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goo-engine/source/blender/draw/engines/workbench/workbench_render.cc
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/* SPDX-FileCopyrightText: 2016 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw_engine
*
* Render functions for final render output.
*/
#include "BLI_rect.h"
#include "DNA_node_types.h"
#include "BKE_report.h"
#include "DRW_render.h"
#include "ED_view3d.hh"
#include "GPU_context.h"
#include "GPU_shader.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "IMB_imbuf_types.h"
#include "RE_pipeline.h"
#include "workbench_private.h"
static void workbench_render_cache(void *vedata,
Object *ob,
RenderEngine * /*engine*/,
Depsgraph * /*depsgraph*/)
{
workbench_cache_populate(vedata, ob);
}
static void workbench_render_matrices_init(RenderEngine *engine, Depsgraph *depsgraph)
{
/* TODO(sergey): Shall render hold pointer to an evaluated camera instead? */
Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re));
/* Set the perspective, view and window matrix. */
float winmat[4][4], viewmat[4][4], viewinv[4][4];
RE_GetCameraWindow(engine->re, ob_camera_eval, winmat);
RE_GetCameraModelMatrix(engine->re, ob_camera_eval, viewinv);
invert_m4_m4(viewmat, viewinv);
DRWView *view = DRW_view_create(viewmat, winmat, nullptr, nullptr, nullptr);
DRW_view_default_set(view);
DRW_view_set_active(view);
}
static bool workbench_render_framebuffers_init()
{
/* For image render, allocate own buffers because we don't have a viewport. */
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {int(viewport_size[0]), int(viewport_size[1])};
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* When doing a multi view rendering the first view will allocate the buffers
* the other views will reuse these buffers */
if (dtxl->color == nullptr) {
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT;
BLI_assert(dtxl->depth == nullptr);
dtxl->color = GPU_texture_create_2d(
"txl.color", UNPACK2(size), 1, GPU_RGBA16F, usage, nullptr);
dtxl->depth = GPU_texture_create_2d(
"txl.depth", UNPACK2(size), 1, GPU_DEPTH24_STENCIL8, usage, nullptr);
}
if (!(dtxl->depth && dtxl->color)) {
return false;
}
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
GPU_framebuffer_ensure_config(
&dfbl->default_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)});
GPU_framebuffer_ensure_config(&dfbl->depth_only_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_NONE});
GPU_framebuffer_ensure_config(&dfbl->color_only_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(dtxl->color)});
bool ok = true;
ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, nullptr);
ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, nullptr);
ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, nullptr);
return ok;
}
static void workbench_render_result_z(RenderLayer *rl, const char *viewname, const rcti *rect)
{
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
if ((view_layer->passflag & SCE_PASS_Z) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
float *rp_buffer_data = rp->ibuf->float_buffer.data;
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_read_depth(dfbl->default_fb,
rect->xmin,
rect->ymin,
BLI_rcti_size_x(rect),
BLI_rcti_size_y(rect),
GPU_DATA_FLOAT,
rp_buffer_data);
float winmat[4][4];
DRW_view_winmat_get(nullptr, winmat, false);
int pix_num = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect);
/* Convert GPU depth [0..1] to view Z [near..far] */
if (DRW_view_is_persp_get(nullptr)) {
for (int i = 0; i < pix_num; i++) {
if (rp_buffer_data[i] == 1.0f) {
rp_buffer_data[i] = 1e10f; /* Background */
}
else {
rp_buffer_data[i] = rp_buffer_data[i] * 2.0f - 1.0f;
rp_buffer_data[i] = winmat[3][2] / (rp_buffer_data[i] + winmat[2][2]);
}
}
}
else {
/* Keep in mind, near and far distance are negatives. */
float near = DRW_view_near_distance_get(nullptr);
float far = DRW_view_far_distance_get(nullptr);
float range = fabsf(far - near);
for (int i = 0; i < pix_num; i++) {
if (rp_buffer_data[i] == 1.0f) {
rp_buffer_data[i] = 1e10f; /* Background */
}
else {
rp_buffer_data[i] = rp_buffer_data[i] * range - near;
}
}
}
}
}
void workbench_render(void *ved, RenderEngine *engine, RenderLayer *render_layer, const rcti *rect)
{
WORKBENCH_Data *data = static_cast<WORKBENCH_Data *>(ved);
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
Depsgraph *depsgraph = draw_ctx->depsgraph;
workbench_render_matrices_init(engine, depsgraph);
if (!workbench_render_framebuffers_init()) {
RE_engine_report(engine, RPT_ERROR, "Failed to allocate OpenGL buffers");
return;
}
workbench_private_data_alloc(data->stl);
data->stl->wpd->cam_original_ob = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re));
workbench_engine_init(data);
workbench_cache_init(data);
DRW_render_object_iter(data, engine, depsgraph, workbench_render_cache);
workbench_cache_finish(data);
DRW_render_instance_buffer_finish();
/* Also we weed to have a correct FBO bound for #DRW_curves_update */
GPU_framebuffer_bind(dfbl->default_fb);
DRW_curves_update();
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
WORKBENCH_PrivateData *wpd = data->stl->wpd;
while (wpd->taa_sample < max_ii(1, wpd->taa_sample_len)) {
if (RE_engine_test_break(engine)) {
break;
}
workbench_update_world_ubo(wpd);
workbench_draw_sample(data);
}
workbench_draw_finish(data);
/* Perform render step between samples to allow
* flushing of freed GPUBackend resources. */
GPU_render_step();
/* Write render output. */
const char *viewname = RE_GetActiveRenderView(engine->re);
RenderPass *rp = RE_pass_find_by_name(render_layer, RE_PASSNAME_COMBINED, viewname);
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_read_color(dfbl->default_fb,
rect->xmin,
rect->ymin,
BLI_rcti_size_x(rect),
BLI_rcti_size_y(rect),
4,
0,
GPU_DATA_FLOAT,
rp->ibuf->float_buffer.data);
workbench_render_result_z(render_layer, viewname, rect);
}
void workbench_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
{
RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
if ((view_layer->passflag & SCE_PASS_Z) != 0) {
RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_Z, 1, "Z", SOCK_FLOAT);
}
}