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workbench_render.c « workbench « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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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 2016, Blender Foundation.
 */

/** \file
 * \ingroup draw_engine
 *
 * Render functions for final render output.
 */

#include "BLI_rect.h"

#include "DNA_node_types.h"

#include "BKE_report.h"

#include "DRW_render.h"

#include "ED_view3d.h"

#include "GPU_shader.h"

#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"

#include "RE_pipeline.h"

#include "workbench_private.h"

static void workbench_render_deferred_cache(void *vedata,
                                            struct Object *ob,
                                            struct RenderEngine *UNUSED(engine),
                                            struct Depsgraph *UNUSED(depsgraph))
{
  workbench_deferred_solid_cache_populate(vedata, ob);
}

static void workbench_render_forward_cache(void *vedata,
                                           struct Object *ob,
                                           struct RenderEngine *UNUSED(engine),
                                           struct Depsgraph *UNUSED(depsgraph))
{
  workbench_forward_cache_populate(vedata, ob);
}

static void workbench_render_matrices_init(RenderEngine *engine, Depsgraph *depsgraph)
{
  /* TODO(sergey): Shall render hold pointer to an evaluated camera instead? */
  Scene *scene = DEG_get_evaluated_scene(depsgraph);
  struct Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re));
  float frame = BKE_scene_frame_get(scene);

  /* Set the persective, view and window matrix. */
  float winmat[4][4], viewmat[4][4], viewinv[4][4];

  RE_GetCameraWindow(engine->re, ob_camera_eval, frame, winmat);
  RE_GetCameraModelMatrix(engine->re, ob_camera_eval, 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);
}

static bool workbench_render_framebuffers_init(void)
{
  /* For image render, allocate own buffers because we don't have a viewport. */
  const float *viewport_size = DRW_viewport_size_get();
  const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};

  DefaultTextureList *dtxl = DRW_viewport_texture_list_get();

  /* When doing a multi view rendering the first view will allocate the buffers
   * the other views will reuse these buffers */
  if (dtxl->color == NULL) {
    BLI_assert(dtxl->depth == NULL);
    dtxl->color = GPU_texture_create_2d(size[0], size[1], GPU_RGBA16F, NULL, NULL);
    dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
  }

  if (!(dtxl->depth && dtxl->color)) {
    return false;
  }

  DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();

  GPU_framebuffer_ensure_config(
      &dfbl->default_fb,
      {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)});

  GPU_framebuffer_ensure_config(&dfbl->depth_only_fb,
                                {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_NONE});

  GPU_framebuffer_ensure_config(&dfbl->color_only_fb,
                                {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(dtxl->color)});

  bool ok = true;
  ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, NULL);
  ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, NULL);
  ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, NULL);

  return ok;
}

static void workbench_render_framebuffers_finish(void)
{
}

void workbench_render(WORKBENCH_Data *data,
                      RenderEngine *engine,
                      RenderLayer *render_layer,
                      const rcti *rect)
{
  DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
  const DRWContextState *draw_ctx = DRW_context_state_get();
  const Scene *scene = draw_ctx->scene;
  Depsgraph *depsgraph = draw_ctx->depsgraph;
  workbench_render_matrices_init(engine, depsgraph);

  if (!workbench_render_framebuffers_init()) {
    RE_engine_report(engine, RPT_ERROR, "Failed to allocate OpenGL buffers");
    return;
  }

  const bool deferred = !XRAY_FLAG_ENABLED(&scene->display);

  if (deferred) {
    /* Init engine. */
    workbench_deferred_engine_init(data);

    /* Init objects. */
    workbench_deferred_cache_init(data);
    DRW_render_object_iter(data, engine, depsgraph, workbench_render_deferred_cache);
    workbench_deferred_cache_finish(data);
    DRW_render_instance_buffer_finish();

    /* Also we weed to have a correct fbo bound for DRW_hair_update */
    GPU_framebuffer_bind(dfbl->color_only_fb);
    DRW_hair_update();

    /* Draw. */
    int num_samples = workbench_taa_calculate_num_iterations(data);
    for (int sample = 0; sample < num_samples; sample++) {
      if (RE_engine_test_break(engine)) {
        break;
      }
      workbench_deferred_draw_scene(data);
    }

    workbench_deferred_draw_finish(data);
  }
  else {
    /* Init engine. */
    workbench_forward_engine_init(data);

    /* Init objects. */
    workbench_forward_cache_init(data);
    DRW_render_object_iter(data, engine, depsgraph, workbench_render_forward_cache);
    workbench_forward_cache_finish(data);
    DRW_render_instance_buffer_finish();

    /* Also we weed to have a correct fbo bound for DRW_hair_update */
    GPU_framebuffer_bind(dfbl->color_only_fb);
    DRW_hair_update();

    /* Draw. */
    int num_samples = workbench_taa_calculate_num_iterations(data);
    for (int sample = 0; sample < num_samples; sample++) {
      if (RE_engine_test_break(engine)) {
        break;
      }

      workbench_forward_draw_scene(data);
    }

    workbench_forward_draw_finish(data);
  }

  /* Write render output. */
  const char *viewname = RE_GetActiveRenderView(engine->re);
  RenderPass *rp = RE_pass_find_by_name(render_layer, RE_PASSNAME_COMBINED, viewname);

  GPU_framebuffer_bind(dfbl->color_only_fb);
  GPU_framebuffer_read_color(dfbl->color_only_fb,
                             rect->xmin,
                             rect->ymin,
                             BLI_rcti_size_x(rect),
                             BLI_rcti_size_y(rect),
                             4,
                             0,
                             rp->rect);

  workbench_render_framebuffers_finish();
}

void workbench_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
{
  RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
}