/* * 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_EQUAL); 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_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_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->view_draw(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, &draw_engine_external_type, {NULL, NULL, NULL} }; #undef EXTERNAL_ENGINE