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authorCampbell Barton <ideasman42@gmail.com>2017-05-03 14:59:03 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-05-03 15:03:48 +0300
commit825430c589e80ee0bfd5ebdee1ce855e81ff76db (patch)
tree5161701f65139f250f705ff6b130b1e22978920a /source/blender/editors/space_view3d/view3d_draw.c
parenta2a436bba36798040874a409a25b7ffddc45dac6 (diff)
Cleanup: move off-screen drawing to view3d_draw.c
Since offscreen drawing now uses draw engine, this doesn't need to be considered legacy. Note that there are some calls into view3d_draw_legacy.c from view3d_draw.c this is generally not accepted, so its only dont where there are checks for new/old engine. Functions exposed to do this use a VP_deprecated prefix.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c423
1 files changed, 421 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 1f46a891e76..c00a3e2b0b7 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -35,6 +35,7 @@
#include "BKE_camera.h"
#include "BKE_context.h"
+#include "BKE_global.h"
#include "BKE_key.h"
#include "BKE_scene.h"
#include "BKE_object.h"
@@ -48,6 +49,7 @@
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_threads.h"
+#include "BLI_jitter.h"
#include "BLT_translation.h"
@@ -72,11 +74,13 @@
#include "DEG_depsgraph_query.h"
+#include "GPU_draw.h"
#include "GPU_matrix.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_material.h"
#include "GPU_viewport.h"
+#include "GPU_compositing.h"
#include "MEM_guardedalloc.h"
@@ -88,6 +92,9 @@
#include "WM_api.h"
#include "WM_types.h"
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
#include "view3d_intern.h" /* own include */
/* prototypes */
@@ -2444,11 +2451,416 @@ void view3d_main_region_draw(const bContext *C, ARegion *ar)
v3d->flag |= V3D_INVALID_BACKBUF;
}
-/* ******************** legacy interface ***************** */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Offscreen Drawing
+ * \{ */
+
+static void view3d_stereo3d_setup_offscreen(
+ Scene *scene, View3D *v3d, ARegion *ar,
+ float winmat[4][4], const char *viewname)
+{
+ /* update the viewport matrices with the new camera */
+ if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
+ float viewmat[4][4];
+ const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
+
+ BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+ }
+ else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
+ float viewmat[4][4];
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+
+ BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+ }
+}
+
+void ED_view3d_draw_offscreen_init(Scene *scene, SceneLayer *sl, View3D *v3d)
+{
+ RenderEngineType *type = RE_engines_find(scene->r.engine);
+ if (IS_VIEWPORT_LEGACY(v3d) && ((type->flag & RE_USE_LEGACY_PIPELINE) != 0)) {
+ /* shadow buffers, before we setup matrices */
+ if (draw_glsl_material(scene, sl, NULL, v3d, v3d->drawtype)) {
+ VP_deprecated_gpu_update_lamps_shadows_world(scene, v3d);
+ }
+ }
+}
+
+/*
+ * Function to clear the view
+ */
+static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
+{
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
+ VP_view3d_draw_background_world(scene, v3d, ar->regiondata);
+ }
+ else {
+ VP_view3d_draw_background_none();
+ }
+}
+
+/* ED_view3d_draw_offscreen_init should be called before this to initialize
+ * stuff like shadow buffers
+ */
+void ED_view3d_draw_offscreen(
+ Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
+ float viewmat[4][4], float winmat[4][4],
+ bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
+ GPUFX *fx, GPUFXSettings *fx_settings,
+ GPUOffScreen *ofs)
+{
+ bool do_compositing = false;
+ RegionView3D *rv3d = ar->regiondata;
+
+ /* set temporary new size */
+ int bwinx = ar->winx;
+ int bwiny = ar->winy;
+ rcti brect = ar->winrct;
+
+ ar->winx = winx;
+ ar->winy = winy;
+ ar->winrct.xmin = 0;
+ ar->winrct.ymin = 0;
+ ar->winrct.xmax = winx;
+ ar->winrct.ymax = winy;
+
+ struct bThemeState theme_state;
+ UI_Theme_Store(&theme_state);
+ UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+
+ /* set flags */
+ G.f |= G_RENDER_OGL;
+
+ if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ /* free images which can have changed on frame-change
+ * warning! can be slow so only free animated images - campbell */
+ GPU_free_images_anim();
+ }
+
+ gpuPushProjectionMatrix();
+ gpuLoadIdentity();
+ gpuPushMatrix();
+ gpuLoadIdentity();
+
+ /* clear opengl buffers */
+ if (do_sky) {
+ view3d_main_region_clear(scene, v3d, ar);
+ }
+ else {
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+
+ if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
+ view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
+ else
+ VP_legacy_view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
+
+ /* framebuffer fx needed, we need to draw offscreen first */
+ if (v3d->fx_settings.fx_flag && fx) {
+ GPUSSAOSettings *ssao = NULL;
+
+ if (v3d->drawtype < OB_SOLID) {
+ ssao = v3d->fx_settings.ssao;
+ v3d->fx_settings.ssao = NULL;
+ }
+
+ do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
+
+ if (ssao)
+ v3d->fx_settings.ssao = ssao;
+ }
+
+ /* main drawing call */
+ RenderEngineType *type = RE_engines_find(scene->r.engine);
+ if (IS_VIEWPORT_LEGACY(v3d) && ((type->flag & RE_USE_LEGACY_PIPELINE) != 0)) {
+ VP_deprecated_view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
+ }
+ else {
+ /* XXX, should take depsgraph as arg */
+ DRW_draw_render_loop_offscreen(scene->depsgraph, ar, v3d, ofs);
+ }
+
+ /* post process */
+ if (do_compositing) {
+ if (!winmat)
+ is_persp = rv3d->is_persp;
+ GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
+ }
+
+ if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ /* draw grease-pencil stuff */
+ ED_region_pixelspace(ar);
+
+ if (v3d->flag2 & V3D_SHOW_GPENCIL) {
+ /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
+ ED_gpencil_draw_view3d(NULL, scene, v3d, ar, false);
+ }
+
+ /* freeing the images again here could be done after the operator runs, leaving for now */
+ GPU_free_images_anim();
+ }
+
+ /* restore size */
+ ar->winx = bwinx;
+ ar->winy = bwiny;
+ ar->winrct = brect;
+
+ gpuPopProjectionMatrix();
+ gpuPopMatrix();
+
+ UI_Theme_Restore(&theme_state);
+
+ G.f &= ~G_RENDER_OGL;
+}
+
/**
+ * Utility func for ED_view3d_draw_offscreen
+ *
+ * \param ofs: Optional off-screen buffer, can be NULL.
+ * (avoids re-creating when doing multiple GL renders).
+ */
+ImBuf *ED_view3d_draw_offscreen_imbuf(
+ Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, int sizex, int sizey,
+ unsigned int flag, bool draw_background,
+ int alpha_mode, int samples, bool full_samples, const char *viewname,
+ /* output vars */
+ GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
+{
+ RegionView3D *rv3d = ar->regiondata;
+ const bool draw_sky = (alpha_mode == R_ADDSKY);
+
+ /* view state */
+ GPUFXSettings fx_settings = v3d->fx_settings;
+ bool is_ortho = false;
+ float winmat[4][4];
+
+ if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
+ /* sizes differ, can't reuse */
+ ofs = NULL;
+ }
+
+ const bool own_ofs = (ofs == NULL);
+
+ if (own_ofs) {
+ /* bind */
+ ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, err_out);
+ if (ofs == NULL) {
+ return NULL;
+ }
+ }
+
+ ED_view3d_draw_offscreen_init(scene, sl, v3d);
+
+ GPU_offscreen_bind(ofs, true);
+
+ /* read in pixels & stamp */
+ ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
+
+ /* render 3d view */
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ CameraParams params;
+ Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+
+ BKE_camera_params_init(&params);
+ /* fallback for non camera objects */
+ params.clipsta = v3d->near;
+ params.clipend = v3d->far;
+ BKE_camera_params_from_object(&params, camera);
+ BKE_camera_multiview_params(&scene->r, &params, camera, viewname);
+ BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
+ BKE_camera_params_compute_matrix(&params);
+
+ BKE_camera_to_gpu_dof(camera, &fx_settings);
+
+ is_ortho = params.is_ortho;
+ copy_m4_m4(winmat, params.winmat);
+ }
+ else {
+ rctf viewplane;
+ float clipsta, clipend;
+
+ is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
+ if (is_ortho) {
+ orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
+ }
+ else {
+ perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
+ }
+ }
+
+ if ((samples && full_samples) == 0) {
+ /* Single-pass render, common case */
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat,
+ draw_background, draw_sky, !is_ortho, viewname,
+ fx, &fx_settings, ofs);
+
+ if (ibuf->rect_float) {
+ GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
+ }
+ else if (ibuf->rect) {
+ GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
+ }
+ }
+ else {
+ /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
+ * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
+ static float jit_ofs[32][2];
+ float winmat_jitter[4][4];
+ /* use imbuf as temp storage, before writing into it from accumulation buffer */
+ unsigned char *rect_temp = ibuf->rect ? (void *)ibuf->rect : (void *)ibuf->rect_float;
+ unsigned int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int[4]), "accum1");
+
+ BLI_jitter_init(jit_ofs, samples);
+
+ /* first sample buffer, also initializes 'rv3d->persmat' */
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat,
+ draw_background, draw_sky, !is_ortho, viewname,
+ fx, &fx_settings, ofs);
+ GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
+
+ unsigned i = sizex * sizey * 4;
+ while (i--) {
+ accum_buffer[i] = rect_temp[i];
+ }
+
+ /* skip the first sample */
+ for (int j = 1; j < samples; j++) {
+ copy_m4_m4(winmat_jitter, winmat);
+ window_translate_m4(
+ winmat_jitter, rv3d->persmat,
+ (jit_ofs[j][0] * 2.0f) / sizex,
+ (jit_ofs[j][1] * 2.0f) / sizey);
+
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
+ draw_background, draw_sky, !is_ortho, viewname,
+ fx, &fx_settings, ofs);
+ GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
+
+ i = sizex * sizey * 4;
+ while (i--) {
+ accum_buffer[i] += rect_temp[i];
+ }
+ }
+
+ if (ibuf->rect_float) {
+ float *rect_float = ibuf->rect_float;
+ i = sizex * sizey * 4;
+ while (i--) {
+ rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f);
+ }
+ }
+ else {
+ unsigned char *rect_ub = (unsigned char *)ibuf->rect;
+ i = sizex * sizey * 4;
+ while (i--) {
+ rect_ub[i] = accum_buffer[i] / samples;
+ }
+ }
+
+ MEM_freeN(accum_buffer);
+ }
+
+ /* unbind */
+ GPU_offscreen_unbind(ofs, true);
+
+ if (own_ofs) {
+ GPU_offscreen_free(ofs);
+ }
+
+ if (ibuf->rect_float && ibuf->rect)
+ IMB_rect_from_float(ibuf);
+
+ return ibuf;
+}
+
+/**
+ * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
+ *
+ * \param ofs: Optional off-screen buffer can be NULL.
+ * (avoids re-creating when doing multiple GL renders).
+ *
+ * \note used by the sequencer
+ */
+ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
+ Scene *scene, SceneLayer *sl, Object *camera, int width, int height,
+ unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background,
+ int alpha_mode, int samples, bool full_samples, const char *viewname,
+ GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
+{
+ View3D v3d = {NULL};
+ ARegion ar = {NULL};
+ RegionView3D rv3d = {{{0}}};
+
+ /* connect data */
+ v3d.regionbase.first = v3d.regionbase.last = &ar;
+ ar.regiondata = &rv3d;
+ ar.regiontype = RGN_TYPE_WINDOW;
+
+ v3d.camera = camera;
+ v3d.lay = scene->lay;
+ v3d.drawtype = drawtype;
+ v3d.flag2 = V3D_RENDER_OVERRIDE;
+
+ if (use_gpencil)
+ v3d.flag2 |= V3D_SHOW_GPENCIL;
+
+ if (use_solid_tex)
+ v3d.flag2 |= V3D_SOLID_TEX;
+
+ if (draw_background)
+ v3d.flag3 |= V3D_SHOW_WORLD;
+
+ rv3d.persp = RV3D_CAMOB;
+
+ copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
+ normalize_m4(rv3d.viewinv);
+ invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
+
+ {
+ CameraParams params;
+ Object *view_camera = BKE_camera_multiview_render(scene, v3d.camera, viewname);
+
+ BKE_camera_params_init(&params);
+ BKE_camera_params_from_object(&params, view_camera);
+ BKE_camera_multiview_params(&scene->r, &params, view_camera, viewname);
+ BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
+ BKE_camera_params_compute_matrix(&params);
+
+ copy_m4_m4(rv3d.winmat, params.winmat);
+ v3d.near = params.clipsta;
+ v3d.far = params.clipend;
+ v3d.lens = params.lens;
+ }
+
+ mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
+ invert_m4_m4(rv3d.persinv, rv3d.viewinv);
+
+ return ED_view3d_draw_offscreen_imbuf(
+ scene, sl, &v3d, &ar, width, height, flag,
+ draw_background, alpha_mode, samples, full_samples, viewname,
+ fx, ofs, err_out);
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Legacy Interface
+ *
* This will be removed once the viewport gets replaced
* meanwhile it should keep the old viewport working.
- */
+ *
+ * \{ */
void VP_legacy_drawcursor(Scene *scene, SceneLayer *sl, ARegion *ar, View3D *v3d)
{
@@ -2526,3 +2938,10 @@ void VP_view3d_draw_background_world(Scene *scene, View3D *v3d, RegionView3D *rv
{
view3d_draw_background_world(scene, v3d, rv3d);
}
+
+void VP_view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
+{
+ view3d_main_region_clear(scene, v3d, ar);
+}
+
+/** \} */