/* * 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_object_is_visible_in_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); } }