Files
test2/source/blender/render/hydra/engine.h
Bogdan Nagirniak 04bb5f9995 Render: support USD Hydra render delegates
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
2023-08-04 17:01:09 +02:00

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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* SPDX-FileCopyrightText: 2011-2022 Blender Foundation */
#pragma once
#include <memory>
#include <string>
#include <pxr/imaging/hd/driver.h>
#include <pxr/imaging/hd/engine.h>
#include <pxr/imaging/hd/pluginRenderDelegateUniqueHandle.h>
#include <pxr/imaging/hdx/freeCameraSceneDelegate.h>
#include <pxr/imaging/hgi/hgi.h>
#include <pxr/usd/usd/stage.h>
#include <pxr/usdImaging/usdImaging/delegate.h>
#include "hydra/hydra_scene_delegate.h"
#include "hydra/settings.h"
#include "light_tasks_delegate.h"
#include "render_task_delegate.h"
struct bContext;
struct RenderEngine;
struct CLG_LogRef;
namespace blender::render::hydra {
extern struct CLG_LogRef *LOG_HYDRA_RENDER;
class Engine {
protected:
std::string render_delegate_name_;
RenderEngine *bl_engine_ = nullptr;
Depsgraph *depsgraph_ = nullptr;
bContext *context_ = nullptr;
Scene *scene_ = nullptr;
/* The order is important due to deletion order */
pxr::HgiUniquePtr hgi_;
pxr::HdDriver hgi_driver_;
pxr::HdPluginRenderDelegateUniqueHandle render_delegate_;
std::unique_ptr<pxr::HdRenderIndex> render_index_;
std::unique_ptr<io::hydra::HydraSceneDelegate> hydra_scene_delegate_;
std::unique_ptr<RenderTaskDelegate> render_task_delegate_;
std::unique_ptr<pxr::HdxFreeCameraSceneDelegate> free_camera_delegate_;
std::unique_ptr<LightTasksDelegate> light_tasks_delegate_;
std::unique_ptr<pxr::HdEngine> engine_;
public:
Engine(RenderEngine *bl_engine, const std::string &render_delegate_name);
virtual ~Engine() = default;
void sync(Depsgraph *depsgraph, bContext *context);
virtual void render() = 0;
virtual void set_render_setting(const std::string &key, const pxr::VtValue &val);
protected:
float renderer_percent_done();
pxr::HdTaskSharedPtrVector tasks();
virtual void notify_status(float progress,
const std::string &title,
const std::string &info) = 0;
};
} // namespace blender::render::hydra