BlenderのソースコードをXcodeで読む Part2

前回の記事で、CMakeでBlenderのXcodeプロジェクトを生成できるようになりましたので、コードの読解を進めます。

前のコード読解では RE_engine.hRenderEngineType の定義を確認するところでした。

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typedef struct RenderEngineType {
	struct RenderEngineType *next, *prev;

	/* type info */
	char idname[64]; // best keep the same size as BKE_ST_MAXNAME
	char name[64];
	int flag;

	void (*update)(struct RenderEngine *engine, struct Main *bmain, struct Depsgraph *depsgraph);
	void (*render)(struct RenderEngine *engine, struct Depsgraph *depsgraph);
	void (*bake)(struct RenderEngine *engine, struct Depsgraph *depsgraph,
	             struct Object *object, const int pass_type,
	             const int pass_filter, const int object_id, const struct BakePixel *pixel_array, const int num_pixels,
	             const int depth, void *result);

	void (*view_update)(struct RenderEngine *engine, const struct bContext *context);
	void (*view_draw)(struct RenderEngine *engine, const struct bContext *context);

	void (*update_script_node)(struct RenderEngine *engine, struct bNodeTree *ntree, struct bNode *node);
	void (*update_render_passes)(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);

	struct DrawEngineType *draw_engine;

	/* RNA integration */
	ExtensionRNA ext;
} RenderEngineType;

この中の DrawEngineType を追いかけると、以下の定義があって、

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typedef struct DrawEngineType {
	struct DrawEngineType *next, *prev;

	char idname[32];

	const DrawEngineDataSize *vedata_size;

	void (*engine_init)(void *vedata);
	void (*engine_free)(void);

	void (*cache_init)(void *vedata);
	void (*cache_populate)(void *vedata, struct Object *ob);
	void (*cache_finish)(void *vedata);

	void (*draw_background)(void *vedata);
	void (*draw_scene)(void *vedata);

	void (*view_update)(void *vedata);
	void (*id_update)(void *vedata, struct ID *id);

	void (*render_to_image)(
	        void *vedata, struct RenderEngine *engine,
	        struct RenderLayer *layer, const struct rcti *rect);
} DrawEngineType;

例えば、 eevee_engine.c ではDrawEngineTypeを使った draw_engine_eevee_type という定義があり、

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DrawEngineType draw_engine_eevee_type = {
	NULL, NULL,
	N_("Eevee"),
	&eevee_data_size,
	&eevee_engine_init,
	&eevee_engine_free,
	&eevee_cache_init,
	&EEVEE_cache_populate,
	&eevee_cache_finish,
	&eevee_draw_background,
	NULL, /* Everything is drawn in the background pass (see comment on function) */
	&eevee_view_update,
	&eevee_id_update,
	&eevee_render_to_image,
};

この中の例えば &eevee_engine_init は以下の定義になっています。

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static void eevee_engine_init(void *ved)
{
	EEVEE_Data *vedata = (EEVEE_Data *)ved;
	EEVEE_TextureList *txl = vedata->txl;
	EEVEE_FramebufferList *fbl = vedata->fbl;
	EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
	EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
	DefaultTextureList *dtxl = DRW_viewport_texture_list_get();

	const DRWContextState *draw_ctx = DRW_context_state_get();
	View3D *v3d = draw_ctx->v3d;
	RegionView3D *rv3d = draw_ctx->rv3d;
	Object *camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;

	if (!stl->g_data) {
		/* Alloc transient pointers */
		stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
	}
	stl->g_data->use_color_view_settings = USE_SCENE_LIGHT(v3d) || !LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d);
	stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
	stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
	stl->g_data->valid_taa_history = (txl->taa_history != NULL);

	/* Main Buffer */
	DRW_texture_ensure_fullscreen_2D(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);

	GPU_framebuffer_ensure_config(&fbl->main_fb, {
		GPU_ATTACHMENT_TEXTURE(dtxl->depth),
		GPU_ATTACHMENT_TEXTURE(txl->color),
		GPU_ATTACHMENT_LEAVE,
		GPU_ATTACHMENT_LEAVE,
		GPU_ATTACHMENT_LEAVE,
		GPU_ATTACHMENT_LEAVE
	});

	GPU_framebuffer_ensure_config(&fbl->main_color_fb, {
		GPU_ATTACHMENT_NONE,
		GPU_ATTACHMENT_TEXTURE(txl->color)
	});

	if (sldata->common_ubo == NULL) {
		sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), &sldata->common_data);
	}
	if (sldata->clip_ubo == NULL) {
		sldata->clip_ubo = DRW_uniformbuffer_create(sizeof(sldata->clip_data), &sldata->clip_data);
	}

	/* EEVEE_effects_init needs to go first for TAA */
	EEVEE_effects_init(sldata, vedata, camera, false);
	EEVEE_materials_init(sldata, stl, fbl);
	EEVEE_lights_init(sldata);
	EEVEE_lightprobes_init(sldata, vedata);

	if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
		/* XXX otherwise it would break the other engines. */
		DRW_viewport_matrix_override_unset_all();
	}
}

ここで出てくるEEVEE_Data ってなんでしたっけ?

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typedef struct EEVEE_Data {
	void *engine_type;
	EEVEE_FramebufferList *fbl;
	EEVEE_TextureList *txl;
	EEVEE_PassList *psl;
	EEVEE_StorageList *stl;
} EEVEE_Data;

さて、今日はこの辺で。