/* SPDX-FileCopyrightText: 2017 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup draw_engine * * Base engine for external render engines. * We use it for depth and non-mesh objects. */ #include "DRW_engine.hh" #include "DRW_render.hh" #include "DNA_modifier_types.h" #include "DNA_screen_types.h" #include "DNA_view3d_types.h" #include "BKE_object.hh" #include "BKE_particle.h" #include "ED_image.hh" #include "ED_screen.hh" #include "GPU_batch.hh" #include "GPU_debug.hh" #include "GPU_matrix.hh" #include "GPU_shader.hh" #include "GPU_state.hh" #include "GPU_viewport.hh" #include "RE_engine.h" #include "RE_pipeline.h" #include "external_engine.h" /* own include */ /* Shaders */ #define EXTERNAL_ENGINE "BLENDER_EXTERNAL" extern "C" char datatoc_basic_depth_frag_glsl[]; extern "C" char datatoc_basic_depth_vert_glsl[]; extern "C" char datatoc_common_view_lib_glsl[]; /* *********** LISTS *********** */ /* GPUViewport.storage * Is freed every time the viewport engine changes. */ struct EXTERNAL_Storage { int dummy; }; struct EXTERNAL_StorageList { EXTERNAL_Storage *storage; struct EXTERNAL_PrivateData *g_data; }; struct EXTERNAL_FramebufferList { GPUFrameBuffer *depth_buffer_fb; }; struct EXTERNAL_TextureList { /* default */ GPUTexture *depth_buffer_tx; }; struct EXTERNAL_PassList { DRWPass *depth_pass; }; 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]; }; /* *********** STATIC *********** */ static struct { /* Depth Pre Pass */ GPUShader *depth_sh; } e_data = {nullptr}; /* Engine data */ 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; }; /* 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_cnew(__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); blender::gpu::Batch *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, DRWTextureFlag(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 != nullptr) { /* 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 != nullptr) { const eSpace_Type space_type = eSpace_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 != nullptr) { const eSpace_Type space_type = eSpace_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_LEGACY) { /* 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 != nullptr) { 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) { blender::gpu::Batch *hairs = DRW_cache_particles_get_hair(ob, psys, nullptr); DRW_shgroup_call(stl->g_data->depth_shgrp, hairs, nullptr); } } } blender::gpu::Batch *geom = DRW_cache_object_surface_get(ob); if (geom) { /* Depth Pre-pass. */ DRW_shgroup_call(stl->g_data->depth_shgrp, geom, ob); } } static void external_cache_finish(void * /*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. */ RenderEngine *render_engine = nullptr; if (!rv3d->view_render) { RenderEngineType *engine_type = draw_ctx->engine_type; if (!(engine_type->view_update && engine_type->view_draw)) { return; } rv3d->view_render = RE_NewViewRender(engine_type); render_engine = RE_view_engine_get(rv3d->view_render); engine_type->view_update(render_engine, draw_ctx->evil_C, draw_ctx->depsgraph); } else { render_engine = RE_view_engine_get(rv3d->view_render); } /* Rendered draw. */ GPU_matrix_push_projection(); GPU_matrix_push(); ED_region_pixelspace(region); /* Render result draw. */ const RenderEngineType *type = render_engine->type; type->view_draw(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 = static_cast(vedata); if (render_engine->text[0] != '\0') { STRNCPY(data->info, render_engine->text); } 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 != nullptr); const DRWContextState *draw_ctx = DRW_context_state_get(); const DRWView *view = DRW_view_get_active(); SpaceImage *space_image = (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 * /*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 != nullptr); BLI_assert(engine != nullptr); 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 != nullptr); BLI_assert(engine_type->draw != nullptr); 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 != nullptr) { external_draw_scene_do_v3d(vedata); return; } if (draw_ctx->space_data == nullptr) { return; } const eSpace_Type space_type = eSpace_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 nullptr 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() { 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 = { /*next*/ nullptr, /*prev*/ nullptr, /*idname*/ N_("External"), /*vedata_size*/ &external_data_size, /*engine_init*/ &external_engine_init, /*engine_free*/ &external_engine_free, /*instance_free*/ nullptr, /*cache_init*/ &external_cache_init, /*cache_populate*/ &external_cache_populate, /*cache_finish*/ &external_cache_finish, /*draw_scene*/ &external_draw_scene, /*view_update*/ nullptr, /*id_update*/ nullptr, /*render_to_image*/ nullptr, /*store_metadata*/ nullptr, }; /* NOTE: currently unused, * we should not register unless we want to see this when debugging the view. */ RenderEngineType DRW_engine_viewport_external_type = { /*next*/ nullptr, /*prev*/ nullptr, /*idname*/ EXTERNAL_ENGINE, /*name*/ N_("External"), /*flag*/ RE_INTERNAL | RE_USE_STEREO_VIEWPORT, /*update*/ nullptr, /*render*/ nullptr, /*render_frame_finish*/ nullptr, /*draw*/ nullptr, /*bake*/ nullptr, /*view_update*/ nullptr, /*view_draw*/ nullptr, /*update_script_node*/ nullptr, /*update_render_passes*/ nullptr, /*draw_engine*/ &draw_engine_external_type, /*rna_ext*/ { /*data*/ nullptr, /*srna*/ nullptr, /*call*/ nullptr, }, }; bool DRW_engine_external_acquire_for_image_editor() { const DRWContextState *draw_ctx = DRW_context_state_get(); const SpaceLink *space_data = draw_ctx->space_data; Scene *scene = draw_ctx->scene; if (space_data == nullptr) { return false; } const eSpace_Type space_type = eSpace_Type(draw_ctx->space_data->spacetype); if (space_type != SPACE_IMAGE) { return false; } SpaceImage *space_image = (SpaceImage *)space_data; const Image *image = ED_space_image(space_image); if (image == nullptr || 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 == nullptr) { return false; } return RE_engine_draw_acquire(re); } void DRW_engine_external_free(RegionView3D *rv3d) { if (rv3d->view_render) { /* Free engine with DRW context enabled, as this may clean up per-context * resources like VAOs. */ DRW_gpu_context_enable_ex(true); RE_FreeViewRender(rv3d->view_render); rv3d->view_render = nullptr; DRW_gpu_context_disable_ex(true); } } #undef EXTERNAL_ENGINE