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blender-archive/source/blender/draw/intern/DRW_render.h
Clément Foucault 00955d8d7a DRW : Add AA to non meshes objects.
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport.

This adds another Multisample Framebuffer and textures (so even more memory required).

It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass.
It it then blit back to the default_fb so that the rest of pipeline is working as expected.

We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
2017-09-25 20:14:42 +02:00

447 lines
16 KiB
C++

/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
/** \file DRW_render.h
* \ingroup draw
*/
/* This is the Render Functions used by Realtime engines to draw with OpenGL */
#ifndef __DRW_RENDER_H__
#define __DRW_RENDER_H__
#include "BKE_context.h"
#include "BKE_layer.h"
#include "BKE_material.h"
#include "BKE_scene.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "BLT_translation.h"
#include "DNA_object_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_scene_types.h"
#include "draw_common.h"
#include "draw_cache.h"
#include "draw_view.h"
#include "draw_manager_profiling.h"
#include "MEM_guardedalloc.h"
#include "RE_engine.h"
struct bContext;
struct GPUFrameBuffer;
struct GPUShader;
struct GPUMaterial;
struct GPUTexture;
struct GPUUniformBuffer;
struct Object;
struct Gwn_Batch;
struct DefaultFramebufferList;
struct DefaultTextureList;
struct DRWTextStore;
struct LampEngineData;
struct RenderEngineType;
struct ViewportEngineData;
struct ViewportEngineData_Info;
typedef struct DRWUniform DRWUniform;
typedef struct DRWInterface DRWInterface;
typedef struct DRWPass DRWPass;
typedef struct DRWShadingGroup DRWShadingGroup;
/* declare members as empty (unused) */
typedef char DRWViewportEmptyList;
#define DRW_VIEWPORT_LIST_SIZE(list) \
(sizeof(list) == sizeof(DRWViewportEmptyList) ? 0 : ((sizeof(list)) / sizeof(void *)))
/* Unused members must be either pass list or 'char *' when not usd. */
#define DRW_VIEWPORT_DATA_SIZE(ty) { \
DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->fbl)), \
DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->txl)), \
DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->psl)), \
DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->stl)) \
}
/* Use of multisample framebuffers. */
#define MULTISAMPLE_SYNC_ENABLE(dfbl) { \
if (dfbl->multisample_fb != NULL) { \
DRW_stats_query_start("Multisample Blit"); \
DRW_framebuffer_blit(dfbl->default_fb, dfbl->multisample_fb, false); \
DRW_framebuffer_blit(dfbl->default_fb, dfbl->multisample_fb, true); \
DRW_framebuffer_bind(dfbl->multisample_fb); \
DRW_stats_query_end(); \
} \
}
#define MULTISAMPLE_SYNC_DISABLE(dfbl) { \
if (dfbl->multisample_fb != NULL) { \
DRW_stats_query_start("Multisample Resolve"); \
DRW_framebuffer_blit(dfbl->multisample_fb, dfbl->default_fb, false); \
DRW_framebuffer_blit(dfbl->multisample_fb, dfbl->default_fb, true); \
DRW_framebuffer_bind(dfbl->default_fb); \
DRW_stats_query_end(); \
} \
}
typedef struct DrawEngineDataSize {
int fbl_len;
int txl_len;
int psl_len;
int stl_len;
} DrawEngineDataSize;
typedef struct DrawEngineType {
struct DrawEngineType *next, *prev;
char idname[32];
const DrawEngineDataSize *vedata_size;
void (*engine_init)(void *vedata);
void (*engine_free)(void);
void (*cache_init)(void *vedata);
void (*cache_populate)(void *vedata, struct Object *ob);
void (*cache_finish)(void *vedata);
void (*draw_background)(void *vedata);
void (*draw_scene)(void *vedata);
} DrawEngineType;
#ifndef __DRW_ENGINE_H__
/* Buffer and textures used by the viewport by default */
typedef struct DefaultFramebufferList {
struct GPUFrameBuffer *default_fb;
struct GPUFrameBuffer *multisample_fb;
} DefaultFramebufferList;
typedef struct DefaultTextureList {
struct GPUTexture *color;
struct GPUTexture *depth;
struct GPUTexture *multisample_color;
struct GPUTexture *multisample_depth;
} DefaultTextureList;
#endif
/* Textures */
typedef enum {
DRW_TEX_RGBA_8,
DRW_TEX_RGBA_16,
DRW_TEX_RGBA_32,
DRW_TEX_RGB_11_11_10,
DRW_TEX_RGB_8,
DRW_TEX_RGB_16,
DRW_TEX_RGB_32,
DRW_TEX_RG_8,
DRW_TEX_RG_16,
DRW_TEX_RG_32,
DRW_TEX_R_8,
DRW_TEX_R_16,
DRW_TEX_R_32,
DRW_TEX_DEPTH_16,
DRW_TEX_DEPTH_24,
DRW_TEX_DEPTH_32,
} DRWTextureFormat;
typedef enum {
DRW_TEX_FILTER = (1 << 0),
DRW_TEX_WRAP = (1 << 1),
DRW_TEX_COMPARE = (1 << 2),
DRW_TEX_MIPMAP = (1 << 3),
DRW_TEX_TEMP = (1 << 4),
} DRWTextureFlag;
struct GPUTexture *DRW_texture_create_1D(
int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2D(
int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2D_array(
int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_cube(
int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
void DRW_texture_generate_mipmaps(struct GPUTexture *tex);
void DRW_texture_update(struct GPUTexture *tex, const float *pixels);
void DRW_texture_free(struct GPUTexture *tex);
#define DRW_TEXTURE_FREE_SAFE(tex) do { \
if (tex != NULL) { \
DRW_texture_free(tex); \
tex = NULL; \
} \
} while (0)
/* UBOs */
struct GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data);
void DRW_uniformbuffer_update(struct GPUUniformBuffer *ubo, const void *data);
void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
#define DRW_UBO_FREE_SAFE(ubo) do { \
if (ubo != NULL) { \
DRW_uniformbuffer_free(ubo); \
ubo = NULL; \
} \
} while (0)
/* Buffers */
#define MAX_FBO_TEX 5
typedef struct DRWFboTexture {
struct GPUTexture **tex;
int format;
DRWTextureFlag flag;
} DRWFboTexture;
void DRW_framebuffer_init(
struct GPUFrameBuffer **fb, void *engine_type, int width, int height,
DRWFboTexture textures[MAX_FBO_TEX], int textures_len);
void DRW_framebuffer_bind(struct GPUFrameBuffer *fb);
void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col[4], float clear_depth);
void DRW_framebuffer_read_data(int x, int y, int w, int h, int channels, int slot, float *data);
void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int mip);
void DRW_framebuffer_texture_layer_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int layer, int mip);
void DRW_framebuffer_cubeface_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int face, int mip);
void DRW_framebuffer_texture_detach(struct GPUTexture *tex);
void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth);
void DRW_framebuffer_recursive_downsample(
struct GPUFrameBuffer *fb, struct GPUTexture *tex, int num_iter,
void (*callback)(void *userData, int level), void *userData);
void DRW_framebuffer_viewport_size(struct GPUFrameBuffer *fb_read, int x, int y, int w, int h);
void DRW_framebuffer_free(struct GPUFrameBuffer *fb);
#define DRW_FRAMEBUFFER_FREE_SAFE(fb) do { \
if (fb != NULL) { \
DRW_framebuffer_free(fb); \
fb = NULL; \
} \
} while (0)
void DRW_transform_to_display(struct GPUTexture *tex);
/* Shaders */
struct GPUShader *DRW_shader_create(
const char *vert, const char *geom, const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_with_lib(
const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3D_depth_only(void);
void DRW_shader_free(struct GPUShader *shader);
#define DRW_SHADER_FREE_SAFE(shader) do { \
if (shader != NULL) { \
DRW_shader_free(shader); \
shader = NULL; \
} \
} while (0)
/* Batches */
typedef enum {
DRW_STATE_WRITE_DEPTH = (1 << 0),
DRW_STATE_WRITE_COLOR = (1 << 1),
DRW_STATE_DEPTH_LESS = (1 << 2),
DRW_STATE_DEPTH_EQUAL = (1 << 3),
DRW_STATE_DEPTH_GREATER = (1 << 4),
DRW_STATE_DEPTH_ALWAYS = (1 << 5),
DRW_STATE_CULL_BACK = (1 << 6),
DRW_STATE_CULL_FRONT = (1 << 7),
DRW_STATE_WIRE = (1 << 8),
DRW_STATE_WIRE_LARGE = (1 << 9),
DRW_STATE_POINT = (1 << 10),
DRW_STATE_STIPPLE_2 = (1 << 11),
DRW_STATE_STIPPLE_3 = (1 << 12),
DRW_STATE_STIPPLE_4 = (1 << 13),
DRW_STATE_BLEND = (1 << 14),
DRW_STATE_ADDITIVE = (1 << 15),
DRW_STATE_MULTIPLY = (1 << 16),
DRW_STATE_TRANSMISSION = (1 << 17),
DRW_STATE_CLIP_PLANES = (1 << 18),
DRW_STATE_WRITE_STENCIL_SELECT = (1 << 27),
DRW_STATE_WRITE_STENCIL_ACTIVE = (1 << 28),
DRW_STATE_TEST_STENCIL_SELECT = (1 << 29),
DRW_STATE_TEST_STENCIL_ACTIVE = (1 << 30),
} DRWState;
#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS)
DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_material_instance_create(
struct GPUMaterial *material, DRWPass *pass, struct Gwn_Batch *geom, struct Object *ob);
DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, struct Gwn_Batch *geom);
DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader, DRWPass *pass, int size);
typedef void (DRWCallGenerateFn)(
DRWShadingGroup *shgroup,
void (*draw_fn)(DRWShadingGroup *shgroup, struct Gwn_Batch *geom),
void *user_data);
void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct Gwn_Batch *instances);
void DRW_shgroup_free(struct DRWShadingGroup *shgroup);
void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct Gwn_Batch *geom, float (*obmat)[4]);
void DRW_shgroup_call_object_add(DRWShadingGroup *shgroup, struct Gwn_Batch *geom, struct Object *ob);
void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, struct Object *ob, float (*obmat)[4]);
void DRW_shgroup_call_generate_add(
DRWShadingGroup *shgroup, DRWCallGenerateFn *geometry_fn, void *user_data, float (*obmat)[4]);
void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], unsigned int attr_len);
#define DRW_shgroup_call_dynamic_add(shgroup, ...) do { \
const void *array[] = {__VA_ARGS__}; \
DRW_shgroup_call_dynamic_add_array(shgroup, array, (sizeof(array) / sizeof(*array))); \
} while (0)
#define DRW_shgroup_call_dynamic_add_empty(shgroup) do { \
DRW_shgroup_call_dynamic_add_array(shgroup, NULL, 0); \
} while (0)
void DRW_shgroup_set_instance_count(DRWShadingGroup *shgroup, int count);
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size);
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex);
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo);
void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, struct GPUTexture **tex);
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize);
void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
void DRW_shgroup_uniform_short_to_int(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize);
void DRW_shgroup_uniform_short_to_float(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize);
void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value);
/* Passes */
DRWPass *DRW_pass_create(const char *name, DRWState state);
void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData);
void DRW_pass_sort_shgroup_z(DRWPass *pass);
/* Viewport */
typedef enum {
DRW_MAT_PERS = 0,
DRW_MAT_PERSINV,
DRW_MAT_VIEW,
DRW_MAT_VIEWINV,
DRW_MAT_WIN,
DRW_MAT_WININV,
} DRWViewportMatrixType;
void DRW_viewport_init(const bContext *C);
void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type);
void DRW_viewport_matrix_override_set(float mat[4][4], DRWViewportMatrixType type);
void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type);
const float *DRW_viewport_size_get(void);
const float *DRW_viewport_screenvecs_get(void);
const float *DRW_viewport_pixelsize_get(void);
bool DRW_viewport_is_persp_get(void);
struct DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void);
struct DefaultTextureList *DRW_viewport_texture_list_get(void);
void DRW_viewport_request_redraw(void);
/* SceneLayers */
void **DRW_scene_layer_engine_data_get(DrawEngineType *engine_type, void (*callback)(void *storage));
/* Objects */
void **DRW_object_engine_data_get(
Object *ob, DrawEngineType *engine_type, void (*callback)(void *storage));
struct LampEngineData *DRW_lamp_engine_data_get(Object *ob, struct RenderEngineType *engine_type);
void DRW_lamp_engine_data_free(struct LampEngineData *led);
/* Settings */
bool DRW_object_is_renderable(struct Object *ob);
bool DRW_object_is_flat_normal(const struct Object *ob);
int DRW_object_is_mode_shade(const struct Object *ob);
/* Draw commands */
void DRW_draw_pass(DRWPass *pass);
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group);
void DRW_draw_text_cache_queue(struct DRWTextStore *dt);
void DRW_draw_callbacks_pre_scene(void);
void DRW_draw_callbacks_post_scene(void);
int DRW_draw_region_engine_info_offset(void);
void DRW_draw_region_engine_info(void);
void DRW_state_reset_ex(DRWState state);
void DRW_state_reset(void);
void DRW_state_invert_facing(void);
void DRW_state_clip_planes_add(float plane_eq[4]);
void DRW_state_clip_planes_reset(void);
/* Selection */
void DRW_select_load_id(unsigned int id);
/* Draw State */
void DRW_state_dfdy_factors_get(float dfdyfac[2]);
bool DRW_state_is_fbo(void);
bool DRW_state_is_select(void);
bool DRW_state_is_depth(void);
bool DRW_state_is_image_render(void);
bool DRW_state_is_scene_render(void);
bool DRW_state_show_text(void);
bool DRW_state_draw_support(void);
struct DRWTextStore *DRW_state_text_cache_get(void);
/* Avoid too many lookups while drawing */
typedef struct DRWContextState {
struct ARegion *ar; /* 'CTX_wm_region(C)' */
struct RegionView3D *rv3d; /* 'CTX_wm_region_view3d(C)' */
struct View3D *v3d; /* 'CTX_wm_view3d(C)' */
struct Scene *scene; /* 'CTX_data_scene(C)' */
struct SceneLayer *scene_layer; /* 'CTX_data_scene_layer(C)' */
/* Use 'scene->obedit' for edit-mode */
struct Object *obact; /* 'OBACT_NEW' */
/* Last resort (some functions take this as an arg so we can't easily avoid).
* May be NULL when used for selection or depth buffer. */
const struct bContext *evil_C;
} DRWContextState;
const DRWContextState *DRW_context_state_get(void);
#endif /* __DRW_RENDER_H__ */