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common.py
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250 lines (210 loc) · 9.36 KB
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import dataclasses
import struct
import typing
import numpy as np
import bpy
import mathutils
import gpu
from bpy.types import Context
from .material.parser import (
parse_f3d_rendermode_preset,
quantize_direction,
quantize_srgb,
quantize_tuple,
f64_material_parse,
node_material_parse,
UNIFORM_BUFFER_STRUCT,
F64Material,
F64RenderState,
F64Light,
)
from .material.cc import SOLID_CC
from .material.tile import get_tile_conf
from .mesh.mesh import MeshBuffers, mesh_to_buffers
from .mesh.gpu_batch import batch_for_shader, create_vert_buf
from .properties import F64RenderSettings
from .globals import F64_GLOBALS
if typing.TYPE_CHECKING:
from .renderer import Fast64RenderEngine
FALLBACK_MATERIAL = F64Material(state=F64RenderState(cc=SOLID_CC))
FALLBACK_MATERIAL.state.save_cache()
def get_struct_ubo_size(s: struct.Struct):
return (s.size + 15) & ~15 # force 16-byte alignment
UBO_SIZE = get_struct_ubo_size(UNIFORM_BUFFER_STRUCT)
@dataclasses.dataclass
class ObjRenderInfo:
obj: bpy.types.Object
mvp_matrix: mathutils.Matrix
normal_matrix: mathutils.Matrix
render_obj: MeshBuffers
mats: list[tuple[int, int, F64Material]] # mat idx, indice count, material
def get_scene_render_state(scene: bpy.types.Scene):
fast64_rs = scene.fast64.renderSettings
f64render_rs: F64RenderSettings = scene.f64render.render_settings
state = F64RenderState(
lights=[F64Light(direction=(0, 0, 0)) for _x in range(0, 8)],
ambient_color=quantize_srgb(fast64_rs.ambientColor, force_alpha=True),
light_count=2,
prim_color=quantize_srgb(f64render_rs.default_prim_color),
prim_lod=(f64render_rs.default_lod_frac, f64render_rs.default_lod_min),
env_color=quantize_srgb(f64render_rs.default_env_color),
ck=tuple(
(
*quantize_srgb(f64render_rs.default_key_center, False),
*f64render_rs.default_key_scale,
*f64render_rs.default_key_width,
)
),
convert=quantize_tuple(f64render_rs.default_convert, 9.0, -1.0, 1.0),
cc=SOLID_CC,
tex_confs=([get_tile_conf(getattr(f64render_rs, f"default_tex{i}")) for i in range(0, 8)]),
tex_size=(32, 32),
)
state.lights[0] = F64Light(
quantize_srgb(fast64_rs.light0Color, force_alpha=True), quantize_direction(fast64_rs.light0Direction)
)
state.lights[1] = F64Light(
quantize_srgb(fast64_rs.light1Color, force_alpha=True), quantize_direction(fast64_rs.light1Direction)
)
state.set_from_rendermode(parse_f3d_rendermode_preset("G_RM_AA_ZB_OPA_SURF", "G_RM_AA_ZB_OPA_SURF2"))
state.save_cache()
return state
def draw_f64_obj(render_engine: "Fast64RenderEngine", render_state: F64RenderState, info: ObjRenderInfo):
mvp = info.mvp_matrix
bbox = info.render_obj.bounding_box
# we need to figure out where what the min max range is for all axis, but we need to do this after projection
# would've been a neat optimization but it does not work :(
min_x = min_y = min_z = float("inf")
max_x = max_y = max_z = float("-inf")
for v in bbox:
v = mvp @ v
x, y, z = v.xyz / v.w
if x < min_x:
min_x = x
if x > max_x:
max_x = x
if y < min_y:
min_y = y
if y > max_y:
max_y = y
if z < min_z:
min_z = z
if z > max_z:
max_z = z
if (max_x < -1 or min_x > 1) or (max_y < -1 or min_y > 1) or (max_z < -1 or min_z > 1):
if not info.obj.use_f3d_culling:
for _, _, f64mat in info.mats:
render_state.set_values_from_cache(f64mat.state)
return
render_engine.shader.uniform_float("matMVP", info.mvp_matrix)
render_engine.shader.uniform_float("matNorm", info.normal_matrix)
for mat_idx, indices_count, f64mat in info.mats:
render_state.set_values_from_cache(f64mat.state)
gpu.state.face_culling_set(f64mat.cull)
if not render_engine.use_atomic_rendering:
gpu.state.blend_set(render_state.render_mode.blend)
gpu.state.depth_test_set(render_state.render_mode.depth_test)
gpu.state.depth_mask_set(render_state.render_mode.depth_write)
for i in range(8):
if render_state.tex_confs[i].buff is not render_engine.last_used_textures.get(i):
render_engine.shader.uniform_sampler(f"tex{i}", render_state.tex_confs[i].buff)
render_engine.last_used_textures[i] = render_state.tex_confs[i].buff
info.render_obj.ubo_mat_data[mat_idx].update(render_state.cached_values)
render_engine.shader.uniform_block("material", info.render_obj.ubo_mat_data[mat_idx])
if render_engine.draw_range_impl:
info.render_obj.batch.draw_range(
render_engine.shader, elem_start=info.render_obj.index_offsets[mat_idx] * 3, elem_count=indices_count
)
else:
info.render_obj.batch[mat_idx].draw(render_engine.shader)
def collect_obj_info(
render_engine: "Fast64RenderEngine",
obj: bpy.types.Object,
depsgraph: bpy.types.Depsgraph,
hidden_objs_names: set[str],
space_view_3d: bpy.types.SpaceView3D,
projection_matrix: mathutils.Matrix,
view_matrix: mathutils.Matrix,
always_set: bool,
set_light_dir=True,
):
if (
obj.name in hidden_objs_names
or obj.type not in {"MESH", "CURVE", "SURFACE", "FONT"}
or obj.data is None
or (space_view_3d.local_view and not obj.local_view_get(space_view_3d))
):
return
mesh_id = f"{obj.name}#{obj.data.name}"
if mesh_id in F64_GLOBALS.meshCache: # check for objects that transitioned from non-f3d to f3d materials
render_obj = F64_GLOBALS.meshCache[mesh_id]
else: # Mesh not cached: parse & convert mesh data, then prepare a GPU batch
if obj.mode == "EDIT":
mesh = obj.evaluated_get(depsgraph).to_mesh()
else:
mesh = obj.evaluated_get(depsgraph).to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)
render_obj = F64_GLOBALS.meshCache[mesh_id] = mesh_to_buffers(mesh)
render_obj.mesh_name = obj.data.name
render_obj.bounding_box = [mathutils.Vector((*corner, 1)) for corner in obj.bound_box]
mat_count = max(len(obj.material_slots), 1)
vert_buf = create_vert_buf(
render_engine.shader,
render_engine.vbo_format,
render_obj.vert,
render_obj.norm,
render_obj.color,
render_obj.uv,
)
if render_engine.draw_range_impl:
render_obj.batch = batch_for_shader(vert_buf, render_obj.indices)
else: # we need to create batches for each material
if not obj.material_slots: # if no material slot, we only have one batch for the whole geo
render_obj.batch = [batch_for_shader(vert_buf, render_obj.indices)]
else:
render_obj.batch = []
for i, slot in enumerate(obj.material_slots):
indices = render_obj.indices[render_obj.index_offsets[i] : render_obj.index_offsets[i + 1]]
if len(indices) == 0: # ignore unused materials
render_obj.batch.append(None)
else:
render_obj.batch.append(batch_for_shader(vert_buf, indices))
render_obj.ubo_mat_data = [None] * mat_count
for i in range(mat_count):
render_obj.ubo_mat_data[i] = gpu.types.GPUUniformBuf(bytes(UBO_SIZE))
obj.to_mesh_clear()
modelview_matrix = obj.matrix_world
mvp_matrix = projection_matrix @ modelview_matrix # could we use numpy?
normal_matrix = (view_matrix @ obj.matrix_world).to_3x3().inverted().transposed()
info = ObjRenderInfo(obj, mvp_matrix, normal_matrix, render_obj, [])
if len(obj.material_slots) == 0: # fallback if no material, f3d or otherwise
info.mats.append((0, len(render_obj.indices) * 3, FALLBACK_MATERIAL))
for i, slot in enumerate(obj.material_slots):
indices_count = (render_obj.index_offsets[i + 1] - render_obj.index_offsets[i]) * 3
if indices_count == 0: # ignore unused materials
continue
if slot.material is None:
continue
if slot.material not in F64_GLOBALS.materials_cache:
try:
if slot.material.is_f3d:
F64_GLOBALS.materials_cache[slot.material] = f64_material_parse(
slot.material.f3d_mat, always_set, set_light_dir
)
else: # fallback
F64_GLOBALS.materials_cache[slot.material] = node_material_parse(slot.material)
except Exception as e:
print(f'Error parsing material "{slot.material.name}": {e}')
F64_GLOBALS.materials_cache[slot.material] = FALLBACK_MATERIAL
f64mat = F64_GLOBALS.materials_cache[slot.material]
if f64mat.cull == "BOTH":
continue
info.mats.append((i, indices_count, f64mat))
return info
def check_if_using_renderer(context: Context):
"""ONLY applies to view 3d. For ambigous cases use context.scene.render.engine == 'FAST64_RENDER_ENGINE'"""
space_data = context.space_data
return (
context.scene.render.engine == "FAST64_RENDER_ENGINE"
and space_data.type == "VIEW_3D"
and space_data.shading.type in {"MATERIAL", "RENDERED"}
)