diff options
Diffstat (limited to 'source/blender/draw/engines/gpencil/gpencil_render.c')
-rw-r--r-- | source/blender/draw/engines/gpencil/gpencil_render.c | 567 |
1 files changed, 295 insertions, 272 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_render.c b/source/blender/draw/engines/gpencil/gpencil_render.c index 45fef77cbac..282c4ca3a77 100644 --- a/source/blender/draw/engines/gpencil/gpencil_render.c +++ b/source/blender/draw/engines/gpencil/gpencil_render.c @@ -16,7 +16,7 @@ * Copyright 2017, Blender Foundation. */ - /** \file +/** \file * \ingroup draw */ #include "BLI_rect.h" @@ -35,322 +35,345 @@ #include "gpencil_engine.h" - /* Get pixel size for render +/* 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; + 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]; + 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]; + 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); + 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; + 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_DEPTH_COMPONENT24, - &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); + 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_DEPTH_COMPONENT24, &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)) +static void GPENCIL_render_cache(void *vedata, + struct Object *ob, + struct RenderEngine *UNUSED(engine), + struct Depsgraph *UNUSED(depsgraph)) { - if (ob && ob->type == OB_GPENCIL) { - if (DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF) { - GPENCIL_cache_populate(vedata, ob); - } - } + if (ob && ob->type == OB_GPENCIL) { + if (DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF) { + 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]) +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]; + /* 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; + 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); + 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); + /* 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) +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]; - } - } - } - } + 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) +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); + 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 top_color[4], float bottom_color[4], float dst_color[4]) { - float alpha = top_color[3]; + float alpha = top_color[3]; - /* use blend: GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA */ - dst_color[0] = (top_color[0] * alpha) + (bottom_color[0] * (1.0f - alpha)); - dst_color[1] = (top_color[1] * alpha) + (bottom_color[1] * (1.0f - alpha)); - dst_color[2] = (top_color[2] * alpha) + (bottom_color[2] * (1.0f - alpha)); + /* use blend: GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA */ + dst_color[0] = (top_color[0] * alpha) + (bottom_color[0] * (1.0f - alpha)); + dst_color[1] = (top_color[1] * alpha) + (bottom_color[1] * (1.0f - alpha)); + dst_color[2] = (top_color[2] * alpha) + (bottom_color[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) +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; - - 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) { - if (src_pixel_rgba[3] > 0.0f) { - /* 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 object on top */ - if (src_pixel_rgba[3] < 1.0f) { - blend_pixel(src_pixel_rgba, gp_pixel_rgba, gp_pixel_rgba); - } - else { - copy_v4_v4(gp_pixel_rgba, src_pixel_rgba); - } - } - else { - /* blend gp render */ - if (gp_pixel_rgba[3] < 1.0f) { - /* premult alpha factor to remove double blend effects */ - mul_v3_fl(gp_pixel_rgba, 1.0f / gp_pixel_rgba[3]); - - blend_pixel(gp_pixel_rgba, src_pixel_rgba, gp_pixel_rgba); - - gp_pixel_rgba[3] = gp_pixel_rgba[3] > src_pixel_rgba[3] ? gp_pixel_rgba[3] : src_pixel_rgba[3]; - } - } - } - } - 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); - } + 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; + + 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) { + if (src_pixel_rgba[3] > 0.0f) { + /* 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 object on top */ + if (src_pixel_rgba[3] < 1.0f) { + blend_pixel(src_pixel_rgba, gp_pixel_rgba, gp_pixel_rgba); + } + else { + copy_v4_v4(gp_pixel_rgba, src_pixel_rgba); + } + } + else { + /* blend gp render */ + if (gp_pixel_rgba[3] < 1.0f) { + /* premult alpha factor to remove double blend effects */ + mul_v3_fl(gp_pixel_rgba, 1.0f / gp_pixel_rgba[3]); + + blend_pixel(gp_pixel_rgba, src_pixel_rgba, gp_pixel_rgba); + + gp_pixel_rgba[3] = gp_pixel_rgba[3] > src_pixel_rgba[3] ? gp_pixel_rgba[3] : + src_pixel_rgba[3]; + } + } + } + } + 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); + } } |