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Diffstat (limited to 'source/blender/draw/engines/gpencil/gpencil_render.c')
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_render.c356
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
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+++ 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);
+ }
+}