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Diffstat (limited to 'source/blender/draw/engines/external/external_engine.c')
-rw-r--r--source/blender/draw/engines/external/external_engine.c234
1 files changed, 234 insertions, 0 deletions
diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c
new file mode 100644
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+++ b/source/blender/draw/engines/external/external_engine.c
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+/*
+ * Copyright 2017, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file external_engine.c
+ * \ingroup draw_engine
+ *
+ * Base engine for external render engines.
+ * We use it for depth and non-mesh objects.
+ */
+
+#include "DRW_render.h"
+
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+
+#include "BKE_icons.h"
+#include "BKE_idprop.h"
+#include "BKE_main.h"
+
+#include "ED_view3d.h"
+#include "ED_screen.h"
+
+#include "GPU_glew.h"
+#include "GPU_matrix.h"
+#include "GPU_shader.h"
+#include "GPU_viewport.h"
+
+#include "external_engine.h"
+/* Shaders */
+
+#define EXTERNAL_ENGINE "BLENDER_EXTERNAL"
+
+/* *********** LISTS *********** */
+
+/* GPUViewport.storage
+ * Is freed everytime the viewport engine changes */
+typedef struct EXTERNAL_Storage {
+ int dummy;
+} EXTERNAL_Storage;
+
+typedef struct EXTERNAL_StorageList {
+ struct EXTERNAL_Storage *storage;
+ struct EXTERNAL_PrivateData *g_data;
+} EXTERNAL_StorageList;
+
+typedef struct EXTERNAL_FramebufferList {
+ struct GPUFrameBuffer *default_fb;
+} EXTERNAL_FramebufferList;
+
+typedef struct EXTERNAL_TextureList {
+ /* default */
+ struct GPUTexture *depth;
+} EXTERNAL_TextureList;
+
+typedef struct EXTERNAL_PassList {
+ struct DRWPass *depth_pass;
+} EXTERNAL_PassList;
+
+typedef struct EXTERNAL_Data {
+ void *engine_type;
+ EXTERNAL_FramebufferList *fbl;
+ EXTERNAL_TextureList *txl;
+ EXTERNAL_PassList *psl;
+ EXTERNAL_StorageList *stl;
+ char info[GPU_INFO_SIZE];
+} EXTERNAL_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* Depth Pre Pass */
+ struct GPUShader *depth_sh;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct EXTERNAL_PrivateData {
+ DRWShadingGroup *depth_shgrp;
+} EXTERNAL_PrivateData; /* Transient data */
+
+/* Functions */
+
+static void external_engine_init(void *UNUSED(vedata))
+{
+ /* Depth prepass */
+ if (!e_data.depth_sh) {
+ e_data.depth_sh = DRW_shader_create_3D_depth_only();
+ }
+}
+
+static void external_cache_init(void *vedata)
+{
+ EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
+ EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ /* Depth Pass */
+ {
+ psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+ stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
+ }
+}
+
+static void external_cache_populate(void *vedata, Object *ob)
+{
+ EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
+
+ if (!DRW_object_is_renderable(ob))
+ return;
+
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ /* Depth Prepass */
+ DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
+ }
+}
+
+static void external_cache_finish(void *UNUSED(vedata))
+{
+}
+
+static void external_draw_scene_do(void *vedata)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ ARegion *ar = draw_ctx->ar;
+ RenderEngineType *type;
+
+ DRW_state_reset_ex(DRW_STATE_DEFAULT & ~DRW_STATE_DEPTH_LESS);
+
+ /* Create render engine. */
+ if (!rv3d->render_engine) {
+ RenderEngineType *engine_type = draw_ctx->engine_type;
+
+ if (!(engine_type->view_update && engine_type->render_to_view)) {
+ return;
+ }
+
+ RenderEngine *engine = RE_engine_create_ex(engine_type, true);
+ engine->tile_x = scene->r.tilex;
+ engine->tile_y = scene->r.tiley;
+ engine_type->view_update(engine, draw_ctx->evil_C);
+ rv3d->render_engine = engine;
+ }
+
+ /* Rendered draw. */
+ gpuPushProjectionMatrix();
+ ED_region_pixelspace(ar);
+
+ /* Render result draw. */
+ type = rv3d->render_engine->type;
+ type->render_to_view(rv3d->render_engine, draw_ctx->evil_C);
+
+ gpuPopProjectionMatrix();
+
+ /* Set render info. */
+ EXTERNAL_Data *data = vedata;
+ if (rv3d->render_engine->text[0] != '\0') {
+ BLI_strncpy(data->info, rv3d->render_engine->text, sizeof(data->info));
+ }
+ else {
+ data->info[0] = '\0';
+ }
+}
+
+static void external_draw_scene(void *vedata)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
+
+ /* Will be NULL during OpenGL render.
+ * OpenGL render is used for quick preview (thumbnails or sequencer preview)
+ * where using the rendering engine to preview doesn't make so much sense. */
+ if (draw_ctx->evil_C) {
+ external_draw_scene_do(vedata);
+ }
+ DRW_draw_pass(psl->depth_pass);
+}
+
+static void external_engine_free(void)
+{
+ /* All shaders are builtin. */
+}
+
+static const DrawEngineDataSize external_data_size = DRW_VIEWPORT_DATA_SIZE(EXTERNAL_Data);
+
+DrawEngineType draw_engine_external_type = {
+ NULL, NULL,
+ N_("External"),
+ &external_data_size,
+ &external_engine_init,
+ &external_engine_free,
+ &external_cache_init,
+ &external_cache_populate,
+ &external_cache_finish,
+ NULL,
+ &external_draw_scene,
+ NULL,
+ NULL,
+ NULL,
+};
+
+/* Note: currently unused, we should not register unless we want to see this when debugging the view. */
+
+RenderEngineType DRW_engine_viewport_external_type = {
+ NULL, NULL,
+ EXTERNAL_ENGINE, N_("External"), RE_INTERNAL,
+ NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
+ &draw_engine_external_type,
+ {NULL, NULL, NULL}
+};
+
+#undef EXTERNAL_ENGINE