diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2016-06-10 00:56:45 +0300 |
---|---|---|
committer | Benoit Bolsee <benoit.bolsee@online.be> | 2016-06-11 23:05:20 +0300 |
commit | 40f1c4f34337d7dfb3fa5bcbd2daa2f602e12011 (patch) | |
tree | 9487b558d82438484577598ac86d2c9a67185d92 /source/gameengine/VideoTexture/ImageRender.cpp | |
parent | 5b061ddf1e3fc0a80a2d0b9fe478b6882a5898bd (diff) |
BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
The render pass is enabled by default but it can be disabled with
bge.logic.setRender(False).
Once disabled, the render pass is skipped and a new logic frame starts
immediately. Note that VSync no longer limits the fps when render is off
but the 'Use Frame Rate' option in the Render Properties still does.
To run as many frames as possible, untick the option
This function is useful when you don't need the default render, e.g.
when doing offscreen render to an alternate device than the monitor.
Note that without VSync, you must limit the frame rate by other means.
fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
Use this method to create an offscreen buffer of given size, with given MSAA
samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
retrieve the frame buffer on the host and the latter if you want to pass the render
to another context (texture are proper OGL object, render buffers aren't)
The object created by this function can only be used as a parameter of the
bge.texture.ImageRender() constructor to send the the render to the FBO rather
than to the frame buffer. This is best suited when you want to create a render
of specific size, or if you need an image with an alpha channel.
bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
Without arg, the refresh method of the image objects is pretty much a no-op, it
simply invalidates the image so that on next texture refresh, the image will
be recalculated.
It is now possible to pass an optional buffer object to transfer the image (and
recalculate it if it was invalid) to an external object. The object must implement
the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
depending on format argument (only those 2 formats are supported) and ts is an
optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
With this function you don't need anymore to link the image object to a Texture
object to use: the image object is self-sufficient.
bge.texture.ImageRender(scene, camera, fbo=None)
Render to buffer is possible by passing a FBO object (see offScreenCreate).
bge.texture.ImageRender.render()
Allows asynchronous render: call this method to render the scene but without
extracting the pixels yet. The function returns as soon as the render commands
have been send to the GPU. The render will proceed asynchronously in the GPU
while the host can perform other tasks.
To complete the render, you can either call refresh() directly of refresh the texture
to which this object is the source. Asynchronous render is useful to achieve optimal
performance: call render() on frame N and refresh() on frame N+1 to give as much as
time as possible to the GPU to render the frame while the game engine can perform other tasks.
Support negative scale on camera.
Camera scale was previously ignored in the BGE.
It is now injected in the modelview matrix as a vertical or horizontal flip
of the scene (respectively if scaleY<0 and scaleX<0).
Note that the actual value of the scale is not used, only the sign.
This allows to flip the image produced by ImageRender() without any performance
degradation: the flip is integrated in the render itself.
Optimized image transfer from ImageRender to buffer.
Previously, images that were transferred to the host were always going through
buffers in VideoTexture. It is now possible to transfer ImageRender
images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
if the attributes of the ImageRender objects are set as follow:
flip=False, alpha=True, scale=False, depth=False, zbuff=False.
(if you need to flip the image, use camera negative scale)
Diffstat (limited to 'source/gameengine/VideoTexture/ImageRender.cpp')
-rw-r--r-- | source/gameengine/VideoTexture/ImageRender.cpp | 200 |
1 files changed, 166 insertions, 34 deletions
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp index a374fbba2df..9991bf42a9f 100644 --- a/source/gameengine/VideoTexture/ImageRender.cpp +++ b/source/gameengine/VideoTexture/ImageRender.cpp @@ -43,6 +43,8 @@ #include "RAS_CameraData.h" #include "RAS_MeshObject.h" #include "RAS_Polygon.h" +#include "RAS_IOffScreen.h" +#include "RAS_ISync.h" #include "BLI_math.h" #include "ImageRender.h" @@ -51,11 +53,12 @@ #include "Exception.h" #include "Texture.h" -ExceptionID SceneInvalid, CameraInvalid, ObserverInvalid; +ExceptionID SceneInvalid, CameraInvalid, ObserverInvalid, OffScreenInvalid; ExceptionID MirrorInvalid, MirrorSizeInvalid, MirrorNormalInvalid, MirrorHorizontal, MirrorTooSmall; ExpDesc SceneInvalidDesc(SceneInvalid, "Scene object is invalid"); ExpDesc CameraInvalidDesc(CameraInvalid, "Camera object is invalid"); ExpDesc ObserverInvalidDesc(ObserverInvalid, "Observer object is invalid"); +ExpDesc OffScreenInvalidDesc(OffScreenInvalid, "Offscreen object is invalid"); ExpDesc MirrorInvalidDesc(MirrorInvalid, "Mirror object is invalid"); ExpDesc MirrorSizeInvalidDesc(MirrorSizeInvalid, "Mirror has no vertex or no size"); ExpDesc MirrorNormalInvalidDesc(MirrorNormalInvalid, "Cannot determine mirror plane"); @@ -63,12 +66,15 @@ ExpDesc MirrorHorizontalDesc(MirrorHorizontal, "Mirror is horizontal in local sp ExpDesc MirrorTooSmallDesc(MirrorTooSmall, "Mirror is too small"); // constructor -ImageRender::ImageRender (KX_Scene *scene, KX_Camera * camera) : - ImageViewport(), +ImageRender::ImageRender (KX_Scene *scene, KX_Camera * camera, PyRASOffScreen * offscreen) : + ImageViewport(offscreen), m_render(true), + m_done(false), m_scene(scene), m_camera(camera), m_owncamera(false), + m_offscreen(offscreen), + m_sync(NULL), m_observer(NULL), m_mirror(NULL), m_clip(100.f), @@ -81,6 +87,10 @@ ImageRender::ImageRender (KX_Scene *scene, KX_Camera * camera) : m_engine = KX_GetActiveEngine(); m_rasterizer = m_engine->GetRasterizer(); m_canvas = m_engine->GetCanvas(); + // keep a reference to the offscreen buffer + if (m_offscreen) { + Py_INCREF(m_offscreen); + } } // destructor @@ -88,6 +98,9 @@ ImageRender::~ImageRender (void) { if (m_owncamera) m_camera->Release(); + if (m_sync) + delete m_sync; + Py_XDECREF(m_offscreen); } // get background color @@ -121,30 +134,41 @@ void ImageRender::setBackgroundFromScene (KX_Scene *scene) // capture image from viewport -void ImageRender::calcImage (unsigned int texId, double ts) +void ImageRender::calcViewport (unsigned int texId, double ts, unsigned int format) { - if (m_rasterizer->GetDrawingMode() != RAS_IRasterizer::KX_TEXTURED || // no need for texture - m_camera->GetViewport() || // camera must be inactive - m_camera == m_scene->GetActiveCamera()) - { - // no need to compute texture in non texture rendering - m_avail = false; - return; - } // render the scene from the camera - Render(); - // get image from viewport - ImageViewport::calcImage(texId, ts); - // restore OpenGL state - m_canvas->EndFrame(); + if (!m_done) { + if (!Render()) { + return; + } + } + else if (m_offscreen) { + m_offscreen->ofs->Bind(RAS_IOffScreen::RAS_OFS_BIND_READ); + } + // wait until all render operations are completed + WaitSync(); + // get image from viewport (or FBO) + ImageViewport::calcViewport(texId, ts, format); + if (m_offscreen) { + m_offscreen->ofs->Unbind(); + } } -void ImageRender::Render() +bool ImageRender::Render() { RAS_FrameFrustum frustum; - if (!m_render) - return; + if (!m_render || + m_rasterizer->GetDrawingMode() != RAS_IRasterizer::KX_TEXTURED || // no need for texture + m_camera->GetViewport() || // camera must be inactive + m_camera == m_scene->GetActiveCamera()) + { + // no need to compute texture in non texture rendering + return false; + } + + if (!m_scene->IsShadowDone()) + m_engine->RenderShadowBuffers(m_scene); if (m_mirror) { @@ -164,7 +188,7 @@ void ImageRender::Render() MT_Scalar observerDistance = mirrorPlaneDTerm - observerWorldPos.dot(mirrorWorldZ); // if distance < 0.01 => observer is on wrong side of mirror, don't render if (observerDistance < 0.01) - return; + return false; // set camera world position = observerPos + normal * 2 * distance MT_Point3 cameraWorldPos = observerWorldPos + (MT_Scalar(2.0)*observerDistance)*mirrorWorldZ; m_camera->GetSGNode()->SetLocalPosition(cameraWorldPos); @@ -215,7 +239,15 @@ void ImageRender::Render() RAS_Rect area = m_canvas->GetWindowArea(); // The screen area that ImageViewport will copy is also the rendering zone - m_canvas->SetViewPort(m_position[0], m_position[1], m_position[0]+m_capSize[0]-1, m_position[1]+m_capSize[1]-1); + if (m_offscreen) { + // bind the fbo and set the viewport to full size + m_offscreen->ofs->Bind(RAS_IOffScreen::RAS_OFS_BIND_RENDER); + // this is needed to stop crashing in canvas check + m_canvas->UpdateViewPort(0, 0, m_offscreen->ofs->GetWidth(), m_offscreen->ofs->GetHeight()); + } + else { + m_canvas->SetViewPort(m_position[0], m_position[1], m_position[0]+m_capSize[0]-1, m_position[1]+m_capSize[1]-1); + } m_canvas->ClearColor(m_background[0], m_background[1], m_background[2], m_background[3]); m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER); m_rasterizer->BeginFrame(m_engine->GetClockTime()); @@ -292,17 +324,18 @@ void ImageRender::Render() MT_Transform camtrans(m_camera->GetWorldToCamera()); MT_Matrix4x4 viewmat(camtrans); - m_rasterizer->SetViewMatrix(viewmat, m_camera->NodeGetWorldOrientation(), m_camera->NodeGetWorldPosition(), m_camera->GetCameraData()->m_perspective); + m_rasterizer->SetViewMatrix(viewmat, m_camera->NodeGetWorldOrientation(), m_camera->NodeGetWorldPosition(), m_camera->NodeGetLocalScaling(), m_camera->GetCameraData()->m_perspective); m_camera->SetModelviewMatrix(viewmat); // restore the stereo mode now that the matrix is computed m_rasterizer->SetStereoMode(stereomode); - if (stereomode == RAS_IRasterizer::RAS_STEREO_QUADBUFFERED) { - // In QUAD buffer stereo mode, the GE render pass ends with the right eye on the right buffer - // but we need to draw on the left buffer to capture the render - // TODO: implement an explicit function in rasterizer to restore the left buffer. - m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_LEFTEYE); - } + if (m_rasterizer->Stereo()) { + // stereo mode change render settings that disturb this render, cancel them all + // we don't need to restore them as they are set before each frame render. + glDrawBuffer(GL_BACK_LEFT); + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glDisable(GL_POLYGON_STIPPLE); + } m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera); @@ -314,8 +347,48 @@ void ImageRender::Render() // restore the canvas area now that the render is completed m_canvas->GetWindowArea() = area; + m_canvas->EndFrame(); + + // In case multisample is active, blit the FBO + if (m_offscreen) + m_offscreen->ofs->Blit(); + // end of all render operations, let's create a sync object just in case + if (m_sync) { + // a sync from a previous render, should not happen + delete m_sync; + m_sync = NULL; + } + m_sync = m_rasterizer->CreateSync(RAS_ISync::RAS_SYNC_TYPE_FENCE); + // remember that we have done render + m_done = true; + // the image is not available at this stage + m_avail = false; + return true; +} + +void ImageRender::Unbind() +{ + if (m_offscreen) + { + m_offscreen->ofs->Unbind(); + } } +void ImageRender::WaitSync() +{ + if (m_sync) { + m_sync->Wait(); + // done with it, deleted it + delete m_sync; + m_sync = NULL; + } + if (m_offscreen) { + // this is needed to finalize the image if the target is a texture + m_offscreen->ofs->MipMap(); + } + // all rendered operation done and complete, invalidate render for next time + m_done = false; +} // cast Image pointer to ImageRender inline ImageRender * getImageRender (PyImage *self) @@ -337,11 +410,13 @@ static int ImageRender_init(PyObject *pySelf, PyObject *args, PyObject *kwds) PyObject *scene; // camera object PyObject *camera; + // offscreen buffer object + PyRASOffScreen *offscreen = NULL; // parameter keywords - static const char *kwlist[] = {"sceneObj", "cameraObj", NULL}; + static const char *kwlist[] = {"sceneObj", "cameraObj", "ofsObj", NULL}; // get parameters - if (!PyArg_ParseTupleAndKeywords(args, kwds, "OO", - const_cast<char**>(kwlist), &scene, &camera)) + if (!PyArg_ParseTupleAndKeywords(args, kwds, "OO|O", + const_cast<char**>(kwlist), &scene, &camera, &offscreen)) return -1; try { @@ -357,11 +432,16 @@ static int ImageRender_init(PyObject *pySelf, PyObject *args, PyObject *kwds) // throw exception if camera is not available if (cameraPtr == NULL) THRWEXCP(CameraInvalid, S_OK); + if (offscreen) { + if (Py_TYPE(offscreen) != &PyRASOffScreen_Type) { + THRWEXCP(OffScreenInvalid, S_OK); + } + } // get pointer to image structure PyImage *self = reinterpret_cast<PyImage*>(pySelf); // create source object if (self->m_image != NULL) delete self->m_image; - self->m_image = new ImageRender(scenePtr, cameraPtr); + self->m_image = new ImageRender(scenePtr, cameraPtr, offscreen); } catch (Exception & exp) { @@ -372,6 +452,55 @@ static int ImageRender_init(PyObject *pySelf, PyObject *args, PyObject *kwds) return 0; } +static PyObject *ImageRender_refresh(PyImage *self, PyObject *args) +{ + ImageRender *imageRender = getImageRender(self); + + if (!imageRender) { + PyErr_SetString(PyExc_TypeError, "Incomplete ImageRender() object"); + return NULL; + } + if (PyArg_ParseTuple(args, "")) { + // refresh called with no argument. + // For other image objects it simply invalidates the image buffer + // For ImageRender it triggers a render+sync + // Note that this only makes sense when doing offscreen render on texture + if (!imageRender->isDone()) { + if (!imageRender->Render()) { + Py_RETURN_FALSE; + } + // as we are not trying to read the pixels, just unbind + imageRender->Unbind(); + } + // wait until all render operations are completed + // this will also finalize the texture + imageRender->WaitSync(); + Py_RETURN_TRUE; + } + else { + // fallback on standard processing + PyErr_Clear(); + return Image_refresh(self, args); + } +} + +// refresh image +static PyObject *ImageRender_render(PyImage *self) +{ + ImageRender *imageRender = getImageRender(self); + + if (!imageRender) { + PyErr_SetString(PyExc_TypeError, "Incomplete ImageRender() object"); + return NULL; + } + if (!imageRender->Render()) { + Py_RETURN_FALSE; + } + // we are not reading the pixels now, unbind + imageRender->Unbind(); + Py_RETURN_TRUE; +} + // get background color static PyObject *getBackground (PyImage *self, void *closure) @@ -410,7 +539,8 @@ static int setBackground(PyImage *self, PyObject *value, void *closure) // methods structure static PyMethodDef imageRenderMethods[] = { // methods from ImageBase class - {"refresh", (PyCFunction)Image_refresh, METH_NOARGS, "Refresh image - invalidate its current content"}, + {"refresh", (PyCFunction)ImageRender_refresh, METH_VARARGS, "Refresh image - invalidate its current content after optionally transferring its content to a target buffer"}, + {"render", (PyCFunction)ImageRender_render, METH_NOARGS, "Render scene - run before refresh() to performs asynchronous render"}, {NULL} }; // attributes structure @@ -601,7 +731,9 @@ static PyGetSetDef imageMirrorGetSets[] = ImageRender::ImageRender (KX_Scene *scene, KX_GameObject *observer, KX_GameObject *mirror, RAS_IPolyMaterial *mat) : ImageViewport(), m_render(false), + m_done(false), m_scene(scene), + m_offscreen(NULL), m_observer(observer), m_mirror(mirror), m_clip(100.f) |