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/*
* 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
*/
#include "BLI_rect.h"
#include "DRW_render.h"
#include "BKE_object.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_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. */
float winmat[4][4], viewmat[4][4], viewinv[4][4], persmat[4][4];
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, winmat);
RE_GetCameraModelMatrix(engine->re, camera, viewinv);
invert_m4_m4(viewmat, viewinv);
DRWView *view = DRW_view_create(viewmat, winmat, NULL, NULL, NULL);
DRW_view_default_set(view);
DRW_view_set_active(view);
DRW_view_persmat_get(view, persmat, false);
/* calculate pixel size for render */
stl->storage->render_pixsize = get_render_pixelsize(persmat, viewport_size[0], viewport_size[1]);
stl->storage->view = view;
/* 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 && 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])
{
/* 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_view_winmat_get(NULL, winmat, false);
DRW_view_winmat_get(NULL, invproj, true);
/* 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_view_is_persp_get(NULL);
GPENCIL_render_update_vecs(vedata);
float winmat[4][4];
DRW_view_winmat_get(stl->storage->view, winmat, false);
/* 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] = winmat[3][2] / (rp->rect[i] + 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 top_color[4], float bottom_color[4], float dst_color[4])
{
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));
}
/* 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;
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);
}
}
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