diff options
Diffstat (limited to 'source/blender/draw/engines/gpencil/gpencil_render.c')
-rw-r--r-- | source/blender/draw/engines/gpencil/gpencil_render.c | 356 |
1 files changed, 356 insertions, 0 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_render.c b/source/blender/draw/engines/gpencil/gpencil_render.c new file mode 100644 index 00000000000..0b90de88ec1 --- /dev/null +++ b/source/blender/draw/engines/gpencil/gpencil_render.c @@ -0,0 +1,356 @@ +/* + * 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): Antonio Vazquez + * + */ + +/** \file blender/draw/engines/gpencil/gpencil_render.c + * \ingroup draw + */ +#include "BLI_rect.h" + +#include "DRW_engine.h" +#include "DRW_render.h" + +#include "BKE_camera.h" + +#include "DNA_gpencil_types.h" + +#include "DEG_depsgraph_query.h" + +#include "draw_mode_engines.h" + +#include "RE_pipeline.h" + +#include "gpencil_engine.h" + +/* Get pixel size for render +* This function uses the same calculation used for viewport, because if use +* camera pixelsize, the result is not correct. +*/ +static float get_render_pixelsize(float persmat[4][4], int winx, int winy) +{ + float v1[3], v2[3]; + float len_px, len_sc; + + v1[0] = persmat[0][0]; + v1[1] = persmat[1][0]; + v1[2] = persmat[2][0]; + + v2[0] = persmat[0][1]; + v2[1] = persmat[1][1]; + v2[2] = persmat[2][1]; + + len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2))); + len_sc = (float)MAX2(winx, winy); + + return len_px / len_sc; +} + +/* init render data */ +void GPENCIL_render_init(GPENCIL_Data *ved, RenderEngine *engine, struct Depsgraph *depsgraph) +{ + GPENCIL_Data *vedata = (GPENCIL_Data *)ved; + GPENCIL_StorageList *stl = vedata->stl; + GPENCIL_FramebufferList *fbl = vedata->fbl; + + Scene *scene = DEG_get_evaluated_scene(depsgraph); + const float *viewport_size = DRW_viewport_size_get(); + const int size[2] = { (int)viewport_size[0], (int)viewport_size[1] }; + + /* In render mode the default framebuffer is not generated + * because there is no viewport. So we need to manually create one + * NOTE : use 32 bit format for precision in render mode. + */ + /* create multiframe framebuffer for AA */ + if (U.gpencil_multisamples > 0) { + int rect_w = (int)viewport_size[0]; + int rect_h = (int)viewport_size[1]; + DRW_gpencil_multisample_ensure(vedata, rect_w, rect_h); + } + + vedata->render_depth_tx = DRW_texture_pool_query_2D( + size[0], size[1], GPU_DEPTH24_STENCIL8, + &draw_engine_gpencil_type); + vedata->render_color_tx = DRW_texture_pool_query_2D( + size[0], size[1], GPU_RGBA32F, + &draw_engine_gpencil_type); + GPU_framebuffer_ensure_config( + &fbl->main, { + GPU_ATTACHMENT_TEXTURE(vedata->render_depth_tx), + GPU_ATTACHMENT_TEXTURE(vedata->render_color_tx) + }); + + /* Alloc transient data. */ + if (!stl->g_data) { + stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); + } + + /* Set the pers & view matrix. */ + struct Object *camera = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re)); + float frame = BKE_scene_frame_get(scene); + RE_GetCameraWindow(engine->re, camera, frame, stl->storage->winmat); + RE_GetCameraModelMatrix(engine->re, camera, stl->storage->viewinv); + + invert_m4_m4(stl->storage->viewmat, stl->storage->viewinv); + mul_m4_m4m4(stl->storage->persmat, stl->storage->winmat, stl->storage->viewmat); + invert_m4_m4(stl->storage->persinv, stl->storage->persmat); + invert_m4_m4(stl->storage->wininv, stl->storage->winmat); + + DRW_viewport_matrix_override_set(stl->storage->persmat, DRW_MAT_PERS); + DRW_viewport_matrix_override_set(stl->storage->persinv, DRW_MAT_PERSINV); + DRW_viewport_matrix_override_set(stl->storage->winmat, DRW_MAT_WIN); + DRW_viewport_matrix_override_set(stl->storage->wininv, DRW_MAT_WININV); + DRW_viewport_matrix_override_set(stl->storage->viewmat, DRW_MAT_VIEW); + DRW_viewport_matrix_override_set(stl->storage->viewinv, DRW_MAT_VIEWINV); + + /* calculate pixel size for render */ + stl->storage->render_pixsize = get_render_pixelsize(stl->storage->persmat, viewport_size[0], viewport_size[1]); + /* INIT CACHE */ + GPENCIL_cache_init(vedata); +} + +/* render all objects and select only grease pencil */ +static void GPENCIL_render_cache( + void *vedata, struct Object *ob, + struct RenderEngine *UNUSED(engine), struct Depsgraph *UNUSED(depsgraph)) +{ + if ((ob == NULL) || (DRW_check_object_visible_within_active_context(ob) == false)) { + return; + } + + if (ob->type == OB_GPENCIL) { + GPENCIL_cache_populate(vedata, ob); + } +} + +/* TODO: Reuse Eevee code in shared module instead to duplicate here */ +static void GPENCIL_render_update_viewvecs(float invproj[4][4], float winmat[4][4], float(*r_viewvecs)[4]) +{ + /* view vectors for the corners of the view frustum. + * Can be used to recreate the world space position easily */ + float view_vecs[4][4] = { + { -1.0f, -1.0f, -1.0f, 1.0f }, + { 1.0f, -1.0f, -1.0f, 1.0f }, + { -1.0f, 1.0f, -1.0f, 1.0f }, + { -1.0f, -1.0f, 1.0f, 1.0f } + }; + + /* convert the view vectors to view space */ + const bool is_persp = (winmat[3][3] == 0.0f); + for (int i = 0; i < 4; i++) { + mul_project_m4_v3(invproj, view_vecs[i]); + /* normalized trick see: + * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ + if (is_persp) { + /* Divide XY by Z. */ + mul_v2_fl(view_vecs[i], 1.0f / view_vecs[i][2]); + } + } + + /** + * If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and + * view_vecs[1] is the vector going from the near-bottom-left corner to + * the far-top-right corner. + * If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner + * when Z = 1, and top-left corner if Z = 1. + * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed) + * distance from the near plane to the far clip plane. + **/ + copy_v4_v4(r_viewvecs[0], view_vecs[0]); + + /* we need to store the differences */ + r_viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0]; + r_viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1]; + r_viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2]; +} + +/* Update view_vecs */ +static void GPENCIL_render_update_vecs(GPENCIL_Data *vedata) +{ + GPENCIL_StorageList *stl = vedata->stl; + + float invproj[4][4], winmat[4][4]; + DRW_viewport_matrix_get(winmat, DRW_MAT_WIN); + DRW_viewport_matrix_get(invproj, DRW_MAT_WININV); + + /* this is separated to keep function equal to Eevee for future reuse of same code */ + GPENCIL_render_update_viewvecs(invproj, winmat, stl->storage->view_vecs); +} + +/* read z-depth render result */ +static void GPENCIL_render_result_z(struct RenderLayer *rl, const char *viewname, GPENCIL_Data *vedata, const rcti *rect) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + ViewLayer *view_layer = draw_ctx->view_layer; + GPENCIL_StorageList *stl = vedata->stl; + + if ((view_layer->passflag & SCE_PASS_Z) != 0) { + RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname); + + GPU_framebuffer_read_depth(vedata->fbl->main, rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), rp->rect); + + bool is_persp = DRW_viewport_is_persp_get(); + + GPENCIL_render_update_vecs(vedata); + + /* Convert ogl depth [0..1] to view Z [near..far] */ + for (int i = 0; i < BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect); i++) { + if (rp->rect[i] == 1.0f) { + rp->rect[i] = 1e10f; /* Background */ + } + else { + if (is_persp) { + rp->rect[i] = rp->rect[i] * 2.0f - 1.0f; + rp->rect[i] = stl->storage->winmat[3][2] / (rp->rect[i] + stl->storage->winmat[2][2]); + } + else { + rp->rect[i] = -stl->storage->view_vecs[0][2] + rp->rect[i] * -stl->storage->view_vecs[1][2]; + } + } + } + } +} + +/* read combined render result */ +static void GPENCIL_render_result_combined(struct RenderLayer *rl, const char *viewname, GPENCIL_Data *vedata, const rcti *rect) +{ + RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, viewname); + GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl; + + GPU_framebuffer_bind(fbl->main); + GPU_framebuffer_read_color(vedata->fbl->main, rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 4, 0, rp->rect); +} + +/* helper to blend pixels */ +static void blend_pixel(float src[4], float dst[4]) +{ + float alpha = src[3]; + + /* use blend: GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA */ + dst[0] = (src[0] * alpha) + (dst[0] * (1.0f - alpha)); + dst[1] = (src[1] * alpha) + (dst[1] * (1.0f - alpha)); + dst[2] = (src[2] * alpha) + (dst[2] * (1.0f - alpha)); +} + +/* render grease pencil to image */ +void GPENCIL_render_to_image(void *vedata, RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect) +{ + const char *viewname = RE_GetActiveRenderView(engine->re); + const DRWContextState *draw_ctx = DRW_context_state_get(); + int imgsize = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect); + + /* save previous render data */ + RenderPass *rpass_color_src = RE_pass_find_by_name(render_layer, RE_PASSNAME_COMBINED, viewname); + RenderPass *rpass_depth_src = RE_pass_find_by_name(render_layer, RE_PASSNAME_Z, viewname); + float *src_rect_color_data = NULL; + float *src_rect_depth_data = NULL; + if ((rpass_color_src) && (rpass_depth_src) && (rpass_color_src->rect) && (rpass_depth_src->rect)) { + src_rect_color_data = MEM_dupallocN(rpass_color_src->rect); + src_rect_depth_data = MEM_dupallocN(rpass_depth_src->rect); + } + else { + /* TODO: put this message in a better place */ + printf("Warning: To render grease pencil, enable Combined and Z passes.\n"); + } + + GPENCIL_engine_init(vedata); + GPENCIL_render_init(vedata, engine, draw_ctx->depsgraph); + + GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl; + Object *camera = DEG_get_evaluated_object(draw_ctx->depsgraph, RE_GetCamera(engine->re)); + stl->storage->camera = camera; /* save current camera */ + + GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl; + if (fbl->main) { + GPU_framebuffer_texture_attach(fbl->main, ((GPENCIL_Data *)vedata)->render_depth_tx, 0, 0); + GPU_framebuffer_texture_attach(fbl->main, ((GPENCIL_Data *)vedata)->render_color_tx, 0, 0); + /* clean first time the buffer */ + float clearcol[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + GPU_framebuffer_bind(fbl->main); + GPU_framebuffer_clear_color_depth(fbl->main, clearcol, 1.0f); + } + + /* loop all objects and draw */ + DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, GPENCIL_render_cache); + + GPENCIL_cache_finish(vedata); + GPENCIL_draw_scene(vedata); + + /* combined data */ + GPENCIL_render_result_combined(render_layer, viewname, vedata, rect); + /* z-depth data */ + GPENCIL_render_result_z(render_layer, viewname, vedata, rect); + + /* detach textures */ + if (fbl->main) { + GPU_framebuffer_texture_detach(fbl->main, ((GPENCIL_Data *)vedata)->render_depth_tx); + GPU_framebuffer_texture_detach(fbl->main, ((GPENCIL_Data *)vedata)->render_color_tx); + } + + /* merge previous render image with new GP image */ + if (src_rect_color_data) { + RenderPass *rpass_color_gp = RE_pass_find_by_name(render_layer, RE_PASSNAME_COMBINED, viewname); + RenderPass *rpass_depth_gp = RE_pass_find_by_name(render_layer, RE_PASSNAME_Z, viewname); + float *gp_rect_color_data = rpass_color_gp->rect; + float *gp_rect_depth_data = rpass_depth_gp->rect; + float *gp_pixel_rgba; + float *gp_pixel_depth; + float *src_pixel_rgba; + float *src_pixel_depth; + float tmp[4]; + + for (int i = 0; i < imgsize; i++) { + gp_pixel_rgba = &gp_rect_color_data[i * 4]; + gp_pixel_depth = &gp_rect_depth_data[i]; + + src_pixel_rgba = &src_rect_color_data[i * 4]; + src_pixel_depth = &src_rect_depth_data[i]; + + /* check grease pencil render transparency */ + if (gp_pixel_rgba[3] > 0.0f) { + copy_v4_v4(tmp, gp_pixel_rgba); + if (src_pixel_rgba[3] > 0.0f) { + /* copy source color on back */ + copy_v4_v4(gp_pixel_rgba, src_pixel_rgba); + /* check z-depth */ + if (gp_pixel_depth[0] > src_pixel_depth[0]) { + /* copy source z-depth */ + gp_pixel_depth[0] = src_pixel_depth[0]; + /* blend gp render */ + blend_pixel(tmp, gp_pixel_rgba); + /* blend object on top */ + blend_pixel(src_pixel_rgba, gp_pixel_rgba); + } + else { + /* blend gp render */ + blend_pixel(tmp, gp_pixel_rgba); + } + } + } + else { + copy_v4_v4(gp_pixel_rgba, src_pixel_rgba); + gp_pixel_depth[0] = src_pixel_depth[0]; + } + } + + /* free memory */ + MEM_SAFE_FREE(src_rect_color_data); + MEM_SAFE_FREE(src_rect_depth_data); + } +} |