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test2/source/blender/render/hydra/viewport_engine.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

297 lines
8.7 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "viewport_engine.h"
#include <pxr/base/gf/camera.h>
#include <pxr/imaging/glf/drawTarget.h>
#include <pxr/usd/usdGeom/camera.h>
#include "DNA_camera_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_vec_types.h" /* This include must be before `BKE_camera.h` due to `rctf` type. */
#include "DNA_view3d_types.h"
#include "BLI_math_matrix.h"
#include "BLI_timecode.h"
#include "PIL_time.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "DEG_depsgraph_query.h"
#include "GPU_context.h"
#include "GPU_matrix.h"
#include "RE_engine.h"
#include "hydra/camera.h"
namespace blender::render::hydra {
struct ViewSettings {
ViewSettings(bContext *context);
int width();
int height();
pxr::GfCamera gf_camera();
io::hydra::CameraData camera_data;
int screen_width;
int screen_height;
pxr::GfVec4i border;
};
ViewSettings::ViewSettings(bContext *context)
: camera_data(CTX_wm_view3d(context), CTX_wm_region(context))
{
View3D *view3d = CTX_wm_view3d(context);
RegionView3D *region_data = static_cast<RegionView3D *>(CTX_wm_region_data(context));
ARegion *region = CTX_wm_region(context);
screen_width = region->winx;
screen_height = region->winy;
Scene *scene = CTX_data_scene(context);
/* Getting render border. */
int x1 = 0, y1 = 0;
int x2 = screen_width, y2 = screen_height;
if (region_data->persp == RV3D_CAMOB) {
if (scene->r.mode & R_BORDER) {
Object *camera_obj = scene->camera;
float camera_points[4][3];
BKE_camera_view_frame(scene, static_cast<Camera *>(camera_obj->data), camera_points);
float screen_points[4][2];
for (int i = 0; i < 4; i++) {
float world_location[] = {
camera_points[i][0], camera_points[i][1], camera_points[i][2], 1.0f};
mul_m4_v4(camera_obj->object_to_world, world_location);
mul_m4_v4(region_data->persmat, world_location);
if (world_location[3] > 0.0) {
screen_points[i][0] = screen_width * 0.5f +
screen_width * 0.5f * (world_location[0] / world_location[3]);
screen_points[i][1] = screen_height * 0.5f +
screen_height * 0.5f * (world_location[1] / world_location[3]);
}
}
/* Getting camera view region. */
float x1_f = std::min(
{screen_points[0][0], screen_points[1][0], screen_points[2][0], screen_points[3][0]});
float x2_f = std::max(
{screen_points[0][0], screen_points[1][0], screen_points[2][0], screen_points[3][0]});
float y1_f = std::min(
{screen_points[0][1], screen_points[1][1], screen_points[2][1], screen_points[3][1]});
float y2_f = std::max(
{screen_points[0][1], screen_points[1][1], screen_points[2][1], screen_points[3][1]});
/* Adjusting region to border. */
float x = x1_f, y = y1_f;
float dx = x2_f - x1_f, dy = y2_f - y1_f;
x1 = x + scene->r.border.xmin * dx;
x2 = x + scene->r.border.xmax * dx;
y1 = y + scene->r.border.ymin * dy;
y2 = y + scene->r.border.ymax * dy;
/* Adjusting to region screen resolution. */
x1 = std::max(std::min(x1, screen_width), 0);
x2 = std::max(std::min(x2, screen_width), 0);
y1 = std::max(std::min(y1, screen_height), 0);
y2 = std::max(std::min(y2, screen_height), 0);
}
}
else {
if (view3d->flag2 & V3D_RENDER_BORDER) {
int x = x1, y = y1;
int dx = x2 - x1, dy = y2 - y1;
x1 = int(x + view3d->render_border.xmin * dx);
x2 = int(x + view3d->render_border.xmax * dx);
y1 = int(y + view3d->render_border.ymin * dy);
y2 = int(y + view3d->render_border.ymax * dy);
}
}
border = pxr::GfVec4i(x1, y1, x2 - x1, y2 - y1);
}
int ViewSettings::width()
{
return border[2];
}
int ViewSettings::height()
{
return border[3];
}
pxr::GfCamera ViewSettings::gf_camera()
{
return camera_data.gf_camera(pxr::GfVec4f(float(border[0]) / screen_width,
float(border[1]) / screen_height,
float(border[2]) / screen_width,
float(border[3]) / screen_height));
}
DrawTexture::DrawTexture()
{
float coords[8] = {0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0};
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_vertformat_attr_add(&format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, 4);
GPU_vertbuf_attr_fill(vbo, 0, coords);
GPU_vertbuf_attr_fill(vbo, 1, coords);
batch_ = GPU_batch_create_ex(GPU_PRIM_TRI_FAN, vbo, nullptr, GPU_BATCH_OWNS_VBO);
}
DrawTexture::~DrawTexture()
{
if (texture_) {
GPU_texture_free(texture_);
}
GPU_batch_discard(batch_);
}
void DrawTexture::write_data(int width, int height, const void *data)
{
if (texture_ && width == GPU_texture_width(texture_) && height == GPU_texture_height(texture_)) {
if (data) {
GPU_texture_update(texture_, GPU_DATA_FLOAT, data);
}
return;
}
if (texture_) {
GPU_texture_free(texture_);
}
texture_ = GPU_texture_create_2d("tex_hydra_render_viewport",
width,
height,
1,
GPU_RGBA32F,
GPU_TEXTURE_USAGE_GENERAL,
(float *)data);
}
void DrawTexture::draw(GPUShader *shader, const pxr::GfVec4d &viewport, GPUTexture *tex)
{
if (!tex) {
tex = texture_;
}
int slot = GPU_shader_get_sampler_binding(shader, "image");
GPU_texture_bind(tex, slot);
GPU_shader_uniform_1i(shader, "image", slot);
GPU_matrix_push();
GPU_matrix_translate_2f(viewport[0], viewport[1]);
GPU_matrix_scale_2f(viewport[2] - viewport[0], viewport[3] - viewport[1]);
GPU_batch_set_shader(batch_, shader);
GPU_batch_draw(batch_);
GPU_matrix_pop();
}
GPUTexture *DrawTexture::texture() const
{
return texture_;
}
void ViewportEngine::render()
{
ViewSettings view_settings(context_);
if (view_settings.width() * view_settings.height() == 0) {
return;
};
pxr::GfCamera gf_camera = view_settings.gf_camera();
free_camera_delegate_->SetCamera(gf_camera);
pxr::GfVec4d viewport(view_settings.border[0],
view_settings.border[1],
view_settings.border[2],
view_settings.border[3]);
render_task_delegate_->set_viewport(viewport);
if (light_tasks_delegate_) {
light_tasks_delegate_->set_viewport(viewport);
}
render_task_delegate_->add_aov(pxr::HdAovTokens->color);
render_task_delegate_->add_aov(pxr::HdAovTokens->depth);
GPUFrameBuffer *view_framebuffer = GPU_framebuffer_active_get();
render_task_delegate_->bind();
auto t = tasks();
engine_->Execute(render_index_.get(), &t);
render_task_delegate_->unbind();
GPU_framebuffer_bind(view_framebuffer);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
GPU_shader_bind(shader);
GPURenderTaskDelegate *gpu_task = dynamic_cast<GPURenderTaskDelegate *>(
render_task_delegate_.get());
if (gpu_task) {
draw_texture_.draw(shader, viewport, gpu_task->aov_texture(pxr::HdAovTokens->color));
}
else {
draw_texture_.write_data(view_settings.width(), view_settings.height(), nullptr);
render_task_delegate_->read_aov(pxr::HdAovTokens->color, draw_texture_.texture());
draw_texture_.draw(shader, viewport);
}
GPU_shader_unbind();
if (renderer_percent_done() == 0.0f) {
time_begin_ = PIL_check_seconds_timer();
}
char elapsed_time[32];
BLI_timecode_string_from_time_simple(
elapsed_time, sizeof(elapsed_time), PIL_check_seconds_timer() - time_begin_);
float percent_done = renderer_percent_done();
if (!render_task_delegate_->is_converged()) {
notify_status(percent_done / 100.0,
std ::string("Time: ") + elapsed_time +
" | Done: " + std::to_string(int(percent_done)) + "%",
"Render");
bl_engine_->flag |= RE_ENGINE_DO_DRAW;
}
else {
notify_status(percent_done / 100.0, std::string("Time: ") + elapsed_time, "Rendering Done");
}
}
void ViewportEngine::render(bContext *context)
{
context_ = context;
render();
}
void ViewportEngine::notify_status(float /*progress*/,
const std::string &info,
const std::string &status)
{
RE_engine_update_stats(bl_engine_, status.c_str(), info.c_str());
}
} // namespace blender::render::hydra