Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
233 lines
5.8 KiB
C
233 lines
5.8 KiB
C
/*
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* Copyright 2017, 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 external_engine.c
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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_screen_types.h"
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#include "DNA_view3d_types.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 "ED_view3d.h"
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#include "ED_screen.h"
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#include "GPU_glew.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"
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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 *default_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;
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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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} EXTERNAL_PrivateData; /* Transient data */
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/* Functions */
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static void EXTERNAL_engine_init(void *UNUSED(vedata))
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{
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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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}
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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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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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/* 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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}
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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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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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/* Depth Prepass */
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DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
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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(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 *ar = draw_ctx->ar;
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RenderEngineType *type;
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DRW_state_reset_ex(DRW_STATE_DEFAULT & ~DRW_STATE_DEPTH_LESS);
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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;
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if (!(engine_type->view_update && engine_type->render_to_view)) {
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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);
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rv3d->render_engine = engine;
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}
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/* Rendered draw. */
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gpuPushProjectionMatrix();
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ED_region_pixelspace(ar);
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/* Render result draw. */
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type = rv3d->render_engine->type;
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type->render_to_view(rv3d->render_engine, draw_ctx->evil_C);
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gpuPopProjectionMatrix();
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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_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
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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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external_draw_scene(vedata);
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}
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DRW_draw_pass(psl->depth_pass);
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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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DrawEngineType draw_engine_external_type = {
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NULL, 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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NULL,
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&EXTERNAL_draw_scene,
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NULL,
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};
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/* Note: currently unused, 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, NULL,
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EXTERNAL_ENGINE, N_("External"), RE_INTERNAL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 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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