Cycles: optimization for 3D viewport border render with heavy scenes, the OpenGL

render of objects could slow things down when redrawing the view each time a new
sample is displayed.

Now it does a partial redraw of the viewport with only the render border area,
skipping OpenGL object drawing while the render is refining.
This commit is contained in:
Brecht Van Lommel 2013-04-14 21:42:58 +00:00
parent 77a78658ea
commit c9a10b99ff
7 changed files with 116 additions and 57 deletions

@ -64,7 +64,7 @@ void ED_region_panels(const struct bContext *C, struct ARegion *ar, int verti
void ED_region_header_init(struct ARegion *ar);
void ED_region_header(const struct bContext *C, struct ARegion *ar);
void ED_region_toggle_hidden(struct bContext *C, struct ARegion *ar);
void ED_region_info_draw(struct ARegion *ar, const char *text, int block, float alpha);
void ED_region_info_draw(struct ARegion *ar, const char *text, int block, float fill_color[4]);
void ED_region_grid_draw(struct ARegion *ar, float zoomx, float zoomy);
float ED_region_blend_factor(struct ARegion *ar);
void ED_region_visible_rect(struct ARegion *ar, struct rcti *rect);

@ -223,6 +223,8 @@ void ED_view3d_calc_camera_border(struct Scene *scene, struct ARegion *ar,
void ED_view3d_calc_camera_border_size(struct Scene *scene, struct ARegion *ar,
struct View3D *v3d, struct RegionView3D *rv3d,
float r_size[2]);
bool ED_view3d_calc_render_border(struct Scene *scene, struct View3D *v3d,
struct ARegion *ar, struct rcti *rect);
void ED_view3d_clipping_calc(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, const struct rcti *rect);
void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[4][4]);

@ -1856,11 +1856,12 @@ int ED_area_headersize(void)
return (int)(1.3f * UI_UNIT_Y);
}
void ED_region_info_draw(ARegion *ar, const char *text, int block, float alpha)
void ED_region_info_draw(ARegion *ar, const char *text, int block, float fill_color[4])
{
const int header_height = UI_UNIT_Y;
uiStyle *style = UI_GetStyleDraw();
int fontid = style->widget.uifont_id;
GLint scissor[4];
rcti rect;
/* background box */
@ -1873,9 +1874,14 @@ void ED_region_info_draw(ARegion *ar, const char *text, int block, float alpha)
rect.ymax = BLI_rcti_size_y(&ar->winrct);
/* setup scissor */
glGetIntegerv(GL_SCISSOR_BOX, scissor);
glScissor(ar->winrct.xmin + rect.xmin, ar->winrct.ymin + rect.ymin,
BLI_rcti_size_x(&rect), BLI_rcti_size_y(&rect));
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.0f, 0.0f, 0.0f, alpha);
glColor4fv(fill_color);
glRecti(rect.xmin, rect.ymin, rect.xmax + 1, rect.ymax + 1);
glDisable(GL_BLEND);
@ -1888,6 +1894,9 @@ void ED_region_info_draw(ARegion *ar, const char *text, int block, float alpha)
BLF_draw(fontid, text, BLF_DRAW_STR_DUMMY_MAX);
BLF_disable(fontid, BLF_CLIPPING);
/* restore scissor as it was before */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
}
void ED_region_grid_draw(ARegion *ar, float zoomx, float zoomy)

@ -244,8 +244,10 @@ static void draw_movieclip_notes(SpaceClip *sc, ARegion *ar)
strcpy(str, "Locked");
}
if (str[0])
ED_region_info_draw(ar, str, block, 0.6f);
if (str[0]) {
float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.6f};
ED_region_info_draw(ar, str, block, fill_color);
}
}
static void draw_movieclip_buffer(const bContext *C, SpaceClip *sc, ARegion *ar, ImBuf *ibuf,

@ -87,7 +87,8 @@ static void draw_render_info(Scene *scene, Image *ima, ARegion *ar, float zoomx,
rr = BKE_image_acquire_renderresult(scene, ima);
if (rr && rr->text) {
ED_region_info_draw(ar, rr->text, 1, 0.25);
float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
ED_region_info_draw(ar, rr->text, 1, fill_color);
}
BKE_image_release_renderresult(scene, ima);

@ -2926,15 +2926,57 @@ static void draw_viewport_fps(Scene *scene, rcti *rect)
static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const char **grid_unit);
static bool view3d_main_area_do_render_draw(const bContext *C)
static bool view3d_main_area_do_render_draw(Scene *scene)
{
Scene *scene = CTX_data_scene(C);
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->view_update && type->view_draw);
}
static bool view3d_main_area_draw_engine(const bContext *C, ARegion *ar, const bool draw_border)
bool ED_view3d_calc_render_border(Scene *scene, View3D *v3d, ARegion *ar, rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
rctf viewborder;
bool use_border;
/* test if there is a 3d view rendering */
if (v3d->drawtype != OB_RENDER || !view3d_main_area_do_render_draw(scene))
return false;
/* test if there is a border render */
if (rv3d->persp == RV3D_CAMOB)
use_border = (scene->r.mode & R_BORDER) != 0;
else
use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
if (!use_border)
return false;
/* compute border */
if (rv3d->persp == RV3D_CAMOB) {
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
}
else {
rect->xmin = v3d->render_border.xmin * ar->winx;
rect->xmax = v3d->render_border.xmax * ar->winx;
rect->ymin = v3d->render_border.ymin * ar->winy;
rect->ymax = v3d->render_border.ymax * ar->winy;
}
rect->xmin = CLAMPIS(ar->winrct.xmin + rect->xmin, ar->winrct.xmin, ar->winrct.xmax);
rect->ymin = CLAMPIS(ar->winrct.ymin + rect->ymin, ar->winrct.ymin, ar->winrct.ymax);
rect->xmax = CLAMPIS(ar->winrct.xmin + rect->xmax, ar->winrct.xmin, ar->winrct.xmax);
rect->ymax = CLAMPIS(ar->winrct.ymin + rect->ymax, ar->winrct.ymin, ar->winrct.ymax);
return true;
}
static bool view3d_main_area_draw_engine(const bContext *C, ARegion *ar, bool clip_border, rcti *border_rect)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
@ -2967,39 +3009,12 @@ static bool view3d_main_area_draw_engine(const bContext *C, ARegion *ar, const b
/* background draw */
ED_region_pixelspace(ar);
if (draw_border) {
if (clip_border) {
/* for border draw, we only need to clear a subset of the 3d view */
rctf viewborder;
rcti cliprct;
if (rv3d->persp == RV3D_CAMOB) {
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
cliprct.xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
cliprct.ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
cliprct.xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
cliprct.ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
}
else {
cliprct.xmin = v3d->render_border.xmin * ar->winx;
cliprct.xmax = v3d->render_border.xmax * ar->winx;
cliprct.ymin = v3d->render_border.ymin * ar->winy;
cliprct.ymax = v3d->render_border.ymax * ar->winy;
}
cliprct.xmin += ar->winrct.xmin;
cliprct.xmax += ar->winrct.xmin;
cliprct.ymin += ar->winrct.ymin;
cliprct.ymax += ar->winrct.ymin;
cliprct.xmin = CLAMPIS(cliprct.xmin, ar->winrct.xmin, ar->winrct.xmax);
cliprct.ymin = CLAMPIS(cliprct.ymin, ar->winrct.ymin, ar->winrct.ymax);
cliprct.xmax = CLAMPIS(cliprct.xmax, ar->winrct.xmin, ar->winrct.xmax);
cliprct.ymax = CLAMPIS(cliprct.ymax, ar->winrct.ymin, ar->winrct.ymax);
if (cliprct.xmax > cliprct.xmin && cliprct.ymax > cliprct.ymin) {
if (border_rect->xmax > border_rect->xmin && border_rect->ymax > border_rect->ymin) {
glGetIntegerv(GL_SCISSOR_BOX, scissor);
glScissor(cliprct.xmin, cliprct.ymin, BLI_rcti_size_x(&cliprct), BLI_rcti_size_y(&cliprct));
glScissor(border_rect->xmin, border_rect->ymin,
BLI_rcti_size_x(border_rect), BLI_rcti_size_y(border_rect));
}
else {
return false;
@ -3021,7 +3036,7 @@ static bool view3d_main_area_draw_engine(const bContext *C, ARegion *ar, const b
if (v3d->flag & V3D_DISPBGPICS)
view3d_draw_bgpic(scene, ar, v3d, true, true);
if (draw_border) {
if (clip_border) {
/* restore scissor as it was before */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
}
@ -3029,12 +3044,31 @@ static bool view3d_main_area_draw_engine(const bContext *C, ARegion *ar, const b
return true;
}
static void view3d_main_area_draw_engine_info(RegionView3D *rv3d, ARegion *ar)
static void view3d_main_area_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border)
{
float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
if (!rv3d->render_engine || !rv3d->render_engine->text)
return;
ED_region_info_draw(ar, rv3d->render_engine->text, 1, 0.25);
if (render_border) {
/* draw darkened background color. no alpha because border render does
* partial redraw and will not redraw the area behind this info bar */
float alpha = 1.0f - fill_color[3];
if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
Camera *ca = v3d->camera->data;
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT))
alpha *= (1.0f - ca->passepartalpha);
}
UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
mul_v3_fl(fill_color, alpha);
fill_color[3] = 1.0f;
}
ED_region_info_draw(ar, rv3d->render_engine->text, 1, fill_color);
}
/*
@ -3384,7 +3418,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
}
static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const char *grid_unit)
static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const char *grid_unit, bool render_border)
{
wmWindowManager *wm = CTX_wm_manager(C);
Scene *scene = CTX_data_scene(C);
@ -3431,7 +3465,7 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha
}
if (rv3d->render_engine) {
view3d_main_area_draw_engine_info(rv3d, ar);
view3d_main_area_draw_engine_info(v3d, rv3d, ar, render_border);
return;
}
@ -3462,17 +3496,17 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = CTX_wm_region_view3d(C);
const char *grid_unit = NULL;
bool draw_border = false;
rcti border_rect;
bool render_border, clip_border;
if (rv3d->persp == RV3D_CAMOB)
draw_border = (scene->r.mode & R_BORDER) != 0;
else
draw_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
/* if we only redraw render border area, skip opengl draw and also
* don't do scissor because it's already set */
render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect);
clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect));
/* draw viewport using opengl */
if (v3d->drawtype != OB_RENDER || !view3d_main_area_do_render_draw(C) || draw_border) {
if (v3d->drawtype != OB_RENDER || !view3d_main_area_do_render_draw(scene) || clip_border) {
view3d_main_area_draw_objects(C, ar, &grid_unit);
#ifdef DEBUG_DRAW
bl_debug_draw();
@ -3482,9 +3516,9 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
/* draw viewport using external renderer */
if (v3d->drawtype == OB_RENDER)
view3d_main_area_draw_engine(C, ar, draw_border);
view3d_main_area_draw_engine(C, ar, clip_border, &border_rect);
view3d_main_area_draw_info(C, ar, grid_unit);
view3d_main_area_draw_info(C, ar, grid_unit, render_border);
v3d->flag |= V3D_INVALID_BACKBUF;
}

@ -53,6 +53,7 @@
#include "GHOST_C-api.h"
#include "ED_view3d.h"
#include "ED_screen.h"
#include "GPU_draw.h"
@ -125,14 +126,24 @@ static int wm_area_test_invalid_backbuf(ScrArea *sa)
return 1;
}
static void wm_region_test_render_do_draw(ScrArea *sa, ARegion *ar)
static void wm_region_test_render_do_draw(bScreen *screen, ScrArea *sa, ARegion *ar)
{
/* tag region for redraw from render engine preview running inside of it */
if (sa->spacetype == SPACE_VIEW3D) {
RegionView3D *rv3d = ar->regiondata;
RenderEngine *engine = (rv3d) ? rv3d->render_engine : NULL;
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
ar->do_draw = TRUE;
Scene *scene = screen->scene;
View3D *v3d = sa->spacedata.first;
rcti border_rect;
/* do partial redraw when possible */
if (ED_view3d_calc_render_border(scene, v3d, ar, &border_rect))
ED_region_tag_redraw_partial(ar, &border_rect);
else
ED_region_tag_redraw(ar);
engine->flag &= ~RE_ENGINE_DO_DRAW;
}
}
@ -710,7 +721,7 @@ static int wm_draw_update_test_window(wmWindow *win)
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
wm_region_test_render_do_draw(sa, ar);
wm_region_test_render_do_draw(win->screen, sa, ar);
if (ar->swinid && ar->do_draw)
do_draw = TRUE;