = true;
}
stl->g_data->update_depth = true;
/* Progressive render samples are tagged with no rebuild, in that case we
* can skip updating the depth buffer */
if (region && (region->do_draw & RGN_DRAW_NO_REBUILD)) {
stl->g_data->update_depth = false;
}
}
/* Add shading group call which will take care of writing to the depth buffer, so that the
* alpha-under overlay will happen for the render buffer. */
static void external_cache_image_add(DRWShadingGroup *grp)
{
float obmat[4][4];
unit_m4(obmat);
scale_m4_fl(obmat, 0.5f);
/* NOTE: Use the same Z-depth value as in the regular image drawing engine. */
translate_m4(obmat, 1.0f, 1.0f, 0.75f);
GPUBatch *geom = DRW_cache_quad_get();
DRW_shgroup_call_obmat(grp, geom, obmat);
}
static void external_cache_init(void *vedata)
{
EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
EXTERNAL_TextureList *txl = ((EXTERNAL_Data *)vedata)->txl;
EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl;
const DRWContextState *draw_ctx = DRW_context_state_get();
const View3D *v3d = draw_ctx->v3d;
{
DRW_texture_ensure_fullscreen_2d(&txl->depth_buffer_tx, GPU_DEPTH24_STENCIL8, 0);
GPU_framebuffer_ensure_config(&fbl->depth_buffer_fb,
{
GPU_ATTACHMENT_TEXTURE(txl->depth_buffer_tx),
});
}
/* Depth Pass */
{
psl->depth_pass = DRW_pass_create("Depth Pass",
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
}
if (v3d != NULL) {
/* Do not draw depth pass when overlays are turned off. */
stl->g_data->need_depth = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
}
else if (draw_ctx->space_data != NULL) {
const eSpace_Type space_type = draw_ctx->space_data->spacetype;
if (space_type == SPACE_IMAGE) {
external_cache_image_add(stl->g_data->depth_shgrp);
stl->g_data->need_depth = true;
stl->g_data->update_depth = true;
}
}
}
static void external_cache_populate(void *vedata, Object *ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
if (draw_ctx->space_data != NULL) {
const eSpace_Type space_type = draw_ctx->space_data->spacetype;
if (space_type == SPACE_IMAGE) {
return;
}
}
if (!(DRW_object_is_renderable(ob) &&
DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
return;
}
if (ob->type == OB_GPENCIL) {
/* Grease Pencil objects need correct depth to do the blending. */
stl->g_data->need_depth = true;
return;
}
if (ob->type == OB_MESH && ob->modifiers.first != NULL) {
LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
if (md->type != eModifierType_ParticleSystem) {
continue;
}
ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
continue;
}
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH) {
struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
DRW_shgroup_call(stl->g_data->depth_shgrp, hairs, NULL);
}
}
}
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
/* Depth Prepass */
DRW_shgroup_call(stl->g_data->depth_shgrp, geom, ob);
}
}
static void external_cache_finish(void *UNUSED(vedata))
{
}
static void external_draw_scene_do_v3d(void *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *region = draw_ctx->region;
DRW_state_reset_ex(DRW_STATE_WRITE_COLOR);
/* The external engine can use the OpenGL rendering API directly, so make sure the state is
* already applied. */
GPU_apply_state();
/* Create render engine. */
if (!rv3d->render_engine) {
RenderEngineType *engine_type = draw_ctx->engine_type;
if (!(engine_type->view_update && engine_type->view_draw)) {
return;
}
RenderEngine *engine = RE_engine_create(engine_type);
engine_type->view_update(engine, draw_ctx->evil_C, draw_ctx->depsgraph);
rv3d->render_engine = engine;
}
/* Rendered draw. */
GPU_matrix_push_projection();
GPU_matrix_push();
ED_region_pixelspace(region);
/* Render result draw. */
const RenderEngineType *type = rv3d->render_engine->type;
type->view_draw(rv3d->render_engine, draw_ctx->evil_C, draw_ctx->depsgraph);
GPU_bgl_end();
GPU_matrix_pop();
GPU_matrix_pop_projection();
/* Set render info. */
EXTERNAL_Data *data = vedata;
if (rv3d->render_engine->text[0] != '\0') {
BLI_strncpy(data->info, rv3d->render_engine->text, sizeof(data->info));
}
else {
data->info[0] = '\0';
}
}
/* Configure current matrix stack so that the external engine can use the same drawing code for
* both viewport and image editor drawing.
*
* The engine draws result in the pixel space, and is applying render offset. For image editor we
* need to switch from normalized space to pixel space, and "un-apply" offset. */
static void external_image_space_matrix_set(const RenderEngine *engine)
{
BLI_assert(engine != NULL);
const DRWContextState *draw_ctx = DRW_context_state_get();
const DRWView *view = DRW_view_get_active();
struct SpaceImage *space_image = (struct SpaceImage *)draw_ctx->space_data;
/* Apply current view as transformation matrix.
* This will configure drawing for normalized space with current zoom and pan applied. */
float view_matrix[4][4];
DRW_view_viewmat_get(view, view_matrix, false);
float projection_matrix[4][4];
DRW_view_winmat_get(view, projection_matrix, false);
GPU_matrix_projection_set(projection_matrix);
GPU_matrix_set(view_matrix);
/* Switch from normalized space to pixel space. */
{
int width, height;
ED_space_image_get_size(space_image, &width, &height);
const float width_inv = width ? 1.0f / width : 0.0f;
const float height_inv = height ? 1.0f / height : 0.0f;
GPU_matrix_scale_2f(width_inv, height_inv);
}
/* Un-apply render offset. */
{
Render *render = engine->re;
rctf view_rect;
rcti render_rect;
RE_GetViewPlane(render, &view_rect, &render_rect);
GPU_matrix_translate_2f(-render_rect.xmin, -render_rect.ymin);
}
}
static void external_draw_scene_do_image(void *UNUSED(vedata))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
Render *re = RE_GetSceneRender(scene);
RenderEngine *engine = RE_engine_get(re);
/* Is tested before enabling the drawing engine. */
BLI_assert(re != NULL);
BLI_assert(engine != NULL);
DRW_state_reset_ex(DRW_STATE_WRITE_COLOR);
/* The external engine can use the OpenGL rendering API directly, so make sure the state is
* already applied. */
GPU_apply_state();
const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Clear the depth buffer to the value used by the background overlay so that the overlay is not
* happening outside of the drawn image.
*
* NOTE: The external engine only draws color. The depth is taken care of using the depth pass
* which initialized the depth to the values expected by the background overlay. */
GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
GPU_matrix_push_projection();
GPU_matrix_push();
external_image_space_matrix_set(engine);
GPU_debug_group_begin("External Engine");
const RenderEngineType *engine_type = engine->type;
BLI_assert(engine_type != NULL);
BLI_assert(engine_type->draw != NULL);
engine_type->draw(engine, draw_ctx->evil_C, draw_ctx->depsgraph);
GPU_debug_group_end();
GPU_matrix_pop();
GPU_matrix_pop_projection();
DRW_state_reset();
GPU_bgl_end();
RE_engine_draw_release(re);
}
static void external_draw_scene_do(void *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
if (draw_ctx->v3d != NULL) {
external_draw_scene_do_v3d(vedata);
return;
}
if (draw_ctx->space_data == NULL) {
return;
}
const eSpace_Type space_type = draw_ctx->space_data->spacetype;
if (space_type == SPACE_IMAGE) {
external_draw_scene_do_image(vedata);
return;
}
}
static void external_draw_scene(void *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl;
const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Will be NULL during OpenGL render.
* OpenGL render is used for quick preview (thumbnails or sequencer preview)
* where using the rendering engine to preview doesn't make so much sense. */
if (draw_ctx->evil_C) {
const float clear_col[4] = {0, 0, 0, 0};
/* This is to keep compatibility with external engine. */
/* TODO(fclem): remove it eventually. */
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_color(dfbl->default_fb, clear_col);
external_draw_scene_do(vedata);
}
if (stl->g_data->update_depth && stl->g_data->need_depth) {
DRW_draw_pass(psl->depth_pass);
/* Copy main depth buffer to cached framebuffer. */
GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->depth_buffer_fb, 0, GPU_DEPTH_BIT);
}
/* Copy cached depth buffer to main framebuffer. */
GPU_framebuffer_blit(fbl->depth_buffer_fb, 0, dfbl->depth_only_fb, 0, GPU_DEPTH_BIT);
}
static void external_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.depth_sh);
}
static const DrawEngineDataSize external_data_size = DRW_VIEWPORT_DATA_SIZE(EXTERNAL_Data);
DrawEngineType draw_engine_external_type = {
NULL,
NULL,
N_("External"),
&external_data_size,
&external_engine_init,
&external_engine_free,
NULL, /* instance_free */
&external_cache_init,
&external_cache_populate,
&external_cache_finish,
&external_draw_scene,
NULL,
NULL,
NULL,
NULL,
};
/* NOTE: currently unused,
* we should not register unless we want to see this when debugging the view. */
RenderEngineType DRW_engine_viewport_external_type = {
NULL,
NULL,
EXTERNAL_ENGINE,
N_("External"),
RE_INTERNAL | RE_USE_STEREO_VIEWPORT,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
&draw_engine_external_type,
{NULL, NULL, NULL},
};
bool DRW_engine_external_acquire_for_image_editor(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const SpaceLink *space_data = draw_ctx->space_data;
Scene *scene = draw_ctx->scene;
if (space_data == NULL) {
return false;
}
const eSpace_Type space_type = draw_ctx->space_data->spacetype;
if (space_type != SPACE_IMAGE) {
return false;
}
struct SpaceImage *space_image = (struct SpaceImage *)space_data;
const Image *image = ED_space_image(space_image);
if (image == NULL || image->type != IMA_TYPE_R_RESULT) {
return false;
}
if (image->render_slot != image->last_render_slot) {
return false;
}
/* Render is allocated on main thread, so it is safe to access it from here. */
Render *re = RE_GetSceneRender(scene);
if (re == NULL) {
return false;
}
return RE_engine_draw_acquire(re);
}
#undef EXTERNAL_ENGINE