/* * 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. * * Copyright 2017, Blender Foundation. */ /** \file * \ingroup draw_engine * * Base engine for external render engines. * We use it for depth and non-mesh objects. */ #include "DRW_render.h" #include "DNA_modifier_types.h" #include "DNA_screen_types.h" #include "DNA_view3d_types.h" #include "BKE_object.h" #include "BKE_particle.h" #include "ED_image.h" #include "ED_screen.h" #include "GPU_batch.h" #include "GPU_debug.h" #include "GPU_matrix.h" #include "GPU_shader.h" #include "GPU_state.h" #include "GPU_viewport.h" #include "RE_engine.h" #include "RE_pipeline.h" #include "external_engine.h" /* own include */ /* Shaders */ #define EXTERNAL_ENGINE "BLENDER_EXTERNAL" extern char datatoc_depth_frag_glsl[]; extern char datatoc_depth_vert_glsl[]; extern char datatoc_common_view_lib_glsl[]; /* *********** LISTS *********** */ /* GPUViewport.storage * Is freed every time 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 *depth_buffer_fb; } EXTERNAL_FramebufferList; typedef struct EXTERNAL_TextureList { /* default */ struct GPUTexture *depth_buffer_tx; } 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; void *instance_data; 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; /* Do we need to update the depth or can we reuse the last calculated texture. */ bool need_depth; bool update_depth; } EXTERNAL_PrivateData; /* Transient data */ /* Functions */ static void external_engine_init(void *vedata) { EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); ARegion *region = draw_ctx->region; /* Depth pre-pass. */ if (!e_data.depth_sh) { const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[GPU_SHADER_CFG_DEFAULT]; e_data.depth_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg->lib, datatoc_common_view_lib_glsl, datatoc_depth_vert_glsl, NULL}, .frag = (const char *[]){datatoc_depth_frag_glsl, NULL}, .defs = (const char *[]){sh_cfg->def, NULL}, }); } if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); stl->g_data->need_depth = true; } stl->g_data->update_depth = true; /* Progressive render samples are tagged with no rebuild, in that case we * can skip updating the depth buffer */ if (region && (region->do_draw & RGN_DRAW_NO_REBUILD)) { stl->g_data->update_depth = false; } } /* Add shading group call which will take care of writing to the depth buffer, so that the * alpha-under overlay will happen for the render buffer. */ static void external_cache_image_add(DRWShadingGroup *grp) { float obmat[4][4]; unit_m4(obmat); scale_m4_fl(obmat, 0.5f); /* NOTE: Use the same Z-depth value as in the regular image drawing engine. */ translate_m4(obmat, 1.0f, 1.0f, 0.75f); GPUBatch *geom = DRW_cache_quad_get(); DRW_shgroup_call_obmat(grp, geom, obmat); } static void external_cache_init(void *vedata) { EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl; EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl; EXTERNAL_TextureList *txl = ((EXTERNAL_Data *)vedata)->txl; EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl; const DRWContextState *draw_ctx = DRW_context_state_get(); const View3D *v3d = draw_ctx->v3d; { DRW_texture_ensure_fullscreen_2d(&txl->depth_buffer_tx, GPU_DEPTH24_STENCIL8, 0); GPU_framebuffer_ensure_config(&fbl->depth_buffer_fb, { GPU_ATTACHMENT_TEXTURE(txl->depth_buffer_tx), }); } /* Depth Pass */ { psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL); stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass); } if (v3d != NULL) { /* Do not draw depth pass when overlays are turned off. */ stl->g_data->need_depth = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0; } else if (draw_ctx->space_data != NULL) { const eSpace_Type space_type = draw_ctx->space_data->spacetype; if (space_type == SPACE_IMAGE) { external_cache_image_add(stl->g_data->depth_shgrp); stl->g_data->need_depth = true; stl->g_data->update_depth = true; } } } static void external_cache_populate(void *vedata, Object *ob) { const DRWContextState *draw_ctx = DRW_context_state_get(); EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl; if (draw_ctx->space_data != NULL) { const eSpace_Type space_type = draw_ctx->space_data->spacetype; if (space_type == SPACE_IMAGE) { return; } } if (!(DRW_object_is_renderable(ob) && DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) { return; } if (ob->type == OB_GPENCIL) { /* Grease Pencil objects need correct depth to do the blending. */ stl->g_data->need_depth = true; return; } if (ob->type == OB_MESH && ob->modifiers.first != NULL) { LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) { if (md->type != eModifierType_ParticleSystem) { continue; } ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys; if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { continue; } ParticleSettings *part = psys->part; const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (draw_as == PART_DRAW_PATH) { struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL); DRW_shgroup_call(stl->g_data->depth_shgrp, hairs, NULL); } } } struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { /* Depth Prepass */ DRW_shgroup_call(stl->g_data->depth_shgrp, geom, ob); } } static void external_cache_finish(void *UNUSED(vedata)) { } static void external_draw_scene_do_v3d(void *vedata) { const DRWContextState *draw_ctx = DRW_context_state_get(); RegionView3D *rv3d = draw_ctx->rv3d; ARegion *region = draw_ctx->region; DRW_state_reset_ex(DRW_STATE_DEFAULT & ~DRW_STATE_DEPTH_LESS_EQUAL); /* Create render engine. */ if (!rv3d->render_engine) { RenderEngineType *engine_type = draw_ctx->engine_type; if (!(engine_type->view_update && engine_type->view_draw)) { return; } RenderEngine *engine = RE_engine_create(engine_type); engine_type->view_update(engine, draw_ctx->evil_C, draw_ctx->depsgraph); rv3d->render_engine = engine; } /* Rendered draw. */ GPU_matrix_push_projection(); GPU_matrix_push(); ED_region_pixelspace(region); /* Render result draw. */ const RenderEngineType *type = rv3d->render_engine->type; type->view_draw(rv3d->render_engine, draw_ctx->evil_C, draw_ctx->depsgraph); GPU_bgl_end(); GPU_matrix_pop(); GPU_matrix_pop_projection(); /* 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'; } } /* Configure current matrix stack so that the external engine can use the same drawing code for * both viewport and image editor drawing. * * The engine draws result in the pixel space, and is applying render offset. For image editor we * need to switch from normalized space to pixel space, and "un-apply" offset. */ static void external_image_space_matrix_set(const RenderEngine *engine) { BLI_assert(engine != NULL); const DRWContextState *draw_ctx = DRW_context_state_get(); const DRWView *view = DRW_view_get_active(); struct SpaceImage *space_image = (struct SpaceImage *)draw_ctx->space_data; /* Apply current view as transformation matrix. * This will configure drawing for normalized space with current zoom and pan applied. */ float view_matrix[4][4]; DRW_view_viewmat_get(view, view_matrix, false); float projection_matrix[4][4]; DRW_view_winmat_get(view, projection_matrix, false); GPU_matrix_projection_set(projection_matrix); GPU_matrix_set(view_matrix); /* Switch from normalized space to pixel space. */ { int width, height; ED_space_image_get_size(space_image, &width, &height); const float width_inv = width ? 1.0f / width : 0.0f; const float height_inv = height ? 1.0f / height : 0.0f; GPU_matrix_scale_2f(width_inv, height_inv); } /* Un-apply render offset. */ { Render *render = engine->re; rctf view_rect; rcti render_rect; RE_GetViewPlane(render, &view_rect, &render_rect); GPU_matrix_translate_2f(-render_rect.xmin, -render_rect.ymin); } } static void external_draw_scene_do_image(void *UNUSED(vedata)) { const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; Render *re = RE_GetSceneRender(scene); RenderEngine *engine = RE_engine_get(re); /* Is tested before enabling the drawing engine. */ BLI_assert(re != NULL); BLI_assert(engine != NULL); const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); /* Clear the depth buffer to the value used by the background overlay so that the overlay is not * happening outside of the drawn image. * * NOTE: The external engine only draws color. The depth is taken care of using the depth pass * which initialized the depth to the values expected by the background overlay. */ GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f); GPU_matrix_push_projection(); GPU_matrix_push(); external_image_space_matrix_set(engine); GPU_debug_group_begin("External Engine"); const RenderEngineType *engine_type = engine->type; BLI_assert(engine_type != NULL); BLI_assert(engine_type->draw != NULL); engine_type->draw(engine, draw_ctx->evil_C, draw_ctx->depsgraph); GPU_debug_group_end(); GPU_matrix_pop(); GPU_matrix_pop_projection(); DRW_state_reset(); GPU_bgl_end(); RE_engine_draw_release(re); } static void external_draw_scene_do(void *vedata) { const DRWContextState *draw_ctx = DRW_context_state_get(); if (draw_ctx->v3d != NULL) { external_draw_scene_do_v3d(vedata); return; } if (draw_ctx->space_data == NULL) { return; } const eSpace_Type space_type = draw_ctx->space_data->spacetype; if (space_type == SPACE_IMAGE) { external_draw_scene_do_image(vedata); return; } } static void external_draw_scene(void *vedata) { const DRWContextState *draw_ctx = DRW_context_state_get(); EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl; EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl; EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl; const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); /* 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) { const float clear_col[4] = {0, 0, 0, 0}; /* This is to keep compatibility with external engine. */ /* TODO(fclem): remove it eventually. */ GPU_framebuffer_bind(dfbl->default_fb); GPU_framebuffer_clear_color(dfbl->default_fb, clear_col); external_draw_scene_do(vedata); } if (stl->g_data->update_depth && stl->g_data->need_depth) { DRW_draw_pass(psl->depth_pass); /* Copy main depth buffer to cached framebuffer. */ GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->depth_buffer_fb, 0, GPU_DEPTH_BIT); } /* Copy cached depth buffer to main framebuffer. */ GPU_framebuffer_blit(fbl->depth_buffer_fb, 0, dfbl->depth_only_fb, 0, GPU_DEPTH_BIT); } static void external_engine_free(void) { DRW_SHADER_FREE_SAFE(e_data.depth_sh); } 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, NULL, /* instance_free */ &external_cache_init, &external_cache_populate, &external_cache_finish, &external_draw_scene, NULL, 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 | RE_USE_STEREO_VIEWPORT, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, &draw_engine_external_type, {NULL, NULL, NULL}, }; bool DRW_engine_external_acquire_for_image_editor(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); const SpaceLink *space_data = draw_ctx->space_data; Scene *scene = draw_ctx->scene; if (space_data == NULL) { return false; } const eSpace_Type space_type = draw_ctx->space_data->spacetype; if (space_type != SPACE_IMAGE) { return false; } struct SpaceImage *space_image = (struct SpaceImage *)space_data; const Image *image = ED_space_image(space_image); if (image == NULL || image->type != IMA_TYPE_R_RESULT) { return false; } if (image->render_slot != image->last_render_slot) { return false; } /* Render is allocated on main thread, so it is safe to access it from here. */ Render *re = RE_GetSceneRender(scene); if (re == NULL) { return false; } return RE_engine_draw_acquire(re); } #undef EXTERNAL_ENGINE