For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface. This might be addressed in the future at least for video rendering. A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
282 lines
6.9 KiB
C
282 lines
6.9 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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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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* Contributor(s): Blender Institute
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*
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*/
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/** \file basic_engine.c
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* \ingroup draw_engine
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*
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* Simple engine for drawing color and/or depth.
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* When we only need simple flat shaders.
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*/
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#include "DRW_render.h"
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#include "BKE_icons.h"
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#include "BKE_idprop.h"
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#include "BKE_main.h"
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#include "GPU_shader.h"
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#include "basic_engine.h"
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/* Shaders */
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#define BASIC_ENGINE "BLENDER_BASIC"
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/* we may want this later? */
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#define USE_DEPTH
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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 BASIC_Storage {
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int dummy;
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} BASIC_Storage;
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typedef struct BASIC_StorageList {
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struct BASIC_Storage *storage;
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struct BASIC_PrivateData *g_data;
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} BASIC_StorageList;
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typedef struct BASIC_FramebufferList {
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/* default */
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struct GPUFrameBuffer *default_fb;
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/* engine specific */
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#ifdef USE_DEPTH
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struct GPUFrameBuffer *dupli_depth;
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#endif
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} BASIC_FramebufferList;
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typedef struct BASIC_TextureList {
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/* default */
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struct GPUTexture *color;
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#ifdef USE_DEPTH
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struct GPUTexture *depth;
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/* engine specific */
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struct GPUTexture *depth_dup;
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#endif
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} BASIC_TextureList;
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typedef struct BASIC_PassList {
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#ifdef USE_DEPTH
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struct DRWPass *depth_pass;
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struct DRWPass *depth_pass_cull;
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#endif
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struct DRWPass *color_pass;
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} BASIC_PassList;
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typedef struct BASIC_Data {
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void *engine_type;
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BASIC_FramebufferList *fbl;
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BASIC_TextureList *txl;
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BASIC_PassList *psl;
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BASIC_StorageList *stl;
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} BASIC_Data;
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/* *********** STATIC *********** */
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static struct {
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#ifdef USE_DEPTH
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/* Depth Pre Pass */
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struct GPUShader *depth_sh;
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#endif
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/* Shading Pass */
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struct GPUShader *color_sh;
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} e_data = {NULL}; /* Engine data */
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typedef struct BASIC_PrivateData {
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#ifdef USE_DEPTH
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DRWShadingGroup *depth_shgrp;
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DRWShadingGroup *depth_shgrp_cull;
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#endif
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DRWShadingGroup *color_shgrp;
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} BASIC_PrivateData; /* Transient data */
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/* Functions */
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static void basic_engine_init(void *vedata)
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{
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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BASIC_TextureList *txl = ((BASIC_Data *)vedata)->txl;
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BASIC_FramebufferList *fbl = ((BASIC_Data *)vedata)->fbl;
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#ifdef USE_DEPTH
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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();
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}
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#endif
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/* Shading pass */
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if (!e_data.color_sh) {
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e_data.color_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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}
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if (!stl->storage) {
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stl->storage = MEM_callocN(sizeof(BASIC_Storage), "BASIC_Storage");
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}
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#ifdef USE_DEPTH
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if (DRW_state_is_fbo()) {
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const float *viewport_size = DRW_viewport_size_get();
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DRWFboTexture tex = {&txl->depth_dup, DRW_TEX_DEPTH_24_STENCIL_8, 0};
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DRW_framebuffer_init(&fbl->dupli_depth, &draw_engine_basic_type,
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(int)viewport_size[0], (int)viewport_size[1],
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&tex, 1);
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}
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#endif
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}
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static void basic_cache_init(void *vedata)
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{
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BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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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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}
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#ifdef USE_DEPTH
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/* Depth Pass */
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{
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psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
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psl->depth_pass_cull = DRW_pass_create(
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"Depth Pass Cull",
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DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
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stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
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}
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#endif
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/* Color Pass */
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{
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psl->color_pass = DRW_pass_create("Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
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stl->g_data->color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass);
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}
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}
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static void basic_cache_populate(void *vedata, Object *ob)
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{
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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if (!DRW_object_is_renderable(ob))
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return;
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struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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bool do_cull = false; /* TODO (we probably wan't to take this from the viewport?) */
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#ifdef USE_DEPTH
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/* Depth Prepass */
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DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
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#endif
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/* Shading */
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DRW_shgroup_call_add(stl->g_data->color_shgrp, geom, ob->obmat);
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}
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}
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static void basic_cache_finish(void *vedata)
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{
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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UNUSED_VARS(stl);
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}
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static void basic_draw_scene(void *vedata)
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{
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BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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BASIC_FramebufferList *fbl = ((BASIC_Data *)vedata)->fbl;
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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const bool is_select = DRW_state_is_select();
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bool use_color = true;
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bool use_depth = true;
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bool use_depth_cull = true;
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if (is_select) {
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/* Needed for depth-picking,
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* for other selection types there are no need for extra passes either. */
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use_color = false;
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use_depth_cull = false;
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}
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#ifdef USE_DEPTH
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/* Pass 1 : Depth pre-pass */
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if (use_depth) {
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DRW_draw_pass(psl->depth_pass);
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}
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if (use_depth_cull) {
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DRW_draw_pass(psl->depth_pass_cull);
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}
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/* Pass 2 : Duplicate depth */
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if (use_depth || use_depth_cull) {
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/* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */
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if (DRW_state_is_fbo()) {
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DRW_framebuffer_blit(dfbl->default_fb, fbl->dupli_depth, true, false);
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}
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}
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#endif
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/* Pass 3 : Shading */
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if (use_color) {
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DRW_draw_pass(psl->color_pass);
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}
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}
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static void basic_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 basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
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DrawEngineType draw_engine_basic_type = {
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NULL, NULL,
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N_("Basic"),
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&basic_data_size,
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&basic_engine_init,
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&basic_engine_free,
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&basic_cache_init,
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&basic_cache_populate,
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&basic_cache_finish,
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NULL,
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&basic_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, we may want to register so we can see this when debugging the view. */
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RenderEngineType DRW_engine_viewport_basic_type = {
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NULL, NULL,
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BASIC_ENGINE, N_("Basic"), RE_INTERNAL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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&draw_engine_basic_type,
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{NULL, NULL, NULL}
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};
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#undef BASIC_ENGINE
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