Hydra is a rendering architecture part of USD, designed to abstract the host application from the renderer. A renderer implementing a Hydra render delegate can run in any host application supporting Hydra, which now includes Blender. For external renderers this means less code to be written, and improved performance due to a using a C++ API instead of a Python API. Add-ons need to subclass bpy.types.HydraRenderEngine. See the example in the Python API docs for details. An add-on for Hydra Storm will be included as well. This is USD's rasterizing renderer, used in other applications like usdview. For users it can provide a preview of USD file export, and for developers it serves a reference. There are still limitations and missing features, especially around materials. The remaining to do items are tracked in #110765. This feature was contributed by AMD. Ref #110765 Co-authored-by: Georgiy Markelov <georgiy.m.markelov@gmail.com> Co-authored-by: Vasyl-Pidhirskyi <vpidhirskyi@gmail.com> Co-authored-by: Brian Savery <brian.savery@gmail.com> Co-authored-by: Brecht Van Lommel <brecht@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104712
67 lines
2.2 KiB
C++
67 lines
2.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* SPDX-FileCopyrightText: 2011-2022 Blender Foundation */
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#pragma once
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#include <pxr/imaging/hd/sceneDelegate.h>
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#include <pxr/imaging/hdx/renderSetupTask.h>
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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namespace blender::render::hydra {
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/* Delegate to create a render task with given camera, viewport and AOVs. */
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class RenderTaskDelegate : public pxr::HdSceneDelegate {
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protected:
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pxr::SdfPath task_id_;
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pxr::HdxRenderTaskParams task_params_;
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pxr::TfHashMap<pxr::SdfPath, pxr::HdRenderBufferDescriptor, pxr::SdfPath::Hash>
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buffer_descriptors_;
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public:
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RenderTaskDelegate(pxr::HdRenderIndex *parent_index, pxr::SdfPath const &delegate_id);
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~RenderTaskDelegate() override = default;
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/* Delegate methods */
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pxr::VtValue Get(pxr::SdfPath const &id, pxr::TfToken const &key) override;
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pxr::TfTokenVector GetTaskRenderTags(pxr::SdfPath const &id) override;
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pxr::HdRenderBufferDescriptor GetRenderBufferDescriptor(pxr::SdfPath const &id) override;
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pxr::HdTaskSharedPtr task();
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void set_camera(pxr::SdfPath const &camera_id);
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bool is_converged();
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virtual void set_viewport(pxr::GfVec4d const &viewport);
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virtual void add_aov(pxr::TfToken const &aov_key);
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virtual void read_aov(pxr::TfToken const &aov_key, void *data);
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virtual void read_aov(pxr::TfToken const &aov_key, GPUTexture *texture);
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virtual void bind();
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virtual void unbind();
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protected:
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pxr::SdfPath buffer_id(pxr::TfToken const &aov_key) const;
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};
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class GPURenderTaskDelegate : public RenderTaskDelegate {
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private:
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GPUFrameBuffer *framebuffer_ = nullptr;
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GPUTexture *tex_color_ = nullptr;
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GPUTexture *tex_depth_ = nullptr;
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unsigned int VAO_ = 0;
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public:
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using RenderTaskDelegate::RenderTaskDelegate;
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~GPURenderTaskDelegate() override;
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void set_viewport(pxr::GfVec4d const &viewport) override;
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void add_aov(pxr::TfToken const &aov_key) override;
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void read_aov(pxr::TfToken const &aov_key, void *data) override;
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void read_aov(pxr::TfToken const &aov_key, GPUTexture *texture) override;
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void bind() override;
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void unbind() override;
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GPUTexture *aov_texture(pxr::TfToken const &aov_key);
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};
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} // namespace blender::render::hydra
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