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test/source/blender/draw/engines/external/external_engine.cc

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/* 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<EXTERNAL_PrivateData>(__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<EXTERNAL_Data *>(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