Files
test/source/blender/draw/engines/external/external_engine.cc
2025-03-18 17:48:54 +01:00

326 lines
8.6 KiB
C++

/* 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 "BLI_string.h"
#include "BLT_translation.hh"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "ED_image.hh"
#include "ED_screen.hh"
#include "ED_view3d.hh"
#include "GPU_debug.hh"
#include "GPU_matrix.hh"
#include "GPU_state.hh"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "draw_command.hh"
#include "draw_view.hh"
#include "draw_view_data.hh"
#include "external_engine.h" /* own include */
/* Shaders */
namespace blender::draw::external {
class Instance : public DrawEngine {
const DRWContext *draw_ctx = nullptr;
blender::StringRefNull name_get() final
{
return "External";
}
void init() final
{
draw_ctx = DRW_context_get();
}
void begin_sync() final {}
void object_sync(blender::draw::ObjectRef & /*ob_ref*/,
blender::draw::Manager & /*manager*/) final
{
}
void end_sync() final {}
void draw_scene_do_v3d()
{
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *region = draw_ctx->region;
blender::draw::command::StateSet::set(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 = ED_view3d_engine_type(draw_ctx->scene,
draw_ctx->v3d->shading.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. */
if (render_engine->text[0] != '\0') {
STRNCPY(info, render_engine->text);
}
else {
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. */
void external_image_space_matrix_set(const RenderEngine *engine)
{
BLI_assert(engine != nullptr);
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. */
float4x4 view_matrix = blender::draw::View::default_get().viewmat();
float4x4 projection_matrix = blender::draw::View::default_get().winmat();
GPU_matrix_projection_set(projection_matrix.ptr());
GPU_matrix_set(view_matrix.ptr());
/* 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);
}
}
void draw_scene_do_image()
{
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);
blender::draw::command::StateSet::set(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 = draw_ctx->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();
blender::draw::command::StateSet::set();
GPU_bgl_end();
RE_engine_draw_release(re);
}
void draw_scene_do()
{
if (draw_ctx->v3d != nullptr) {
draw_scene_do_v3d();
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) {
draw_scene_do_image();
return;
}
}
void draw(blender::draw::Manager & /*manager*/) final
{
const DefaultFramebufferList *dfbl = draw_ctx->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);
DRW_submission_start();
draw_scene_do();
DRW_submission_end();
}
}
};
DrawEngine *Engine::create_instance()
{
return new Instance();
}
} // namespace blender::draw::external
/* Functions */
/* 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*/ "BLENDER_EXTERNAL",
/*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*/ nullptr,
/*rna_ext*/
{
/*data*/ nullptr,
/*srna*/ nullptr,
/*call*/ nullptr,
},
};
bool DRW_engine_external_acquire_for_image_editor(const DRWContext *draw_ctx)
{
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);
}
}