DRW: Color Management improvement

Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
This commit is contained in:
2020-02-11 15:18:55 +01:00
parent 58cdab8b97
commit 804e90b42d
78 changed files with 2048 additions and 1727 deletions

View File

@@ -594,6 +594,43 @@ void FallbackImpl::OCIO_PackedImageDescRelease(OCIO_PackedImageDesc *id)
MEM_freeN(id);
}
OCIO_GroupTransformRcPtr *FallbackImpl::createGroupTransform(void)
{
FallbackTransform *transform = new FallbackTransform();
transform->type = TRANSFORM_UNKNOWN;
return (OCIO_GroupTransformRcPtr *)transform;
}
void FallbackImpl::groupTransformSetDirection(OCIO_GroupTransformRcPtr * /*gt*/,
const bool /*forward */)
{
}
void FallbackImpl::groupTransformPushBack(OCIO_GroupTransformRcPtr * /*gt*/,
OCIO_ConstTransformRcPtr * /*transform*/)
{
}
void FallbackImpl::groupTransformRelease(OCIO_GroupTransformRcPtr * /*gt*/)
{
}
OCIO_ColorSpaceTransformRcPtr *FallbackImpl::createColorSpaceTransform(void)
{
FallbackTransform *transform = new FallbackTransform();
transform->type = TRANSFORM_UNKNOWN;
return (OCIO_ColorSpaceTransformRcPtr *)transform;
}
void FallbackImpl::colorSpaceTransformSetSrc(OCIO_ColorSpaceTransformRcPtr * /*ct*/,
const char * /*name*/)
{
}
void FallbackImpl::colorSpaceTransformRelease(OCIO_ColorSpaceTransformRcPtr * /*ct*/)
{
}
OCIO_ExponentTransformRcPtr *FallbackImpl::createExponentTransform(void)
{
FallbackTransform *transform = new FallbackTransform();
@@ -658,10 +695,12 @@ bool FallbackImpl::supportGLSLDraw(void)
}
bool FallbackImpl::setupGLSLDraw(struct OCIO_GLSLDrawState ** /*state_r*/,
OCIO_ConstProcessorRcPtr * /*processor*/,
OCIO_ConstProcessorRcPtr * /*ocio_processor_scene_to_ui*/,
OCIO_ConstProcessorRcPtr * /*ocio_processor_ui_to_display*/,
OCIO_CurveMappingSettings * /*curve_mapping_settings*/,
float /*dither*/,
bool /*predivide*/)
bool /*predivide*/,
bool /*overlay*/)
{
return false;
}

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@@ -1,70 +1,68 @@
uniform sampler2D image_texture;
uniform sampler3D lut3d_texture;
/* Blender OpenColorIO implementation */
#ifdef USE_DITHER
uniform float dither;
#endif
in vec2 texCoord_interp;
out vec4 fragColor;
#ifdef USE_CURVE_MAPPING
/* Curve mapping parameters
*
* See documentation for OCIO_CurveMappingSettings to get fields descriptions.
* (this ones pretyt much copies stuff from C structure.)
*/
uniform sampler1D curve_mapping_texture;
uniform int curve_mapping_lut_size;
uniform int use_curve_mapping_extend_extrapolate;
uniform vec4 curve_mapping_mintable;
uniform vec4 curve_mapping_range;
uniform vec4 curve_mapping_ext_in_x;
uniform vec4 curve_mapping_ext_in_y;
uniform vec4 curve_mapping_ext_out_x;
uniform vec4 curve_mapping_ext_out_y;
uniform vec4 curve_mapping_first_x;
uniform vec4 curve_mapping_first_y;
uniform vec4 curve_mapping_last_x;
uniform vec4 curve_mapping_last_y;
uniform vec3 curve_mapping_black;
uniform vec3 curve_mapping_bwmul;
uniform sampler2D image_texture;
uniform sampler2D overlay_texture;
uniform sampler3D lut3d_texture;
uniform sampler3D lut3d_display_texture;
uniform float dither;
uniform bool predivide;
uniform bool curve_mapping;
uniform bool overlay;
layout(std140) uniform OCIO_GLSLCurveMappingParameters
{
/* Curve mapping parameters
*
* See documentation for OCIO_CurveMappingSettings to get fields descriptions.
* (this ones pretty much copies stuff from C structure.)
*/
vec4 curve_mapping_mintable;
vec4 curve_mapping_range;
vec4 curve_mapping_ext_in_x;
vec4 curve_mapping_ext_in_y;
vec4 curve_mapping_ext_out_x;
vec4 curve_mapping_ext_out_y;
vec4 curve_mapping_first_x;
vec4 curve_mapping_first_y;
vec4 curve_mapping_last_x;
vec4 curve_mapping_last_y;
vec4 curve_mapping_black;
vec4 curve_mapping_bwmul;
int curve_mapping_lut_size;
int curve_mapping_use_extend_extrapolate;
};
float read_curve_mapping(int table, int index)
{
/* TODO(sergey): Without -1 here image is getting darken after applying unite curve.
* But is it actually correct to subtract 1 here?
*/
float texture_index = float(index) / float(curve_mapping_lut_size - 1);
return texture(curve_mapping_texture, texture_index)[table];
return texelFetch(curve_mapping_texture, index, 0)[table];
}
float curvemap_calc_extend(int table, float x, vec2 first, vec2 last)
{
if (x <= first[0]) {
if (use_curve_mapping_extend_extrapolate == 0) {
if (curve_mapping_use_extend_extrapolate == 0) {
/* horizontal extrapolation */
return first[1];
}
else {
if (curve_mapping_ext_in_x[table] == 0.0)
return first[1] + curve_mapping_ext_in_y[table] * 10000.0;
else
return first[1] +
curve_mapping_ext_in_y[table] * (x - first[0]) / curve_mapping_ext_in_x[table];
float fac = (curve_mapping_ext_in_x[table] != 0.0) ?
((x - first[0]) / curve_mapping_ext_in_x[table]) :
10000.0;
return first[1] + curve_mapping_ext_in_y[table] * fac;
}
}
else if (x >= last[0]) {
if (use_curve_mapping_extend_extrapolate == 0) {
if (curve_mapping_use_extend_extrapolate == 0) {
/* horizontal extrapolation */
return last[1];
}
else {
if (curve_mapping_ext_out_x[table] == 0.0)
return last[1] - curve_mapping_ext_out_y[table] * 10000.0;
else
return last[1] +
curve_mapping_ext_out_y[table] * (x - last[0]) / curve_mapping_ext_out_x[table];
float fac = (curve_mapping_ext_out_x[table] != 0.0) ?
((x - last[0]) / curve_mapping_ext_out_x[table]) :
-10000.0;
return last[1] + curve_mapping_ext_out_y[table] * fac;
}
}
return 0.0;
@@ -92,80 +90,91 @@ float curvemap_evaluateF(int table, float value)
vec2(curve_mapping_last_x[table], curve_mapping_last_y[table]));
}
else {
if (i < 0)
if (i < 0) {
return read_curve_mapping(table, 0);
if (i >= CM_TABLE)
}
if (i >= CM_TABLE) {
return read_curve_mapping(table, CM_TABLE);
}
fi = fi - float(i);
return (1.0 - fi) * read_curve_mapping(table, i) + fi * read_curve_mapping(table, i + 1);
float cm1 = read_curve_mapping(table, i);
float cm2 = read_curve_mapping(table, i + 1);
return mix(cm1, cm2, fi);
}
}
vec4 curvemapping_evaluate_premulRGBF(vec4 col)
{
vec4 result = col;
result[0] = curvemap_evaluateF(0, (col[0] - curve_mapping_black[0]) * curve_mapping_bwmul[0]);
result[1] = curvemap_evaluateF(1, (col[1] - curve_mapping_black[1]) * curve_mapping_bwmul[1]);
result[2] = curvemap_evaluateF(2, (col[2] - curve_mapping_black[2]) * curve_mapping_bwmul[2]);
result[3] = col[3];
col.rgb = (col.rgb - curve_mapping_black.rgb) * curve_mapping_bwmul.rgb;
vec4 result;
result.r = curvemap_evaluateF(0, col.r);
result.g = curvemap_evaluateF(1, col.g);
result.b = curvemap_evaluateF(2, col.b);
result.a = col.a;
return result;
}
#endif
#ifdef USE_DITHER
float dither_random_value(vec2 co)
{
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453) * 0.005 * dither;
}
vec2 round_to_pixel(vec2 st)
vec2 round_to_pixel(sampler2D tex, vec2 uv)
{
vec2 result;
vec2 size = textureSize(image_texture, 0);
result.x = float(int(st.x * size.x)) / size.x;
result.y = float(int(st.y * size.y)) / size.y;
return result;
vec2 size = textureSize(tex, 0);
return vec2(ivec2(uv * size)) / size;
}
vec4 apply_dither(vec2 st, vec4 col)
vec4 apply_dither(vec4 col, vec2 uv)
{
vec4 result;
float random_value = dither_random_value(round_to_pixel(st));
result.r = col.r + random_value;
result.g = col.g + random_value;
result.b = col.b + random_value;
result.a = col.a;
return result;
col.rgb += dither_random_value(uv);
return col;
}
#endif
void main()
vec4 OCIO_ProcessColor(vec4 col, vec4 col_overlay, vec2 noise_uv)
{
vec4 col = texture(image_texture, texCoord_interp.st);
#ifdef USE_CURVE_MAPPING
col = curvemapping_evaluate_premulRGBF(col);
#endif
#ifdef USE_PREDIVIDE
if (col[3] > 0.0 && col[3] < 1.0) {
float inv_alpha = 1.0 / col[3];
col[0] *= inv_alpha;
col[1] *= inv_alpha;
col[2] *= inv_alpha;
if (curve_mapping) {
col = curvemapping_evaluate_premulRGBF(col);
}
if (predivide) {
if (col.a > 0.0 && col.a < 1.0) {
col.rgb *= 1.0 / col.a;
}
}
#endif
/* NOTE: This is true we only do de-premul here and NO premul
* and the reason is simple -- opengl is always configured
* for straight alpha at this moment
*/
vec4 result = OCIODisplay(col, lut3d_texture);
col = OCIO_to_display_linear_with_look(col, lut3d_texture);
#ifdef USE_DITHER
result = apply_dither(texCoord_interp.st, result);
#endif
if (dither > 0.0) {
col = apply_dither(col, noise_uv);
}
fragColor = result;
if (overlay) {
col *= 1.0 - col_overlay.a;
col += col_overlay; /* Assumed unassociated alpha. */
}
col = OCIO_to_display_encoded(col, lut3d_display_texture);
return col;
}
/* ------------------------------------------------------------------------ */
in vec2 texCoord_interp;
out vec4 fragColor;
void main()
{
vec4 col = texture(image_texture, texCoord_interp.st);
vec4 col_overlay = texture(overlay_texture, texCoord_interp.st);
vec2 noise_uv = round_to_pixel(image_texture, texCoord_interp.st);
fragColor = OCIO_ProcessColor(col, col_overlay, noise_uv);
}

View File

@@ -307,6 +307,41 @@ void OCIO_PackedImageDescRelease(OCIO_PackedImageDesc *id)
impl->OCIO_PackedImageDescRelease(id);
}
OCIO_GroupTransformRcPtr *OCIO_createGroupTransform(void)
{
return impl->createGroupTransform();
}
void OCIO_groupTransformSetDirection(OCIO_GroupTransformRcPtr *gt, const bool forward)
{
impl->groupTransformSetDirection(gt, forward);
}
void OCIO_groupTransformPushBack(OCIO_GroupTransformRcPtr *gt, OCIO_ConstTransformRcPtr *tr)
{
impl->groupTransformPushBack(gt, tr);
}
void OCIO_groupTransformRelease(OCIO_GroupTransformRcPtr *gt)
{
impl->groupTransformRelease(gt);
}
OCIO_ColorSpaceTransformRcPtr *OCIO_createColorSpaceTransform(void)
{
return impl->createColorSpaceTransform();
}
void OCIO_colorSpaceTransformSetSrc(OCIO_ColorSpaceTransformRcPtr *ct, const char *name)
{
impl->colorSpaceTransformSetSrc(ct, name);
}
void OCIO_colorSpaceTransformRelease(OCIO_ColorSpaceTransformRcPtr *ct)
{
impl->colorSpaceTransformRelease(ct);
}
OCIO_ExponentTransformRcPtr *OCIO_createExponentTransform(void)
{
return impl->createExponentTransform();
@@ -350,12 +385,20 @@ int OCIO_supportGLSLDraw(void)
}
int OCIO_setupGLSLDraw(struct OCIO_GLSLDrawState **state_r,
OCIO_ConstProcessorRcPtr *processor,
OCIO_ConstProcessorRcPtr *ocio_processor_scene_to_ui,
OCIO_ConstProcessorRcPtr *ocio_processor_ui_to_display,
OCIO_CurveMappingSettings *curve_mapping_settings,
float dither,
bool predivide)
bool predivide,
bool overlay)
{
return (int)impl->setupGLSLDraw(state_r, processor, curve_mapping_settings, dither, predivide);
return (int)impl->setupGLSLDraw(state_r,
ocio_processor_scene_to_ui,
ocio_processor_ui_to_display,
curve_mapping_settings,
dither,
predivide,
overlay);
}
void OCIO_finishGLSLDraw(struct OCIO_GLSLDrawState *state)

View File

@@ -46,8 +46,10 @@ OCIO_DECLARE_HANDLE(OCIO_ConstContextRcPtr);
OCIO_DECLARE_HANDLE(OCIO_PackedImageDesc);
OCIO_DECLARE_HANDLE(OCIO_DisplayTransformRcPtr);
OCIO_DECLARE_HANDLE(OCIO_ConstTransformRcPtr);
OCIO_DECLARE_HANDLE(OCIO_ColorSpaceTransformRcPtr);
OCIO_DECLARE_HANDLE(OCIO_ExponentTransformRcPtr);
OCIO_DECLARE_HANDLE(OCIO_MatrixTransformRcPtr);
OCIO_DECLARE_HANDLE(OCIO_GroupTransformRcPtr);
OCIO_DECLARE_HANDLE(OCIO_ConstLookRcPtr);
/* Standard XYZ to linear sRGB transform, for fallback. */
@@ -198,6 +200,15 @@ OCIO_PackedImageDesc *OCIO_createOCIO_PackedImageDesc(float *data,
void OCIO_PackedImageDescRelease(OCIO_PackedImageDesc *p);
OCIO_GroupTransformRcPtr *OCIO_createGroupTransform(void);
void OCIO_groupTransformSetDirection(OCIO_GroupTransformRcPtr *gt, const bool forward);
void OCIO_groupTransformPushBack(OCIO_GroupTransformRcPtr *gt, OCIO_ConstTransformRcPtr *tr);
void OCIO_groupTransformRelease(OCIO_GroupTransformRcPtr *gt);
OCIO_ColorSpaceTransformRcPtr *OCIO_createColorSpaceTransform(void);
void OCIO_colorSpaceTransformSetSrc(OCIO_ColorSpaceTransformRcPtr *ct, const char *name);
void OCIO_colorSpaceTransformRelease(OCIO_ColorSpaceTransformRcPtr *ct);
OCIO_ExponentTransformRcPtr *OCIO_createExponentTransform(void);
void OCIO_exponentTransformSetValue(OCIO_ExponentTransformRcPtr *et, const float *exponent);
void OCIO_exponentTransformRelease(OCIO_ExponentTransformRcPtr *et);
@@ -212,10 +223,12 @@ void OCIO_matrixTransformScale(float *m44, float *offset4, const float *scale4);
int OCIO_supportGLSLDraw(void);
int OCIO_setupGLSLDraw(struct OCIO_GLSLDrawState **state_r,
OCIO_ConstProcessorRcPtr *processor,
OCIO_ConstProcessorRcPtr *ocio_processor_scene_to_ui,
OCIO_ConstProcessorRcPtr *ocio_processor_ui_to_display,
OCIO_CurveMappingSettings *curve_mapping_settings,
float dither,
bool predivide);
bool predivide,
bool overlay);
void OCIO_finishGLSLDraw(struct OCIO_GLSLDrawState *state);
void OCIO_freeOGLState(struct OCIO_GLSLDrawState *state);

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@@ -822,6 +822,51 @@ void OCIOImpl::OCIO_PackedImageDescRelease(OCIO_PackedImageDesc *id)
OBJECT_GUARDED_DELETE((PackedImageDesc *)id, PackedImageDesc);
}
OCIO_GroupTransformRcPtr *OCIOImpl::createGroupTransform(void)
{
GroupTransformRcPtr *gt = OBJECT_GUARDED_NEW(GroupTransformRcPtr);
*gt = GroupTransform::Create();
return (OCIO_GroupTransformRcPtr *)gt;
}
void OCIOImpl::groupTransformSetDirection(OCIO_GroupTransformRcPtr *gt, const bool forward)
{
TransformDirection dir = forward ? TRANSFORM_DIR_FORWARD : TRANSFORM_DIR_INVERSE;
(*(GroupTransformRcPtr *)gt)->setDirection(dir);
}
void OCIOImpl::groupTransformPushBack(OCIO_GroupTransformRcPtr *gt, OCIO_ConstTransformRcPtr *tr)
{
(*(GroupTransformRcPtr *)gt)->push_back(*(ConstTransformRcPtr *)tr);
}
void OCIOImpl::groupTransformRelease(OCIO_GroupTransformRcPtr *gt)
{
OBJECT_GUARDED_DELETE((GroupTransformRcPtr *)gt, GroupTransformRcPtr);
}
OCIO_ColorSpaceTransformRcPtr *OCIOImpl::createColorSpaceTransform(void)
{
ColorSpaceTransformRcPtr *ct = OBJECT_GUARDED_NEW(ColorSpaceTransformRcPtr);
*ct = ColorSpaceTransform::Create();
(*ct)->setDirection(TRANSFORM_DIR_FORWARD);
return (OCIO_ColorSpaceTransformRcPtr *)ct;
}
void OCIOImpl::colorSpaceTransformSetSrc(OCIO_ColorSpaceTransformRcPtr *ct, const char *name)
{
(*(ColorSpaceTransformRcPtr *)ct)->setSrc(name);
}
void OCIOImpl::colorSpaceTransformRelease(OCIO_ColorSpaceTransformRcPtr *ct)
{
OBJECT_GUARDED_DELETE((ColorSpaceTransformRcPtr *)ct, ColorSpaceTransformRcPtr);
}
OCIO_ExponentTransformRcPtr *OCIOImpl::createExponentTransform(void)
{
ExponentTransformRcPtr *et = OBJECT_GUARDED_NEW(ExponentTransformRcPtr);

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@@ -117,6 +117,16 @@ class IOCIOImpl {
virtual void OCIO_PackedImageDescRelease(OCIO_PackedImageDesc *p) = 0;
virtual OCIO_GroupTransformRcPtr *createGroupTransform(void) = 0;
virtual void groupTransformSetDirection(OCIO_GroupTransformRcPtr *gt, const bool forward) = 0;
virtual void groupTransformPushBack(OCIO_GroupTransformRcPtr *gt,
OCIO_ConstTransformRcPtr *transform) = 0;
virtual void groupTransformRelease(OCIO_GroupTransformRcPtr *gt) = 0;
virtual OCIO_ColorSpaceTransformRcPtr *createColorSpaceTransform(void) = 0;
virtual void colorSpaceTransformSetSrc(OCIO_ColorSpaceTransformRcPtr *ct, const char *name) = 0;
virtual void colorSpaceTransformRelease(OCIO_ColorSpaceTransformRcPtr *ct) = 0;
virtual OCIO_ExponentTransformRcPtr *createExponentTransform(void) = 0;
virtual void exponentTransformSetValue(OCIO_ExponentTransformRcPtr *et,
const float *exponent) = 0;
@@ -132,10 +142,12 @@ class IOCIOImpl {
virtual bool supportGLSLDraw(void) = 0;
virtual bool setupGLSLDraw(struct OCIO_GLSLDrawState **state_r,
OCIO_ConstProcessorRcPtr *processor,
OCIO_ConstProcessorRcPtr *ocio_processor_scene_to_ui,
OCIO_ConstProcessorRcPtr *ocio_processor_ui_to_display,
OCIO_CurveMappingSettings *curve_mapping_settings,
float dither,
bool predivide) = 0;
bool predivide,
bool overlay) = 0;
virtual void finishGLSLDraw(struct OCIO_GLSLDrawState *state) = 0;
virtual void freeGLState(struct OCIO_GLSLDrawState *state_r) = 0;
@@ -229,6 +241,15 @@ class FallbackImpl : public IOCIOImpl {
void OCIO_PackedImageDescRelease(OCIO_PackedImageDesc *p);
OCIO_GroupTransformRcPtr *createGroupTransform(void);
void groupTransformSetDirection(OCIO_GroupTransformRcPtr *gt, const bool forward);
void groupTransformPushBack(OCIO_GroupTransformRcPtr *gt, OCIO_ConstTransformRcPtr *transform);
void groupTransformRelease(OCIO_GroupTransformRcPtr *gt);
OCIO_ColorSpaceTransformRcPtr *createColorSpaceTransform(void);
void colorSpaceTransformSetSrc(OCIO_ColorSpaceTransformRcPtr *ct, const char *name);
void colorSpaceTransformRelease(OCIO_ColorSpaceTransformRcPtr *ct);
OCIO_ExponentTransformRcPtr *createExponentTransform(void);
void exponentTransformSetValue(OCIO_ExponentTransformRcPtr *et, const float *exponent);
void exponentTransformRelease(OCIO_ExponentTransformRcPtr *et);
@@ -243,10 +264,12 @@ class FallbackImpl : public IOCIOImpl {
bool supportGLSLDraw(void);
bool setupGLSLDraw(struct OCIO_GLSLDrawState **state_r,
OCIO_ConstProcessorRcPtr *processor,
OCIO_ConstProcessorRcPtr *ocio_processor_scene_to_ui,
OCIO_ConstProcessorRcPtr *ocio_processor_ui_to_display,
OCIO_CurveMappingSettings *curve_mapping_settings,
float dither,
bool predivide);
bool predivide,
bool overlay);
void finishGLSLDraw(struct OCIO_GLSLDrawState *state);
void freeGLState(struct OCIO_GLSLDrawState *state_r);
@@ -339,6 +362,15 @@ class OCIOImpl : public IOCIOImpl {
void OCIO_PackedImageDescRelease(OCIO_PackedImageDesc *p);
OCIO_GroupTransformRcPtr *createGroupTransform(void);
void groupTransformSetDirection(OCIO_GroupTransformRcPtr *gt, const bool forward);
void groupTransformPushBack(OCIO_GroupTransformRcPtr *gt, OCIO_ConstTransformRcPtr *transform);
void groupTransformRelease(OCIO_GroupTransformRcPtr *gt);
OCIO_ColorSpaceTransformRcPtr *createColorSpaceTransform(void);
void colorSpaceTransformSetSrc(OCIO_ColorSpaceTransformRcPtr *ct, const char *name);
void colorSpaceTransformRelease(OCIO_ColorSpaceTransformRcPtr *ct);
OCIO_ExponentTransformRcPtr *createExponentTransform(void);
void exponentTransformSetValue(OCIO_ExponentTransformRcPtr *et, const float *exponent);
void exponentTransformRelease(OCIO_ExponentTransformRcPtr *et);
@@ -353,10 +385,12 @@ class OCIOImpl : public IOCIOImpl {
bool supportGLSLDraw(void);
bool setupGLSLDraw(struct OCIO_GLSLDrawState **state_r,
OCIO_ConstProcessorRcPtr *processor,
OCIO_ConstProcessorRcPtr *ocio_processor_scene_to_ui,
OCIO_ConstProcessorRcPtr *ocio_processor_ui_to_display,
OCIO_CurveMappingSettings *curve_mapping_settings,
float dither,
bool predivide);
bool predivide,
bool overlay);
void finishGLSLDraw(struct OCIO_GLSLDrawState *state);
void freeGLState(struct OCIO_GLSLDrawState *state_r);

View File

@@ -56,62 +56,108 @@ using namespace OCIO_NAMESPACE;
#include "ocio_impl.h"
static const int LUT3D_EDGE_SIZE = 64;
static const int LUT3D_TEXTURE_SIZE = sizeof(float) * 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE *
LUT3D_EDGE_SIZE;
static const int SHADER_CACHE_SIZE = 4;
#define UBO_BIND_LOC 0
extern "C" char datatoc_gpu_shader_display_transform_glsl[];
extern "C" char datatoc_gpu_shader_display_transform_vertex_glsl[];
/* **** OpenGL drawing routines using GLSL for color space transform ***** */
typedef struct OCIO_GLSLShader {
/* Cache ID */
std::string lut3dCacheID;
std::string shaderCacheID;
/* Curve mapping parameters
*
* See documentation for OCIO_CurveMappingSettings to get fields descriptions.
* (this ones pretty much copies stuff from C structure.)
*/
struct OCIO_GLSLCurveMappingParameters {
float curve_mapping_mintable[4];
float curve_mapping_range[4];
float curve_mapping_ext_in_x[4];
float curve_mapping_ext_in_y[4];
float curve_mapping_ext_out_x[4];
float curve_mapping_ext_out_y[4];
float curve_mapping_first_x[4];
float curve_mapping_first_y[4];
float curve_mapping_last_x[4];
float curve_mapping_last_y[4];
float curve_mapping_black[4];
float curve_mapping_bwmul[4];
int curve_mapping_lut_size;
int curve_mapping_use_extend_extrapolate;
int _pad[2];
/** WARNING: Needs to be 16byte aligned. Used as UBO data. */
};
/* LUT */
bool lut3d_texture_allocated; /* boolean flag indicating whether
* lut texture is allocated
*/
bool lut3d_texture_valid;
GLuint lut3d_texture; /* OGL texture ID for 3D LUT */
float *lut3d; /* 3D LUT table */
/* Dither */
bool use_dither;
/* Curve Mapping */
bool use_curve_mapping;
bool curve_mapping_texture_allocated;
bool curve_mapping_texture_valid;
GLuint curve_mapping_texture;
size_t curve_mapping_cache_id;
/* Alpha Predivide */
bool use_predivide;
/* GLSL stuff */
GLuint ocio_shader;
GLuint vert_shader;
struct OCIO_GLSLShader {
/** Cache IDs */
std::string cacheId;
/** TODO(fclem): Remove. IMM shader interface. */
struct GPUShaderInterface *interface;
/** OpenGL Shader objects handles. */
GLuint frag;
GLuint vert;
GLuint program;
GPUShaderInterface *shader_interface;
} GLSLDrawState;
/** Uniform locations. */
GLint dither_loc;
GLint overlay_loc;
GLint overlay_tex_loc;
GLint predivide_loc;
GLint curve_mapping_loc;
/** Error checking. */
bool valid;
};
typedef struct OCIO_GLSLDrawState {
struct OCIO_GLSLLut3d {
/** Cache IDs */
std::string cacheId;
/** OpenGL Texture handles. 0 if not allocated. */
GLuint texture;
GLuint texture_display;
/** Error checking. */
bool valid;
};
struct OCIO_GLSLCurveMappping {
/** Cache IDs */
size_t cacheId;
/** OpenGL Uniform Buffer handle. 0 if not allocated. */
GLuint buffer;
/** OpenGL Texture handles. 0 if not allocated. */
GLuint texture;
/** Error checking. */
bool valid;
};
struct OCIO_GLSLCacheHandle {
size_t cache_id;
void *data;
};
struct OCIO_GLSLDrawState {
/* Shader Cache */
OCIO_GLSLShader *shader_cache[SHADER_CACHE_SIZE];
OCIO_GLSLCacheHandle shader_cache[SHADER_CACHE_SIZE];
OCIO_GLSLCacheHandle lut3d_cache[SHADER_CACHE_SIZE];
OCIO_GLSLCacheHandle curvemap_cache[SHADER_CACHE_SIZE];
};
/* Previous OpenGL state. */
GLint last_texture, last_texture_unit;
} OCIO_GLSLDrawState;
static OCIO_GLSLDrawState *allocateOpenGLState(void)
{
return (OCIO_GLSLDrawState *)MEM_callocN(sizeof(OCIO_GLSLDrawState), "OCIO OpenGL State struct");
}
static GLuint compileShaderText(GLenum shaderType, const char *text)
/* -------------------------------------------------------------------- */
/** \name Shader
* \{ */
static GLuint compileShaderText(GLenum shader_type, const char *text)
{
GLuint shader;
GLint stat;
shader = glCreateShader(shaderType);
shader = glCreateShader(shader_type);
glShaderSource(shader, 1, (const GLchar **)&text, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
@@ -127,15 +173,16 @@ static GLuint compileShaderText(GLenum shaderType, const char *text)
return shader;
}
static GLuint linkShaders(GLuint ocio_shader, GLuint vert_shader)
static GLuint linkShaders(GLuint frag, GLuint vert)
{
if (!ocio_shader || !vert_shader)
if (!frag || !vert) {
return 0;
}
GLuint program = glCreateProgram();
glAttachShader(program, ocio_shader);
glAttachShader(program, vert_shader);
glAttachShader(program, frag);
glAttachShader(program, vert);
glLinkProgram(program);
@@ -155,133 +202,379 @@ static GLuint linkShaders(GLuint ocio_shader, GLuint vert_shader)
return program;
}
static OCIO_GLSLDrawState *allocateOpenGLState(void)
static void updateGLSLShader(OCIO_GLSLShader *shader,
ConstProcessorRcPtr *processor_scene_to_ui,
ConstProcessorRcPtr *processpr_ui_to_display,
GpuShaderDesc *shader_desc,
const std::string &cache_id)
{
return (OCIO_GLSLDrawState *)MEM_callocN(sizeof(OCIO_GLSLDrawState), "OCIO OpenGL State struct");
}
/* Ensure LUT texture and array are allocated */
static bool ensureLUT3DAllocated(OCIO_GLSLShader *shader)
{
int num_3d_entries = 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE;
if (shader->lut3d_texture_allocated)
return shader->lut3d_texture_valid;
glGenTextures(1, &shader->lut3d_texture);
shader->lut3d = (float *)MEM_callocN(sizeof(float) * num_3d_entries, "OCIO GPU 3D LUT");
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
/* clean glError buffer */
while (glGetError() != GL_NO_ERROR) {
if (shader->cacheId == cache_id) {
return;
}
glTexImage3D(GL_TEXTURE_3D,
0,
GL_RGB16F_ARB,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
0,
GL_RGB,
GL_FLOAT,
shader->lut3d);
/* Delete any previous shader. */
glDeleteProgram(shader->program);
glDeleteShader(shader->frag);
glDeleteShader(shader->vert);
shader->lut3d_texture_allocated = true;
if (shader->interface) {
GPU_shaderinterface_discard(shader->interface);
}
/* GL_RGB16F_ARB could be not supported at some drivers
* in this case we could not use GLSL display
*/
shader->lut3d_texture_valid = glGetError() == GL_NO_ERROR;
{
/* Vertex shader */
std::ostringstream osv;
return shader->lut3d_texture_valid;
osv << "#version 330\n";
osv << datatoc_gpu_shader_display_transform_vertex_glsl;
shader->vert = compileShaderText(GL_VERTEX_SHADER, osv.str().c_str());
}
{
/* Fragment shader */
std::ostringstream os;
os << "#version 330\n";
/* Work around OpenColorIO not supporting latest GLSL yet. */
os << "#define texture2D texture\n";
os << "#define texture3D texture\n";
shader_desc->setFunctionName("OCIO_to_display_linear_with_look");
os << (*processor_scene_to_ui)->getGpuShaderText(*shader_desc) << "\n";
shader_desc->setFunctionName("OCIO_to_display_encoded");
os << (*processpr_ui_to_display)->getGpuShaderText(*shader_desc) << "\n";
os << datatoc_gpu_shader_display_transform_glsl;
shader->frag = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
}
/* shader_Program */
if (shader->frag && shader->vert) {
shader->program = linkShaders(shader->frag, shader->vert);
}
if (shader->program) {
shader->dither_loc = glGetUniformLocation(shader->program, "dither");
shader->overlay_tex_loc = glGetUniformLocation(shader->program, "overlay_texture");
shader->overlay_loc = glGetUniformLocation(shader->program, "overlay");
shader->predivide_loc = glGetUniformLocation(shader->program, "predivide");
shader->curve_mapping_loc = glGetUniformLocation(shader->program, "curve_mapping");
glUseProgram(shader->program);
/* Set texture bind point uniform once. This is saved by the shader. */
glUniform1i(glGetUniformLocation(shader->program, "image_texture"), 0);
glUniform1i(glGetUniformLocation(shader->program, "lut3d_texture"), 2);
glUniform1i(glGetUniformLocation(shader->program, "lut3d_display_texture"), 3);
glUniform1i(glGetUniformLocation(shader->program, "curve_mapping_texture"), 4);
/* Set UBO binding location. */
GLuint index = glGetUniformBlockIndex(shader->program, "OCIO_GLSLCurveMappingParameters");
glUniformBlockBinding(shader->program, index, UBO_BIND_LOC);
/* TODO(fclem) Remove this. Make caller always assume viewport space and
* specify texco via vertex attribs. */
shader->interface = GPU_shaderinterface_create(shader->program);
}
shader->cacheId = cache_id;
shader->valid = (shader->program != 0);
}
static bool ensureCurveMappingAllocated(OCIO_GLSLShader *shader,
static void ensureGLSLShader(OCIO_GLSLShader **shader_ptr,
ConstProcessorRcPtr *processor_scene_to_ui,
ConstProcessorRcPtr *processpr_ui_to_display,
GpuShaderDesc *shader_desc,
const std::string &cache_id)
{
if (*shader_ptr != NULL) {
return;
}
OCIO_GLSLShader *shader = OBJECT_GUARDED_NEW(OCIO_GLSLShader);
updateGLSLShader(shader, processor_scene_to_ui, processpr_ui_to_display, shader_desc, cache_id);
*shader_ptr = shader;
}
static void freeGLSLShader(OCIO_GLSLShader *shader)
{
glDeleteProgram(shader->program);
glDeleteShader(shader->frag);
glDeleteShader(shader->vert);
if (shader->interface) {
GPU_shaderinterface_discard(shader->interface);
}
OBJECT_GUARDED_DELETE(shader, OCIO_GLSLShader);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Lut3D
* \{ */
static void updateGLSLLut3d(OCIO_GLSLLut3d *lut3d,
ConstProcessorRcPtr *processor_scene_to_ui,
ConstProcessorRcPtr *processpr_ui_to_display,
GpuShaderDesc *shader_desc,
const std::string &cache_id)
{
if (lut3d->cacheId == cache_id)
return;
float *lut_data = (float *)MEM_mallocN(LUT3D_TEXTURE_SIZE, __func__);
ConstProcessorRcPtr *ocio_processors[2] = {processor_scene_to_ui, processpr_ui_to_display};
for (int i = 0; i < 2; i++) {
ConstProcessorRcPtr *processor = ocio_processors[i];
GLuint texture = (&lut3d->texture)[i];
(*processor)->getGpuLut3D(lut_data, *shader_desc);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, texture);
glTexSubImage3D(GL_TEXTURE_3D,
0,
0,
0,
0,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
GL_RGB,
GL_FLOAT,
lut_data);
}
MEM_freeN(lut_data);
lut3d->cacheId = cache_id;
}
static void ensureGLSLLut3d(OCIO_GLSLLut3d **lut3d_ptr,
ConstProcessorRcPtr *processor_scene_to_ui,
ConstProcessorRcPtr *processpr_ui_to_display,
GpuShaderDesc *shaderDesc,
const std::string &cache_id)
{
if (*lut3d_ptr != NULL) {
return;
}
OCIO_GLSLLut3d *lut3d = OBJECT_GUARDED_NEW(OCIO_GLSLLut3d);
glGenTextures(3, &lut3d->texture);
for (int i = 0; i < 2; i++) {
GLuint texture = (&lut3d->texture)[i];
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, texture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexImage3D(GL_TEXTURE_3D,
0,
GL_RGB16F,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
0,
GL_RGB,
GL_FLOAT,
NULL);
}
updateGLSLLut3d(lut3d, processor_scene_to_ui, processpr_ui_to_display, shaderDesc, cache_id);
lut3d->valid = (lut3d->texture != 0);
*lut3d_ptr = lut3d;
}
static void freeGLSLLut3d(OCIO_GLSLLut3d *lut3d)
{
glDeleteTextures(1, &lut3d->texture);
OBJECT_GUARDED_DELETE(lut3d, OCIO_GLSLLut3d);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Curve Mapping
* \{ */
static void allocateCurveMappingTexture(OCIO_GLSLCurveMappping *curvemap,
OCIO_CurveMappingSettings *curve_mapping_settings)
{
if (shader->curve_mapping_texture_allocated)
return shader->curve_mapping_texture_valid;
glGenTextures(1, &shader->curve_mapping_texture);
glGenTextures(1, &curvemap->texture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
glBindTexture(GL_TEXTURE_1D, curvemap->texture);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
/* clean glError buffer */
while (glGetError() != GL_NO_ERROR) {
}
glTexImage1D(GL_TEXTURE_1D,
0,
GL_RGBA16F,
curve_mapping_settings->lut_size,
0,
GL_RGBA,
GL_FLOAT,
curve_mapping_settings->lut);
shader->curve_mapping_texture_allocated = true;
/* GL_RGB16F_ARB could be not supported at some drivers
* in this case we could not use GLSL display
*/
shader->curve_mapping_texture_valid = glGetError() == GL_NO_ERROR;
return shader->curve_mapping_texture_valid;
/* Do not initialize. Only if used. */
int lut_size = curve_mapping_settings ? curve_mapping_settings->lut_size : 1;
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16F, lut_size, 0, GL_RGBA, GL_FLOAT, NULL);
}
static void freeGLSLShader(OCIO_GLSLShader *shader)
/* curve_mapping_settings can be null. In this case we alloc a dummy curvemap. */
static void ensureGLSLCurveMapping(OCIO_GLSLCurveMappping **curvemap_ptr,
OCIO_CurveMappingSettings *curve_mapping_settings)
{
if (shader->curve_mapping_texture_allocated) {
glDeleteTextures(1, &shader->curve_mapping_texture);
if (*curvemap_ptr != NULL) {
return;
}
if (shader->lut3d_texture_allocated) {
glDeleteTextures(1, &shader->lut3d_texture);
}
OCIO_GLSLCurveMappping *curvemap = OBJECT_GUARDED_NEW(OCIO_GLSLCurveMappping);
if (shader->lut3d) {
MEM_freeN(shader->lut3d);
}
/* Texture. */
allocateCurveMappingTexture(curvemap, curve_mapping_settings);
if (shader->program) {
glDeleteProgram(shader->program);
}
/* Uniform buffer object. */
glGenBuffers(1, &curvemap->buffer);
glBindBuffer(GL_UNIFORM_BUFFER, curvemap->buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(OCIO_GLSLCurveMappingParameters), 0, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
if (shader->shader_interface) {
GPU_shaderinterface_discard(shader->shader_interface);
}
curvemap->valid = (curvemap->texture != 0);
curvemap->cacheId = 0;
if (shader->ocio_shader) {
glDeleteShader(shader->ocio_shader);
}
using std::string;
shader->lut3dCacheID.~string();
shader->shaderCacheID.~string();
MEM_freeN(shader);
*curvemap_ptr = curvemap;
}
static void freeGLSLCurveMapping(OCIO_GLSLCurveMappping *curvemap)
{
glDeleteTextures(1, &curvemap->texture);
glDeleteBuffers(1, &curvemap->buffer);
OBJECT_GUARDED_DELETE(curvemap, OCIO_GLSLCurveMappping);
}
static void updateGLSLCurveMapping(OCIO_GLSLCurveMappping *curvemap,
OCIO_CurveMappingSettings *curve_mapping_settings,
size_t cacheId)
{
/* No need to continue if curvemapping is not used. Just use whatever is in this cache. */
if (curve_mapping_settings == NULL)
return;
if (curvemap->cacheId == cacheId)
return;
if (curvemap->cacheId == 0) {
/* This cache was previously used as dummy. Recreate the texture. */
glDeleteTextures(1, &curvemap->texture);
allocateCurveMappingTexture(curvemap, curve_mapping_settings);
}
/* Update texture. */
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, curvemap->texture);
glTexSubImage1D(GL_TEXTURE_1D,
0,
0,
curve_mapping_settings->lut_size,
GL_RGBA,
GL_FLOAT,
curve_mapping_settings->lut);
/* Update uniforms. */
OCIO_GLSLCurveMappingParameters data;
for (int i = 0; i < 4; i++) {
data.curve_mapping_range[i] = curve_mapping_settings->range[i];
data.curve_mapping_mintable[i] = curve_mapping_settings->mintable[i];
data.curve_mapping_ext_in_x[i] = curve_mapping_settings->ext_in_x[i];
data.curve_mapping_ext_in_y[i] = curve_mapping_settings->ext_in_y[i];
data.curve_mapping_ext_out_x[i] = curve_mapping_settings->ext_out_x[i];
data.curve_mapping_ext_out_y[i] = curve_mapping_settings->ext_out_y[i];
data.curve_mapping_first_x[i] = curve_mapping_settings->first_x[i];
data.curve_mapping_first_y[i] = curve_mapping_settings->first_y[i];
data.curve_mapping_last_x[i] = curve_mapping_settings->last_x[i];
data.curve_mapping_last_y[i] = curve_mapping_settings->last_y[i];
}
for (int i = 0; i < 3; i++) {
data.curve_mapping_black[i] = curve_mapping_settings->black[i];
data.curve_mapping_bwmul[i] = curve_mapping_settings->bwmul[i];
}
data.curve_mapping_lut_size = curve_mapping_settings->lut_size;
data.curve_mapping_use_extend_extrapolate = curve_mapping_settings->use_extend_extrapolate;
glBindBuffer(GL_UNIFORM_BUFFER, curvemap->buffer);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(OCIO_GLSLCurveMappingParameters), &data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
curvemap->cacheId = cacheId;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name LRU cache
* \{ */
static size_t hash_string(const char *str)
{
size_t i = 0, c;
while ((c = *str++)) {
i = i * 37 + c;
}
return i;
}
static OCIO_GLSLCacheHandle *cacheSearch(OCIO_GLSLCacheHandle cache[SHADER_CACHE_SIZE],
size_t cache_id)
{
OCIO_GLSLCacheHandle *cached_item = &cache[0];
for (int i = 0; i < SHADER_CACHE_SIZE; i++, cached_item++) {
if (cached_item->data == NULL) {
continue;
}
else if (cached_item->cache_id == cache_id) {
/* LRU cache, so move to front. */
OCIO_GLSLCacheHandle found_item = *cached_item;
for (int j = i; j > 0; j--) {
cache[j] = cache[j - 1];
}
cache[0] = found_item;
return &cache[0];
}
}
/* LRU cache, shift other items back so we can insert at the front. */
OCIO_GLSLCacheHandle last_item = cache[SHADER_CACHE_SIZE - 1];
for (int j = SHADER_CACHE_SIZE - 1; j > 0; j--) {
cache[j] = cache[j - 1];
}
/* Copy last to front and let the caller initialize it. */
cache[0] = last_item;
return &cache[0];
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name OCIO GLSL Implementation
* \{ */
/* Detect if we can support GLSL drawing */
bool OCIOImpl::supportGLSLDraw()
{
/* uses GL_RGB16F_ARB */
return GLEW_VERSION_3_0 || GLEW_ARB_texture_float;
/* Minimum supported version 3.3 does meet all requirements. */
return true;
}
/**
@@ -295,14 +588,21 @@ bool OCIOImpl::supportGLSLDraw()
* restore OpenGL context to it's pre-GLSL draw state.
*/
bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r,
OCIO_ConstProcessorRcPtr *processor,
OCIO_ConstProcessorRcPtr *ocio_processor_scene_to_ui,
OCIO_ConstProcessorRcPtr *ocio_processor_ui_to_display,
OCIO_CurveMappingSettings *curve_mapping_settings,
float dither,
bool use_predivide)
bool use_predivide,
bool use_overlay)
{
ConstProcessorRcPtr ocio_processor = *(ConstProcessorRcPtr *)processor;
ConstProcessorRcPtr processor_scene_to_ui = *(ConstProcessorRcPtr *)ocio_processor_scene_to_ui;
ConstProcessorRcPtr processpr_ui_to_display = *(
ConstProcessorRcPtr *)ocio_processor_ui_to_display;
bool use_curve_mapping = curve_mapping_settings != NULL;
bool use_dither = dither > std::numeric_limits<float>::epsilon();
if (!processor_scene_to_ui || !processor_scene_to_ui) {
return false;
}
/* Create state if needed. */
OCIO_GLSLDrawState *state;
@@ -310,235 +610,108 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r,
*state_r = allocateOpenGLState();
state = *state_r;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &state->last_texture);
glGetIntegerv(GL_ACTIVE_TEXTURE, &state->last_texture_unit);
/* Compute cache IDs. */
GpuShaderDesc shaderDesc;
shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_3);
shaderDesc.setFunctionName("OCIODisplay");
shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE);
std::string lut3dCacheID = ocio_processor->getGpuLut3DCacheID(shaderDesc);
std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc);
const char *shader_cache_str = processor_scene_to_ui->getGpuShaderTextCacheID(shaderDesc);
const char *lut3d_cache_str = processor_scene_to_ui->getGpuLut3DCacheID(shaderDesc);
/* Used for comparison. */
std::string shaderCacheID = shader_cache_str;
std::string lut3dCacheID = lut3d_cache_str;
/* Find matching cached shader. */
OCIO_GLSLShader *shader = NULL;
for (int i = 0; i < SHADER_CACHE_SIZE; i++) {
OCIO_GLSLShader *cached_shader = state->shader_cache[i];
if (cached_shader == NULL) {
continue;
}
size_t shader_cache_id = hash_string(shader_cache_str);
size_t lut3d_cache_id = hash_string(lut3d_cache_str);
size_t curvemap_cache_id = curve_mapping_settings ? curve_mapping_settings->cache_id : 0;
if (cached_shader->lut3dCacheID == lut3dCacheID &&
cached_shader->shaderCacheID == shaderCacheID &&
cached_shader->use_predivide == use_predivide &&
cached_shader->use_curve_mapping == use_curve_mapping &&
cached_shader->use_dither == use_dither) {
/* LRU cache, so move to front. */
for (int j = i; j > 0; j--) {
state->shader_cache[j] = state->shader_cache[j - 1];
}
state->shader_cache[0] = cached_shader;
OCIO_GLSLCacheHandle *shader_handle = cacheSearch(state->shader_cache, shader_cache_id);
OCIO_GLSLCacheHandle *lut3d_handle = cacheSearch(state->lut3d_cache, lut3d_cache_id);
/* We cannot keep more than one cache for curvemap because their cache id is a pointer.
* The pointer cannot be the same for one update but can be the same after a second update. */
OCIO_GLSLCacheHandle *curvemap_handle = &state->curvemap_cache[0];
shader = cached_shader;
break;
}
}
OCIO_GLSLShader **shader_ptr = (OCIO_GLSLShader **)&shader_handle->data;
OCIO_GLSLLut3d **lut3d_ptr = (OCIO_GLSLLut3d **)&lut3d_handle->data;
OCIO_GLSLCurveMappping **curvemap_ptr = (OCIO_GLSLCurveMappping **)&curvemap_handle->data;
if (shader == NULL) {
/* LRU cache, shift other items back so we can insert at the front. */
OCIO_GLSLShader *last_shader = state->shader_cache[SHADER_CACHE_SIZE - 1];
if (last_shader) {
freeGLSLShader(last_shader);
}
for (int j = SHADER_CACHE_SIZE - 1; j > 0; j--) {
state->shader_cache[j] = state->shader_cache[j - 1];
}
ensureGLSLShader(
shader_ptr, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, shaderCacheID);
ensureGLSLLut3d(
lut3d_ptr, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, shaderCacheID);
ensureGLSLCurveMapping(curvemap_ptr, curve_mapping_settings);
/* Allocate memory for shader. */
shader = (OCIO_GLSLShader *)MEM_callocN(sizeof(OCIO_GLSLShader), "OCIO GLSL Shader");
state->shader_cache[0] = shader;
OCIO_GLSLShader *shader = (OCIO_GLSLShader *)shader_handle->data;
OCIO_GLSLLut3d *shader_lut = (OCIO_GLSLLut3d *)lut3d_handle->data;
OCIO_GLSLCurveMappping *shader_curvemap = (OCIO_GLSLCurveMappping *)curvemap_handle->data;
new (&shader->lut3dCacheID) std::string();
new (&shader->shaderCacheID) std::string();
updateGLSLShader(
shader, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, shaderCacheID);
updateGLSLLut3d(
shader_lut, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, lut3dCacheID);
updateGLSLCurveMapping(shader_curvemap, curve_mapping_settings, curvemap_cache_id);
shader->lut3dCacheID = lut3dCacheID;
shader->shaderCacheID = shaderCacheID;
shader->use_curve_mapping = use_curve_mapping;
shader->use_dither = use_dither;
shader->use_predivide = use_predivide;
/* Update handles cache keys. */
shader_handle->cache_id = shader_cache_id;
lut3d_handle->cache_id = lut3d_cache_id;
curvemap_handle->cache_id = curvemap_cache_id;
bool valid = true;
if (shader->valid && shader_lut->valid && shader_curvemap->valid) {
/* Bind textures to sampler units. Texture 0 is set by caller.
* Uniforms have already been set for texture bind points.*/
/* Compute 3D LUT. */
if (valid && ensureLUT3DAllocated(shader)) {
ocio_processor->getGpuLut3D(shader->lut3d, shaderDesc);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_3D, shader_lut->texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
glTexSubImage3D(GL_TEXTURE_3D,
0,
0,
0,
0,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
GL_RGB,
GL_FLOAT,
shader->lut3d);
}
else {
valid = false;
}
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_3D, shader_lut->texture_display);
/* Allocate curve mapping texture. */
if (valid && use_curve_mapping) {
if (!ensureCurveMappingAllocated(shader, curve_mapping_settings)) {
valid = false;
}
}
if (valid) {
/* Vertex shader */
std::ostringstream osv;
osv << "#version 330\n";
osv << datatoc_gpu_shader_display_transform_vertex_glsl;
shader->vert_shader = compileShaderText(GL_VERTEX_SHADER, osv.str().c_str());
/* Fragment shader */
std::ostringstream os;
os << "#version 330\n";
/* Work around OpenColorIO not supporting latest GLSL yet. */
os << "#define texture2D texture\n";
os << "#define texture3D texture\n";
if (use_predivide) {
os << "#define USE_PREDIVIDE\n";
}
if (use_dither) {
os << "#define USE_DITHER\n";
}
if (use_curve_mapping) {
os << "#define USE_CURVE_MAPPING\n";
}
os << ocio_processor->getGpuShaderText(shaderDesc) << "\n";
os << datatoc_gpu_shader_display_transform_glsl;
shader->ocio_shader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
/* Program */
if (shader->ocio_shader && shader->vert_shader) {
shader->program = linkShaders(shader->ocio_shader, shader->vert_shader);
}
if (shader->program) {
if (shader->shader_interface) {
GPU_shaderinterface_discard(shader->shader_interface);
}
shader->shader_interface = GPU_shaderinterface_create(shader->program);
}
}
}
/* Update curve mapping texture. */
if (use_curve_mapping && shader->curve_mapping_texture_allocated) {
if (shader->curve_mapping_cache_id != curve_mapping_settings->cache_id) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
glTexSubImage1D(GL_TEXTURE_1D,
0,
0,
curve_mapping_settings->lut_size,
GL_RGBA,
GL_FLOAT,
curve_mapping_settings->lut);
}
}
/* Bind Shader. */
if (shader->program) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
if (use_curve_mapping) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
}
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_1D, shader_curvemap->texture);
glActiveTexture(GL_TEXTURE0);
/* IMM needs vertex format even if we don't draw with it.
*
* NOTE: The only reason why it's here is because of Cycles viewport.
* All other areas are managing their own vertex formats.
* Doing it here is probably harmless, but kind of stupid.
*
* TODO(sergey): Look into some nicer solution.
*/
GPUVertFormat *format = immVertexFormat();
GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindProgram(shader->program, shader->shader_interface);
/* Bind UBO. */
glBindBufferBase(GL_UNIFORM_BUFFER, 0, shader_curvemap->buffer);
immUniform1i("image_texture", 0);
immUniform1i("lut3d_texture", 1);
/* TODO(fclem) remove remains of IMM. */
immBindProgram(shader->program, shader->interface);
if (use_dither) {
immUniform1f("dither", dither);
}
if (use_curve_mapping) {
immUniform1i("curve_mapping_texture", 2);
immUniform1i("curve_mapping_lut_size", curve_mapping_settings->lut_size);
immUniform1i("use_curve_mapping_extend_extrapolate",
curve_mapping_settings->use_extend_extrapolate);
immUniform4fv("curve_mapping_mintable", curve_mapping_settings->mintable);
immUniform4fv("curve_mapping_range", curve_mapping_settings->range);
immUniform4fv("curve_mapping_ext_in_x", curve_mapping_settings->ext_in_x);
immUniform4fv("curve_mapping_ext_in_y", curve_mapping_settings->ext_in_y);
immUniform4fv("curve_mapping_ext_out_x", curve_mapping_settings->ext_out_x);
immUniform4fv("curve_mapping_ext_out_y", curve_mapping_settings->ext_out_y);
immUniform4fv("curve_mapping_first_x", curve_mapping_settings->first_x);
immUniform4fv("curve_mapping_first_y", curve_mapping_settings->first_y);
immUniform4fv("curve_mapping_last_x", curve_mapping_settings->last_x);
immUniform4fv("curve_mapping_last_y", curve_mapping_settings->last_y);
immUniform3fv("curve_mapping_black", curve_mapping_settings->black);
immUniform3fv("curve_mapping_bwmul", curve_mapping_settings->bwmul);
}
/* Bind Shader and set uniforms. */
// glUseProgram(shader->program);
glUniform1f(shader->dither_loc, dither);
glUniform1i(shader->overlay_tex_loc, use_overlay ? 1 : 0);
glUniform1i(shader->overlay_loc, use_overlay);
glUniform1i(shader->predivide_loc, use_predivide);
glUniform1i(shader->curve_mapping_loc, use_curve_mapping);
return true;
}
else {
glActiveTexture(state->last_texture_unit);
glBindTexture(GL_TEXTURE_2D, state->last_texture);
return false;
}
return false;
}
void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState *state)
void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState * /*state*/)
{
glActiveTexture(state->last_texture_unit);
glBindTexture(GL_TEXTURE_2D, state->last_texture);
immUnbindProgram();
}
void OCIOImpl::freeGLState(OCIO_GLSLDrawState *state)
{
for (int i = 0; i < SHADER_CACHE_SIZE; i++) {
if (state->shader_cache[i]) {
freeGLSLShader(state->shader_cache[i]);
if (state->shader_cache[i].data) {
freeGLSLShader((OCIO_GLSLShader *)state->shader_cache[i].data);
}
if (state->lut3d_cache[i].data) {
freeGLSLLut3d((OCIO_GLSLLut3d *)state->lut3d_cache[i].data);
}
if (state->curvemap_cache[i].data) {
freeGLSLCurveMapping((OCIO_GLSLCurveMappping *)state->curvemap_cache[i].data);
}
}
MEM_freeN(state);
}
/** \} */

View File

@@ -56,6 +56,7 @@ set(SRC
intern/draw_cache_impl_mesh.c
intern/draw_cache_impl_metaball.c
intern/draw_cache_impl_particles.c
intern/draw_color_management.c
intern/draw_common.c
intern/draw_debug.c
intern/draw_hair.c
@@ -121,6 +122,7 @@ set(SRC
engines/select/select_engine.c
engines/overlay/overlay_antialiasing.c
engines/overlay/overlay_armature.c
engines/overlay/overlay_background.c
engines/overlay/overlay_edit_curve.c
engines/overlay/overlay_edit_mesh.c
engines/overlay/overlay_edit_text.c
@@ -146,6 +148,7 @@ set(SRC
intern/draw_cache_extract.h
intern/draw_cache_impl.h
intern/draw_cache_inline.h
intern/draw_color_management.h
intern/draw_common.h
intern/draw_debug.h
intern/draw_hair_private.h
@@ -237,7 +240,6 @@ data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_cavity_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_cavity_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl SRC)
@@ -329,6 +331,8 @@ data_to_c_simple(engines/overlay/shaders/armature_stick_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_stick_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_wire_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/background_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/clipbound_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/depth_only_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_curve_handle_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_curve_handle_vert.glsl SRC)

View File

@@ -52,18 +52,18 @@ struct rcti;
/* Buffer and textures used by the viewport by default */
typedef struct DefaultFramebufferList {
struct GPUFrameBuffer *default_fb;
struct GPUFrameBuffer *overlay_fb;
struct GPUFrameBuffer *in_front_fb;
struct GPUFrameBuffer *color_only_fb;
struct GPUFrameBuffer *depth_only_fb;
struct GPUFrameBuffer *multisample_fb;
struct GPUFrameBuffer *overlay_only_fb;
} DefaultFramebufferList;
typedef struct DefaultTextureList {
struct GPUTexture *color;
struct GPUTexture *color_overlay;
struct GPUTexture *depth;
struct GPUTexture *depth_in_front;
struct GPUTexture *multisample_color;
struct GPUTexture *multisample_depth;
} DefaultTextureList;
void DRW_engines_register(void);

View File

@@ -245,7 +245,6 @@ DrawEngineType draw_engine_basic_type = {
&basic_cache_init,
&basic_cache_populate,
&basic_cache_finish,
NULL,
&basic_draw_scene,
NULL,
NULL,

View File

@@ -174,11 +174,6 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata,
effects->enabled_effects |= EFFECT_NORMAL_BUFFER;
}
/* Alpha checker if background is not drawn in viewport. */
if (!DRW_state_is_image_render() && !DRW_state_draw_background()) {
effects->enabled_effects |= EFFECT_ALPHA_CHECKER;
}
/**
* MinMax Pyramid
*/
@@ -342,31 +337,6 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_mat4(grp, "pastPersmat", effects->velocity_past_persmat);
DRW_shgroup_call(grp, quad, NULL);
}
if ((effects->enabled_effects & EFFECT_ALPHA_CHECKER) != 0) {
GPUShader *checker_sh = GPU_shader_get_builtin_shader(GPU_SHADER_2D_CHECKER);
copy_v4_fl4(effects->color_checker_dark, 0.15f, 0.15f, 0.15f, 1.0f);
copy_v4_fl4(effects->color_checker_light, 0.2f, 0.2f, 0.2f, 1.0f);
DRW_PASS_CREATE(psl->alpha_checker,
DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_UNDER_PREMUL);
grp = DRW_shgroup_create(checker_sh, psl->alpha_checker);
DRW_shgroup_uniform_vec4(grp, "color1", effects->color_checker_dark, 1);
DRW_shgroup_uniform_vec4(grp, "color2", effects->color_checker_light, 1);
DRW_shgroup_uniform_int_copy(grp, "size", 8);
DRW_shgroup_call(grp, quad, NULL);
float viewmat[4][4], winmat[4][4];
unit_m4(viewmat);
unit_m4(winmat);
/* Winmat must be negative. */
swap_v3_v3(winmat[0], winmat[1]);
/* Using default view bypasses the culling. */
const DRWView *default_view = DRW_view_default_get();
effects->checker_view = DRW_view_create_sub(default_view, viewmat, winmat);
}
}
void EEVEE_effects_draw_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
@@ -524,21 +494,6 @@ void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, i
DRW_stats_group_end();
}
void EEVEE_draw_alpha_checker(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_ALPHA_CHECKER) != 0) {
DRW_view_set_active(effects->checker_view);
DRW_draw_pass(psl->alpha_checker);
DRW_view_set_active(NULL);
}
}
static void EEVEE_velocity_resolve(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;

View File

@@ -22,10 +22,11 @@
#include "DRW_render.h"
#include "draw_color_management.h" /* TODO remove dependency */
#include "BLI_rand.h"
#include "BKE_object.h"
#include "BKE_global.h" /* for G.debug_value */
#include "DEG_depsgraph_query.h"
@@ -183,13 +184,11 @@ static void eevee_cache_finish(void *vedata)
* the background and the scene pass are visible.
* Note: we could break it up in two passes using some depth test
* to reduce the fillrate */
static void eevee_draw_background(void *vedata)
static void eevee_draw_scene(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
/* Default framebuffer and texture */
@@ -338,79 +337,15 @@ static void eevee_draw_background(void *vedata)
}
if ((stl->g_data->render_passes & SCE_PASS_COMBINED) > 0) {
/* Tonemapping and transfer result to default framebuffer. */
bool use_render_settings = stl->g_data->use_color_render_settings;
/* Transfer result to default framebuffer. */
GPU_framebuffer_bind(dfbl->default_fb);
DRW_transform_to_display(stl->effects->final_tx, true, use_render_settings);
/* Draw checkerboard with alpha under. */
EEVEE_draw_alpha_checker(vedata);
DRW_transform_none(stl->effects->final_tx);
}
else {
EEVEE_renderpasses_draw(sldata, vedata);
}
/* Debug : Output buffer to view. */
switch (G.debug_value) {
case 1:
if (txl->maxzbuffer) {
DRW_transform_to_display(txl->maxzbuffer, false, false);
}
break;
case 2:
if (effects->ssr_pdf_output) {
DRW_transform_to_display(effects->ssr_pdf_output, false, false);
}
break;
case 3:
if (effects->ssr_normal_input) {
DRW_transform_to_display(effects->ssr_normal_input, false, false);
}
break;
case 4:
if (effects->ssr_specrough_input) {
DRW_transform_to_display(effects->ssr_specrough_input, false, false);
}
break;
case 5:
if (txl->color_double_buffer) {
DRW_transform_to_display(txl->color_double_buffer, false, false);
}
break;
case 6:
if (effects->gtao_horizons_debug) {
DRW_transform_to_display(effects->gtao_horizons_debug, false, false);
}
break;
case 7:
if (effects->gtao_horizons) {
DRW_transform_to_display(effects->gtao_horizons, false, false);
}
break;
case 8:
if (effects->sss_irradiance) {
DRW_transform_to_display(effects->sss_irradiance, false, false);
}
break;
case 9:
if (effects->sss_radius) {
DRW_transform_to_display(effects->sss_radius, false, false);
}
break;
case 10:
if (effects->sss_albedo) {
DRW_transform_to_display(effects->sss_albedo, false, false);
}
break;
case 11:
if (effects->velocity_tx) {
DRW_transform_to_display(effects->velocity_tx, false, false);
}
break;
default:
break;
}
EEVEE_renderpasses_draw_debug(vedata);
EEVEE_volumes_free_smoke_textures();
@@ -525,8 +460,7 @@ DrawEngineType draw_engine_eevee_type = {
&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_draw_scene,
&eevee_view_update,
&eevee_id_update,
&eevee_render_to_image,

View File

@@ -523,7 +523,6 @@ typedef enum EEVEE_EffectsFlag {
EFFECT_VELOCITY_BUFFER = (1 << 12), /* Not really an effect but a feature */
EFFECT_TAA_REPROJECT = (1 << 13), /* should be mutually exclusive with EFFECT_TAA */
EFFECT_DEPTH_DOUBLE_BUFFER = (1 << 14), /* Not really an effect but a feature */
EFFECT_ALPHA_CHECKER = (1 << 15), /* Not really an effect but a feature */
} EEVEE_EffectsFlag;
typedef struct EEVEE_EffectsInfo {
@@ -588,7 +587,6 @@ typedef struct EEVEE_EffectsInfo {
/* Alpha Checker */
float color_checker_dark[4];
float color_checker_light[4];
struct DRWView *checker_view;
/* Other */
float prev_persmat[4][4];
/* Lookdev */
@@ -1057,6 +1055,7 @@ void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
eScenePassType renderpass_type);
void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_renderpasses_draw_debug(EEVEE_Data *vedata);
void EEVEE_renderpasses_free(void);
bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata);

View File

@@ -23,6 +23,10 @@
#include "DRW_engine.h"
#include "DRW_render.h"
#include "draw_color_management.h" /* TODO remove dependency. */
#include "BKE_global.h" /* for G.debug_value */
#include "BLI_string_utils.h"
#include "DEG_depsgraph_query.h"
@@ -239,6 +243,7 @@ void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
bool is_valid = (render_pass & EEVEE_RENDERPASSES_ALL) > 0;
bool needs_color_transfer = (render_pass & EEVEE_RENDERPASSES_COLOR_PASS) > 0 &&
DRW_state_is_opengl_render();
UNUSED_VARS(needs_color_transfer);
/* When SSS isn't available, but the pass is requested, we mark it as invalid */
if ((render_pass & EEVEE_RENDERPASSES_SUBSURFACE) != 0 &&
@@ -261,7 +266,7 @@ void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (is_valid) {
EEVEE_renderpasses_postprocess(sldata, vedata, render_pass);
GPU_framebuffer_bind(dfbl->default_fb);
DRW_transform_to_display(txl->renderpass, needs_color_transfer, false);
DRW_transform_none(txl->renderpass);
}
else {
/* Draw state is not valid for this pass, clear the buffer */
@@ -276,3 +281,54 @@ void EEVEE_renderpasses_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.postprocess_sh);
}
void EEVEE_renderpasses_draw_debug(EEVEE_Data *vedata)
{
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
GPUTexture *tx = NULL;
/* Debug : Output buffer to view. */
switch (G.debug_value) {
case 1:
tx = txl->maxzbuffer;
break;
case 2:
tx = effects->ssr_pdf_output;
break;
case 3:
tx = effects->ssr_normal_input;
break;
case 4:
tx = effects->ssr_specrough_input;
break;
case 5:
tx = txl->color_double_buffer;
break;
case 6:
tx = effects->gtao_horizons;
break;
case 7:
tx = effects->gtao_horizons;
break;
case 8:
tx = effects->sss_irradiance;
break;
case 9:
tx = effects->sss_radius;
break;
case 10:
tx = effects->sss_albedo;
break;
case 11:
tx = effects->velocity_tx;
break;
default:
break;
}
if (tx) {
DRW_transform_none(tx);
}
}

View File

@@ -198,7 +198,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
/**
* Reset for each "redraw". When rendering using ogl render,
* we accumulate the redraw inside the drawing loop in eevee_draw_background().
* we accumulate the redraw inside the drawing loop in eevee_draw_scene().
**/
effects->taa_render_sample = 1;
effects->taa_view = NULL;
@@ -251,7 +251,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
(effects->taa_current_sample < effects->taa_total_sample)) ||
DRW_state_is_image_render()) {
if (view_is_valid) {
/* Viewport rendering updates the matrices in `eevee_draw_background` */
/* Viewport rendering updates the matrices in `eevee_draw_scene` */
if (!DRW_state_is_image_render()) {
effects->taa_current_sample += 1;
repro_flag = 0;

View File

@@ -236,6 +236,12 @@ static void external_draw_scene(void *vedata)
* OpenGL render is used for quick preview (thumbnails or sequencer preview)
* where using the rendering engine to preview doesn't make so much sense. */
if (draw_ctx->evil_C) {
float clear_col[4] = {0, 0, 0, 0};
/* This is to keep compatibility with external engine. */
/* TODO(fclem) remove it eventually. */
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_color(dfbl->default_fb, clear_col);
external_draw_scene_do(vedata);
}
@@ -266,7 +272,6 @@ static DrawEngineType draw_engine_external_type = {
&external_cache_init,
&external_cache_populate,
&external_cache_finish,
NULL,
&external_draw_scene,
NULL,
NULL,

View File

@@ -1180,7 +1180,6 @@ DrawEngineType draw_engine_gpencil_type = {
&GPENCIL_cache_init,
&GPENCIL_cache_populate,
&GPENCIL_cache_finish,
NULL,
&GPENCIL_draw_scene,
NULL,
NULL,

View File

@@ -524,7 +524,6 @@ void DRW_gpencil_free_runtime_data(void *ved);
if ((lvl > 0) && (fbl->multisample_fb != NULL) && (DRW_state_is_fbo())) { \
DRW_stats_query_start("GP Multisample Resolve"); \
GPU_framebuffer_bind(fb); \
DRW_multisamples_resolve(txl->multisample_depth, txl->multisample_color, true); \
DRW_stats_query_end(); \
} \
} \

View File

@@ -83,7 +83,7 @@ void OVERLAY_antialiasing_init(OVERLAY_Data *vedata)
GPUTexture *line_tex = NULL;
if (pd->antialiasing.enabled) {
DRW_texture_ensure_fullscreen_2d(&txl->overlay_color_tx, GPU_RGBA8, DRW_TEX_FILTER);
DRW_texture_ensure_fullscreen_2d(&txl->overlay_color_tx, GPU_SRGB8_A8, DRW_TEX_FILTER);
DRW_texture_ensure_fullscreen_2d(&txl->overlay_line_tx, GPU_RGBA8, 0);
color_tex = txl->overlay_color_tx;
@@ -194,9 +194,7 @@ void OVERLAY_antialiasing_end(OVERLAY_Data *vedata)
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (pd->antialiasing.enabled) {
GPU_framebuffer_bind(dfbl->color_only_fb);
GPU_framebuffer_bind(dfbl->overlay_only_fb);
DRW_draw_pass(psl->antialiasing_ps);
GPU_framebuffer_bind(dfbl->default_fb);
}
}

View File

@@ -88,26 +88,6 @@ typedef struct ArmatureDrawContext {
OVERLAY_ExtraCallBuffers *extras;
/**
* Follow `TH_*` naming except for mixed colors.
*/
struct {
float select[4];
float edge_select[4];
float bone_select[4]; /* tint */
float wire[4];
float wire_edit[4];
float bone_solid[4];
float bone_active_unselect[4]; /* mix */
float bone_pose[4];
float bone_pose_active[4];
float bone_pose_active_unselect[4]; /* mix */
float text_hi[4];
float text[4];
float vertex_select[4];
float vertex[4];
} color;
/* not a theme, this is an override */
const float *const_color;
float const_wire;
@@ -684,31 +664,28 @@ static void drw_shgroup_bone_relationship_lines(ArmatureDrawContext *ctx,
const float start[3],
const float end[3])
{
drw_shgroup_bone_relationship_lines_ex(ctx, start, end, ctx->color.wire);
drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorWire);
}
static void drw_shgroup_bone_ik_lines(ArmatureDrawContext *ctx,
const float start[3],
const float end[3])
{
float fcolor[4] = {0.8f, 0.5f, 0.0f, 1.0f}; /* add theme! */
drw_shgroup_bone_relationship_lines_ex(ctx, start, end, fcolor);
drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorBoneIKLine);
}
static void drw_shgroup_bone_ik_no_target_lines(ArmatureDrawContext *ctx,
const float start[3],
const float end[3])
{
float fcolor[4] = {0.8f, 0.8f, 0.2f, 1.0f}; /* add theme! */
drw_shgroup_bone_relationship_lines_ex(ctx, start, end, fcolor);
drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorBoneIKLineNoTarget);
}
static void drw_shgroup_bone_ik_spline_lines(ArmatureDrawContext *ctx,
const float start[3],
const float end[3])
{
float fcolor[4] = {0.8f, 0.8f, 0.2f, 1.0f}; /* add theme! */
drw_shgroup_bone_relationship_lines_ex(ctx, start, end, fcolor);
drw_shgroup_bone_relationship_lines_ex(ctx, start, end, G_draw.block.colorBoneIKLineSpline);
}
/** \} */
@@ -725,10 +702,6 @@ enum {
PCHAN_COLOR_NORMAL = 0, /* normal drawing */
PCHAN_COLOR_SOLID, /* specific case where "solid" color is needed */
PCHAN_COLOR_CONSTS, /* "constraint" colors (which may/may-not be suppressed) */
PCHAN_COLOR_SPHEREBONE_BASE, /* for the 'stick' of sphere (envelope) bones */
PCHAN_COLOR_SPHEREBONE_END, /* for the ends of sphere (envelope) bones */
PCHAN_COLOR_LINEBONE, /* for the middle of line-bones */
};
/* This function sets the color-set for coloring a certain bone */
@@ -791,14 +764,6 @@ static void cp_shade_color3ub(uchar cp[3], const int offset)
cp[2] = b;
}
static void cp_shade_color3f(float cp[3], const float offset)
{
add_v3_fl(cp, offset);
CLAMP(cp[0], 0, 255);
CLAMP(cp[1], 0, 255);
CLAMP(cp[2], 0, 255);
}
/* This function sets the gl-color for coloring a certain bone (based on bcolor) */
static bool set_pchan_color(const ArmatureDrawContext *ctx,
short colCode,
@@ -813,7 +778,6 @@ static bool set_pchan_color(const ArmatureDrawContext *ctx,
case PCHAN_COLOR_NORMAL: {
if (bcolor) {
uchar cp[4] = {255};
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_uchar(cp, bcolor->active);
if (!(boneflag & BONE_SELECTED)) {
@@ -828,159 +792,58 @@ static bool set_pchan_color(const ArmatureDrawContext *ctx,
copy_v3_v3_uchar(cp, bcolor->solid);
cp_shade_color3ub(cp, -50);
}
rgb_uchar_to_float(fcolor, cp);
/* Meh, hardcoded srgb transform here. */
srgb_to_linearrgb_v4(fcolor, fcolor);
}
else {
if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, fcolor);
copy_v4_v4(fcolor, G_draw.block.colorBonePoseActive);
}
else if (boneflag & BONE_DRAW_ACTIVE) {
UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, fcolor);
copy_v4_v4(fcolor, G_draw.block.colorBonePoseActiveUnsel);
}
else if (boneflag & BONE_SELECTED) {
UI_GetThemeColor4fv(TH_BONE_POSE, fcolor);
copy_v4_v4(fcolor, G_draw.block.colorBonePose);
}
else {
UI_GetThemeColor4fv(TH_WIRE, fcolor);
copy_v4_v4(fcolor, G_draw.block.colorWire);
}
}
return true;
}
case PCHAN_COLOR_SOLID: {
UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
if (bcolor) {
float solid_bcolor[3];
rgb_uchar_to_float(solid_bcolor, (uchar *)bcolor->solid);
interp_v3_v3v3(fcolor, fcolor, solid_bcolor, 1.0f);
rgb_uchar_to_float(fcolor, (uchar *)bcolor->solid);
/* Meh, hardcoded srgb transform here. */
srgb_to_linearrgb_v4(fcolor, fcolor);
}
else {
copy_v4_v4(fcolor, G_draw.block.colorBoneSolid);
}
return true;
}
case PCHAN_COLOR_CONSTS: {
if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) {
uchar cp[4];
if (constflag & PCHAN_HAS_TARGET) {
rgba_uchar_args_set(cp, 255, 150, 0, 80);
copy_v4_v4(fcolor, G_draw.block.colorBonePoseTarget);
}
else if (constflag & PCHAN_HAS_IK) {
rgba_uchar_args_set(cp, 255, 255, 0, 80);
copy_v4_v4(fcolor, G_draw.block.colorBonePoseIK);
}
else if (constflag & PCHAN_HAS_SPLINEIK) {
rgba_uchar_args_set(cp, 200, 255, 0, 80);
copy_v4_v4(fcolor, G_draw.block.colorBonePoseSplineIK);
}
else if (constflag & PCHAN_HAS_CONST) {
rgba_uchar_args_set(cp, 0, 255, 120, 80);
copy_v4_v4(fcolor, G_draw.block.colorBonePoseConstraint);
}
else {
return false;
}
rgba_uchar_to_float(fcolor, cp);
return true;
}
return false;
}
case PCHAN_COLOR_SPHEREBONE_BASE: {
if (bcolor) {
uchar cp[4] = {255};
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_uchar(cp, bcolor->active);
}
else if (boneflag & BONE_SELECTED) {
copy_v3_v3_uchar(cp, bcolor->select);
}
else {
copy_v3_v3_uchar(cp, bcolor->solid);
}
rgb_uchar_to_float(fcolor, cp);
}
else {
if (boneflag & BONE_DRAW_ACTIVE) {
UI_GetThemeColorShade4fv(TH_BONE_POSE, 40, fcolor);
}
else if (boneflag & BONE_SELECTED) {
UI_GetThemeColor4fv(TH_BONE_POSE, fcolor);
}
else {
UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
}
}
return true;
}
case PCHAN_COLOR_SPHEREBONE_END: {
if (bcolor) {
uchar cp[4] = {255};
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_uchar(cp, bcolor->active);
cp_shade_color3ub(cp, 10);
}
else if (boneflag & BONE_SELECTED) {
copy_v3_v3_uchar(cp, bcolor->select);
cp_shade_color3ub(cp, -30);
}
else {
copy_v3_v3_uchar(cp, bcolor->solid);
cp_shade_color3ub(cp, -30);
}
rgb_uchar_to_float(fcolor, cp);
}
else {
if (boneflag & BONE_DRAW_ACTIVE) {
UI_GetThemeColorShade4fv(TH_BONE_POSE, 10, fcolor);
}
else if (boneflag & BONE_SELECTED) {
UI_GetThemeColorShade4fv(TH_BONE_POSE, -30, fcolor);
}
else {
UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor);
}
}
break;
}
case PCHAN_COLOR_LINEBONE: {
/* inner part in background color or constraint */
if ((constflag) && ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS))) {
uchar cp[4];
if (constflag & PCHAN_HAS_TARGET) {
rgba_uchar_args_set(cp, 255, 150, 0, 255);
}
else if (constflag & PCHAN_HAS_IK) {
rgba_uchar_args_set(cp, 255, 255, 0, 255);
}
else if (constflag & PCHAN_HAS_SPLINEIK) {
rgba_uchar_args_set(cp, 200, 255, 0, 255);
}
else if (constflag & PCHAN_HAS_CONST) {
rgba_uchar_args_set(cp, 0, 255, 120, 255);
}
else if (constflag) {
UI_GetThemeColor4ubv(TH_BONE_POSE, cp);
} /* PCHAN_HAS_ACTION */
rgb_uchar_to_float(fcolor, cp);
}
else {
if (bcolor) {
const uchar *cp = bcolor->solid;
rgb_uchar_to_float(fcolor, (uchar *)cp);
fcolor[3] = 204.f / 255.f;
}
else {
UI_GetThemeColorShade4fv(TH_BACK, -30, fcolor);
}
}
return true;
}
}
return false;
@@ -994,9 +857,7 @@ static bool set_pchan_color(const ArmatureDrawContext *ctx,
static void bone_locked_color_shade(float color[4])
{
float locked_color[4];
UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, locked_color);
float *locked_color = G_draw.block.colorBoneLocked;
interp_v3_v3v3(color, color, locked_color, locked_color[3]);
}
@@ -1009,7 +870,7 @@ static const float *get_bone_solid_color(const ArmatureDrawContext *ctx,
const short constflag)
{
if (ctx->const_color) {
return ctx->color.bone_solid;
return G_draw.block.colorBoneSolid;
}
if (arm->flag & ARM_POSEMODE) {
@@ -1024,7 +885,7 @@ static const float *get_bone_solid_color(const ArmatureDrawContext *ctx,
return disp_color;
}
return ctx->color.bone_solid;
return G_draw.block.colorBoneSolid;
}
static const float *get_bone_solid_with_consts_color(const ArmatureDrawContext *ctx,
@@ -1035,7 +896,7 @@ static const float *get_bone_solid_with_consts_color(const ArmatureDrawContext *
const short constflag)
{
if (ctx->const_color) {
return ctx->color.bone_solid;
return G_draw.block.colorBoneSolid;
}
const float *col = get_bone_solid_color(ctx, eBone, pchan, arm, boneflag, constflag);
@@ -1079,18 +940,18 @@ static const float *get_bone_wire_color(const ArmatureDrawContext *ctx,
else if (eBone) {
if (boneflag & BONE_SELECTED) {
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3(disp_color, ctx->color.edge_select);
copy_v3_v3(disp_color, G_draw.block.colorBoneActive);
}
else {
copy_v3_v3(disp_color, ctx->color.bone_select);
copy_v3_v3(disp_color, G_draw.block.colorBoneSelect);
}
}
else {
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3(disp_color, ctx->color.bone_active_unselect);
copy_v3_v3(disp_color, G_draw.block.colorBoneActiveUnsel);
}
else {
copy_v3_v3(disp_color, ctx->color.wire_edit);
copy_v3_v3(disp_color, G_draw.block.colorWireEdit);
}
}
}
@@ -1103,7 +964,7 @@ static const float *get_bone_wire_color(const ArmatureDrawContext *ctx,
}
}
else {
copy_v3_v3(disp_color, ctx->color.vertex);
copy_v3_v3(disp_color, G_draw.block.colorVertex);
}
disp_color[3] = get_bone_wire_thickness(ctx, boneflag);
@@ -1111,13 +972,12 @@ static const float *get_bone_wire_color(const ArmatureDrawContext *ctx,
return disp_color;
}
#define HINT_MUL 0.5f
#define HINT_SHADE 0.2f
static void bone_hint_color_shade(float hint_color[4], const float color[4])
{
mul_v3_v3fl(hint_color, color, HINT_MUL);
cp_shade_color3f(hint_color, -HINT_SHADE);
/* Increase contrast. */
mul_v3_v3v3(hint_color, color, color);
/* Decrease value to add mode shading to the shape. */
mul_v3_fl(hint_color, 0.1f);
hint_color[3] = 1.0f;
}
@@ -1131,7 +991,7 @@ static const float *get_bone_hint_color(const ArmatureDrawContext *ctx,
static float hint_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
if (ctx->const_color) {
bone_hint_color_shade(hint_color, ctx->color.bone_solid);
bone_hint_color_shade(hint_color, G_draw.block.colorBoneSolid);
}
else {
const float *wire_color = get_bone_wire_color(ctx, eBone, pchan, arm, boneflag, constflag);
@@ -1412,11 +1272,11 @@ static void draw_axes(ArmatureDrawContext *ctx, EditBone *eBone, bPoseChannel *p
float final_col[4];
const float *col = (ctx->const_color) ?
ctx->const_color :
(BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? ctx->color.text_hi :
ctx->color.text;
(BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? G_draw.block.colorTextHi :
G_draw.block.colorText;
copy_v4_v4(final_col, col);
/* Mix with axes color. */
final_col[3] = (ctx->const_color) ? 1.0 : (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? 0.3 : 0.8;
final_col[3] = (ctx->const_color) ? 1.0 : (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? 0.1 : 0.65;
drw_shgroup_bone_axes(ctx, BONE_VAR(eBone, pchan, disp_mat), final_col);
}
@@ -1431,10 +1291,10 @@ static void draw_points(ArmatureDrawContext *ctx,
float col_solid_root[4], col_solid_tail[4], col_wire_root[4], col_wire_tail[4];
float col_hint_root[4], col_hint_tail[4];
copy_v4_v4(col_solid_root, ctx->color.bone_solid);
copy_v4_v4(col_solid_tail, ctx->color.bone_solid);
copy_v4_v4(col_wire_root, (ctx->const_color) ? ctx->const_color : ctx->color.vertex);
copy_v4_v4(col_wire_tail, (ctx->const_color) ? ctx->const_color : ctx->color.vertex);
copy_v4_v4(col_solid_root, G_draw.block.colorBoneSolid);
copy_v4_v4(col_solid_tail, G_draw.block.colorBoneSolid);
copy_v4_v4(col_wire_root, (ctx->const_color) ? ctx->const_color : G_draw.block.colorVertex);
copy_v4_v4(col_wire_tail, (ctx->const_color) ? ctx->const_color : G_draw.block.colorVertex);
const bool is_envelope_draw = (arm->drawtype == ARM_ENVELOPE);
const float envelope_ignore = -1.0f;
@@ -1444,10 +1304,10 @@ static void draw_points(ArmatureDrawContext *ctx,
/* Edit bone points can be selected */
if (eBone) {
if (eBone->flag & BONE_ROOTSEL) {
copy_v3_v3(col_wire_root, ctx->color.vertex_select);
copy_v3_v3(col_wire_root, G_draw.block.colorVertexSelect);
}
if (eBone->flag & BONE_TIPSEL) {
copy_v3_v3(col_wire_tail, ctx->color.vertex_select);
copy_v3_v3(col_wire_tail, G_draw.block.colorVertexSelect);
}
}
else if (arm->flag & ARM_POSEMODE) {
@@ -1635,12 +1495,12 @@ static void draw_bone_line(ArmatureDrawContext *ctx,
else {
if (eBone) {
if (eBone->flag & BONE_TIPSEL) {
col_tail = ctx->color.vertex_select;
col_tail = G_draw.block.colorVertexSelect;
}
if (boneflag & BONE_SELECTED) {
col_bone = ctx->color.edge_select;
col_bone = G_draw.block.colorBoneActive;
}
col_wire = ctx->color.wire;
col_wire = G_draw.block.colorWire;
}
/* Draw root point if we are not connected to our parent. */
@@ -1648,7 +1508,7 @@ static void draw_bone_line(ArmatureDrawContext *ctx,
(pchan->bone->parent && (pchan->bone->flag & BONE_CONNECTED)))) {
if (eBone) {
col_head = (eBone->flag & BONE_ROOTSEL) ? ctx->color.vertex_select : col_bone;
col_head = (eBone->flag & BONE_ROOTSEL) ? G_draw.block.colorVertexSelect : col_bone;
}
else {
col_head = col_bone;
@@ -1989,6 +1849,7 @@ static void draw_bone_name(ArmatureDrawContext *ctx,
bool highlight = (pchan && (arm->flag & ARM_POSEMODE) && (boneflag & BONE_SELECTED)) ||
(eBone && (eBone->flag & BONE_SELECTED));
/* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColor4ubv(highlight ? TH_TEXT_HI : TH_TEXT, color);
float *head = pchan ? pchan->pose_head : eBone->head;
@@ -2289,28 +2150,6 @@ static void armature_context_setup(ArmatureDrawContext *ctx,
ctx->const_wire = (((ob->base_flag & BASE_SELECTED) || (arm->drawtype == ARM_WIRE)) ?
1.5f :
((!is_filled || is_transparent) ? 1.0f : 0.0f));
/** See: 'set_pchan_color'*/
#define NO_ALPHA(c) (((c)[3] = 1.0f), (c))
UI_GetThemeColor3fv(TH_SELECT, NO_ALPHA(ctx->color.select));
UI_GetThemeColorShade3fv(TH_EDGE_SELECT, 60, NO_ALPHA(ctx->color.edge_select));
UI_GetThemeColorShade3fv(TH_EDGE_SELECT, -20, NO_ALPHA(ctx->color.bone_select));
UI_GetThemeColor3fv(TH_WIRE, NO_ALPHA(ctx->color.wire));
UI_GetThemeColor3fv(TH_WIRE_EDIT, NO_ALPHA(ctx->color.wire_edit));
UI_GetThemeColor3fv(TH_BONE_SOLID, NO_ALPHA(ctx->color.bone_solid));
UI_GetThemeColorBlendShade3fv(
TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, NO_ALPHA(ctx->color.bone_active_unselect));
UI_GetThemeColor3fv(TH_BONE_POSE, NO_ALPHA(ctx->color.bone_pose));
UI_GetThemeColor3fv(TH_BONE_POSE_ACTIVE, NO_ALPHA(ctx->color.bone_pose_active));
UI_GetThemeColorBlendShade3fv(
TH_WIRE, TH_BONE_POSE, 0.15f, 0, NO_ALPHA(ctx->color.bone_pose_active_unselect));
UI_GetThemeColor3fv(TH_TEXT_HI, NO_ALPHA(ctx->color.text_hi));
UI_GetThemeColor3fv(TH_TEXT, NO_ALPHA(ctx->color.text));
UI_GetThemeColor3fv(TH_VERTEX_SELECT, NO_ALPHA(ctx->color.vertex_select));
UI_GetThemeColor3fv(TH_VERTEX, NO_ALPHA(ctx->color.vertex));
#undef NO_ALPHA
}
void OVERLAY_edit_armature_cache_populate(OVERLAY_Data *vedata, Object *ob)

View File

@@ -0,0 +1,112 @@
/*
* 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 2020, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "UI_resources.h"
#include "overlay_private.h"
#include "draw_manager_text.h"
#define BG_SOLID 0
#define BG_GRADIENT 1
#define BG_CHECKER 2
void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
const RegionView3D *rv3d = draw_ctx->rv3d;
const BoundBox *bb = rv3d->clipbb;
const View3D *v3d = draw_ctx->v3d;
bool draw_clipping_bounds = (pd->clipping_state != 0);
{
float color_override[4] = {0.0f, 0.0f, 0.0f, 0.0f};
int background_type;
if (!DRW_state_draw_background()) {
background_type = BG_CHECKER;
}
else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD && scene->world) {
background_type = BG_SOLID;
/* TODO(fclem) this is a scene refered linear color. we should convert
* it to display linear here. */
copy_v3_v3(color_override, &scene->world->horr);
color_override[3] = 1.0f;
}
else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_VIEWPORT) {
background_type = BG_SOLID;
copy_v3_v3(color_override, v3d->shading.background_color);
color_override[3] = 1.0f;
}
else if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
background_type = BG_GRADIENT;
}
else {
background_type = BG_SOLID;
}
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_BACKGROUND;
DRW_PASS_CREATE(psl->background_ps, state);
GPUShader *sh = OVERLAY_shader_background();
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->background_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &dtxl->color);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_vec4_copy(grp, "colorOverride", color_override);
DRW_shgroup_uniform_int_copy(grp, "bgType", background_type);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
if (draw_clipping_bounds) {
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA | DRW_STATE_CULL_BACK;
DRW_PASS_CREATE(psl->clipping_frustum_ps, state);
GPUShader *sh = OVERLAY_shader_clipbound();
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->clipping_frustum_ps);
DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.colorClippingBorder);
DRW_shgroup_uniform_vec3(grp, "boundbox", &bb->vec[0][0], 8);
struct GPUBatch *cube = DRW_cache_cube_get();
DRW_shgroup_call(grp, cube, NULL);
}
else {
psl->clipping_frustum_ps = NULL;
}
}
void OVERLAY_background_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
if (DRW_state_is_fbo()) {
if (psl->clipping_frustum_ps) {
DRW_draw_pass(psl->clipping_frustum_ps);
}
DRW_draw_pass(psl->background_ps);
}
}

View File

@@ -56,7 +56,9 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata)
DRW_PASS_CREATE(psl->edit_text_overlay_ps, state | pd->clipping_state);
sh = OVERLAY_shader_uniform_color();
pd->edit_text_overlay_grp = DRW_shgroup_create(sh, psl->edit_text_overlay_ps);
pd->edit_text_overlay_grp = grp = DRW_shgroup_create(sh, psl->edit_text_overlay_ps);
DRW_shgroup_uniform_vec4_copy(grp, "color", (float[4]){1.0f, 1.0f, 1.0f, 1.0f});
}
}

View File

@@ -144,6 +144,7 @@ static void OVERLAY_cache_init(void *vedata)
}
OVERLAY_antialiasing_cache_init(vedata);
OVERLAY_armature_cache_init(vedata);
OVERLAY_background_cache_init(vedata);
OVERLAY_extra_cache_init(vedata);
OVERLAY_facing_cache_init(vedata);
OVERLAY_grid_cache_init(vedata);
@@ -389,11 +390,25 @@ static void OVERLAY_draw_scene(void *vedata)
OVERLAY_Data *data = vedata;
OVERLAY_PrivateData *pd = data->stl->pd;
OVERLAY_FramebufferList *fbl = data->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (DRW_state_is_fbo()) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPU_framebuffer_bind(dfbl->overlay_only_fb);
GPU_framebuffer_clear_color(dfbl->overlay_only_fb, clear_col);
}
OVERLAY_image_background_draw(vedata);
OVERLAY_background_draw(vedata);
OVERLAY_antialiasing_start(vedata);
DRW_view_set_active(NULL);
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(fbl->overlay_color_only_fb);
}
OVERLAY_outline_draw(vedata);
if (DRW_state_is_fbo()) {
@@ -503,7 +518,6 @@ DrawEngineType draw_engine_overlay_type = {
&OVERLAY_cache_init,
&OVERLAY_cache_populate,
&OVERLAY_cache_finish,
NULL,
&OVERLAY_draw_scene,
NULL,
NULL,

View File

@@ -344,10 +344,13 @@ void OVERLAY_empty_cache_populate(OVERLAY_Data *vedata, Object *ob)
}
}
static void OVERLAY_bounds(
OVERLAY_ExtraCallBuffers *cb, Object *ob, int theme_id, char boundtype, bool around_origin)
static void OVERLAY_bounds(OVERLAY_ExtraCallBuffers *cb,
Object *ob,
const float *color,
char boundtype,
bool around_origin)
{
float color[4], center[3], size[3], tmp[4][4], final_mat[4][4];
float center[3], size[3], tmp[4][4], final_mat[4][4];
BoundBox bb_local;
if (ob->type == OB_MBALL && !BKE_mball_is_basis(ob)) {
@@ -362,7 +365,6 @@ static void OVERLAY_bounds(
BKE_boundbox_init_from_minmax(bb, min, max);
}
UI_GetThemeColor4fv(theme_id, color);
BKE_boundbox_calc_size_aabb(bb, size);
if (around_origin) {
@@ -425,28 +427,28 @@ static void OVERLAY_bounds(
}
}
static void OVERLAY_collision(OVERLAY_ExtraCallBuffers *cb, Object *ob, int theme_id)
static void OVERLAY_collision(OVERLAY_ExtraCallBuffers *cb, Object *ob, const float *color)
{
switch (ob->rigidbody_object->shape) {
case RB_SHAPE_BOX:
OVERLAY_bounds(cb, ob, theme_id, OB_BOUND_BOX, true);
OVERLAY_bounds(cb, ob, color, OB_BOUND_BOX, true);
break;
case RB_SHAPE_SPHERE:
OVERLAY_bounds(cb, ob, theme_id, OB_BOUND_SPHERE, true);
OVERLAY_bounds(cb, ob, color, OB_BOUND_SPHERE, true);
break;
case RB_SHAPE_CONE:
OVERLAY_bounds(cb, ob, theme_id, OB_BOUND_CONE, true);
OVERLAY_bounds(cb, ob, color, OB_BOUND_CONE, true);
break;
case RB_SHAPE_CYLINDER:
OVERLAY_bounds(cb, ob, theme_id, OB_BOUND_CYLINDER, true);
OVERLAY_bounds(cb, ob, color, OB_BOUND_CYLINDER, true);
break;
case RB_SHAPE_CAPSULE:
OVERLAY_bounds(cb, ob, theme_id, OB_BOUND_CAPSULE, true);
OVERLAY_bounds(cb, ob, color, OB_BOUND_CAPSULE, true);
break;
}
}
static void OVERLAY_texture_space(OVERLAY_ExtraCallBuffers *cb, Object *ob, int theme_id)
static void OVERLAY_texture_space(OVERLAY_ExtraCallBuffers *cb, Object *ob, const float *color)
{
if (ob->data == NULL) {
return;
@@ -477,14 +479,12 @@ static void OVERLAY_texture_space(OVERLAY_ExtraCallBuffers *cb, Object *ob, int
BLI_assert(0);
}
float mat[4][4], color[4];
float mat[4][4];
size_to_mat4(mat, texcosize);
copy_v3_v3(mat[3], texcoloc);
mul_m4_m4m4(mat, ob->obmat, mat);
UI_GetThemeColor4fv(theme_id, color);
DRW_buffer_add_entry(cb->empty_cube, color, mat);
}
@@ -600,7 +600,7 @@ void OVERLAY_light_cache_populate(OVERLAY_Data *vedata, Object *ob)
float *color_p;
DRW_object_wire_theme_get(ob, view_layer, &color_p);
/* Remove the alpha. */
float color[4] = {color_p[0], color_p[1], color_p[2], 1.0f};
float color[4] = {UNPACK3(color_p), 1.0f};
/* Pack render data into object matrix. */
union {
float mat[4][4];
@@ -867,13 +867,13 @@ static void camera_view3d_reconstruction(OVERLAY_ExtraCallBuffers *cb,
/* Index must start in 1, to mimic BKE_tracking_track_get_indexed. */
int track_index = 1;
float bundle_color_custom[3];
float *bundle_color_solid = G_draw.block.colorBundleSolid;
float *bundle_color_unselected = G_draw.block.colorWire;
uchar text_color_selected[4], text_color_unselected[4];
float bundle_color_unselected[4], bundle_color_solid[4];
/* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColor4ubv(TH_SELECT, text_color_selected);
UI_GetThemeColor4ubv(TH_TEXT, text_color_unselected);
UI_GetThemeColor4fv(TH_WIRE, bundle_color_unselected);
UI_GetThemeColor4fv(TH_BUNDLE_SOLID, bundle_color_solid);
float camera_mat[4][4], normal_mat[4][4];
BKE_tracking_get_camera_object_matrix(ob, camera_mat);
@@ -910,7 +910,10 @@ static void camera_view3d_reconstruction(OVERLAY_ExtraCallBuffers *cb,
const float *bundle_color;
if (track->flag & TRACK_CUSTOMCOLOR) {
bundle_color = track->color;
/* Meh, hardcoded srgb transform here. */
/* TODO change the actual DNA color to be linear. */
srgb_to_linearrgb_v3_v3(bundle_color_custom, track->color);
bundle_color = bundle_color_custom;
}
else if (is_solid_bundle) {
bundle_color = bundle_color_solid;
@@ -1346,6 +1349,7 @@ static void OVERLAY_gpencil_color_names(Object *ob)
ViewLayer *view_layer = draw_ctx->view_layer;
int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
uchar color[4];
/* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColor4ubv(theme_id, color);
struct DRWTextStore *dt = DRW_text_cache_ensure();
@@ -1525,6 +1529,7 @@ static void OVERLAY_object_name(Object *ob, int theme_id)
{
struct DRWTextStore *dt = DRW_text_cache_ensure();
uchar color[4];
/* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColor4ubv(theme_id, color);
DRW_text_cache_add(dt,
@@ -1576,11 +1581,11 @@ void OVERLAY_extra_cache_populate(OVERLAY_Data *vedata, Object *ob)
}
if (draw_bounds) {
OVERLAY_bounds(cb, ob, theme_id, ob->boundtype, false);
OVERLAY_bounds(cb, ob, color, ob->boundtype, false);
}
/* Helpers for when we're transforming origins. */
if (draw_xform) {
float color_xform[4] = {0.75f, 0.75f, 0.75f, 0.5f};
float color_xform[4] = {0.15f, 0.15f, 0.15f, 0.7f};
DRW_buffer_add_entry(cb->origin_xform, color_xform, ob->obmat);
}
/* don't show object extras in set's */
@@ -1595,10 +1600,10 @@ void OVERLAY_extra_cache_populate(OVERLAY_Data *vedata, Object *ob)
OVERLAY_object_name(ob, theme_id);
}
if (draw_texspace) {
OVERLAY_texture_space(cb, ob, theme_id);
OVERLAY_texture_space(cb, ob, color);
}
if (ob->rigidbody_object != NULL) {
OVERLAY_collision(cb, ob, theme_id);
OVERLAY_collision(cb, ob, color);
}
if (ob->dtx & OB_AXIS) {
DRW_buffer_add_entry(cb->empty_axes, color, ob->obmat);

View File

@@ -53,11 +53,8 @@ void OVERLAY_image_cache_init(OVERLAY_Data *vedata)
OVERLAY_PrivateData *pd = vedata->stl->pd;
DRWState state;
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER | DRW_STATE_BLEND_ALPHA_UNDER_PREMUL;
DRW_PASS_CREATE(psl->image_background_under_ps, state);
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->image_background_over_ps, state);
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER | DRW_STATE_BLEND_ALPHA_PREMUL;
DRW_PASS_CREATE(psl->image_background_ps, state);
state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
DRW_PASS_CREATE(psl->image_empties_ps, state | pd->clipping_state);
@@ -330,29 +327,18 @@ void OVERLAY_image_camera_cache_populate(OVERLAY_Data *vedata, Object *ob)
mul_m4_m4m4(mat, norm_obmat, mat);
const bool is_foreground = (bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) != 0;
float color_alpha[4] = {1.0f, 1.0f, 1.0f, bgpic->alpha};
float color_premult_alpha[4] = {bgpic->alpha, bgpic->alpha, bgpic->alpha, bgpic->alpha};
/* When drawing background we do 2 passes.
* - One alpha over, which works where background is visible.
* - One alpha under, works under partially visible objects. (only in cycles)
* This approach is not ideal and should be revisited.
**/
for (int i = 0; i < (is_foreground ? 1 : 2); i++) {
DRWPass *pass = is_foreground ? psl->image_foreground_ps :
((i == 0) ? psl->image_background_under_ps :
psl->image_background_over_ps);
GPUShader *sh = OVERLAY_shader_image();
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
float *color = (is_foreground || i == 1) ? color_alpha : color_premult_alpha;
DRW_shgroup_uniform_texture(grp, "imgTexture", tex);
DRW_shgroup_uniform_bool_copy(grp, "imgPremultiplied", use_alpha_premult);
DRW_shgroup_uniform_bool_copy(grp, "imgAlphaBlend", true);
DRW_shgroup_uniform_bool_copy(grp, "imgLinear", !DRW_state_do_color_management());
DRW_shgroup_uniform_bool_copy(grp, "depthSet", true);
DRW_shgroup_uniform_vec4_copy(grp, "color", color);
DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat);
}
DRWPass *pass = is_foreground ? psl->image_foreground_ps : psl->image_background_ps;
GPUShader *sh = OVERLAY_shader_image();
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_texture(grp, "imgTexture", tex);
DRW_shgroup_uniform_bool_copy(grp, "imgPremultiplied", use_alpha_premult);
DRW_shgroup_uniform_bool_copy(grp, "imgAlphaBlend", true);
DRW_shgroup_uniform_bool_copy(grp, "depthSet", true);
DRW_shgroup_uniform_vec4_copy(grp, "color", color_premult_alpha);
DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat);
}
}
}
@@ -427,7 +413,6 @@ void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob)
DRW_shgroup_uniform_texture(grp, "imgTexture", tex);
DRW_shgroup_uniform_bool_copy(grp, "imgPremultiplied", use_alpha_premult);
DRW_shgroup_uniform_bool_copy(grp, "imgAlphaBlend", use_alpha_blend);
DRW_shgroup_uniform_bool_copy(grp, "imgLinear", false);
DRW_shgroup_uniform_bool_copy(grp, "depthSet", depth_mode != OB_EMPTY_IMAGE_DEPTH_DEFAULT);
DRW_shgroup_uniform_vec4_copy(grp, "color", ob->color);
DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat);
@@ -438,30 +423,25 @@ void OVERLAY_image_cache_finish(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
DRW_pass_sort_shgroup_reverse(psl->image_background_under_ps);
DRW_pass_sort_shgroup_z(psl->image_empties_blend_ps);
DRW_pass_sort_shgroup_z(psl->image_empties_front_ps);
DRW_pass_sort_shgroup_z(psl->image_empties_back_ps);
}
void OVERLAY_image_background_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
DRW_draw_pass(psl->image_background_ps);
DRW_draw_pass(psl->image_empties_back_ps);
}
void OVERLAY_image_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
OVERLAY_FramebufferList *fbl = vedata->fbl;
const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_view_set_active(pd->view_reference_images);
DRW_draw_pass(psl->image_background_over_ps);
if (DRW_state_is_fbo() && !DRW_pass_is_empty(psl->image_background_under_ps)) {
GPU_framebuffer_bind(dfbl->default_fb);
DRW_draw_pass(psl->image_background_under_ps);
GPU_framebuffer_bind(fbl->overlay_default_fb);
}
DRW_draw_pass(psl->image_empties_back_ps);
DRW_draw_pass(psl->image_empties_ps);
DRW_draw_pass(psl->image_empties_blend_ps);

View File

@@ -75,10 +75,10 @@ void OVERLAY_edit_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob)
MetaBall *mb = ob->data;
const float *color;
const float col_radius[4] = {0.63f, 0.19f, 0.19f, 1.0f}; /* 0x3030A0 */
const float col_radius_select[4] = {0.94f, 0.63f, 0.63f, 1.0f}; /* 0xA0A0F0 */
const float col_stiffness[4] = {0.19f, 0.63f, 0.19f, 1.0f}; /* 0x30A030 */
const float col_stiffness_select[4] = {0.63f, 0.94f, 0.63f, 1.0f}; /* 0xA0F0A0 */
const float *col_radius = G_draw.block.colorMballRadius;
const float *col_radius_select = G_draw.block.colorMballRadiusSelect;
const float *col_stiffness = G_draw.block.colorMballStiffness;
const float *col_stiffness_select = G_draw.block.colorMballStiffnessSelect;
int select_id = 0;
if (is_select) {

View File

@@ -174,6 +174,7 @@ static void motion_path_cache(OVERLAY_Data *vedata,
if (show_frame_no || (show_keyframes_no && show_keyframes)) {
int i;
uchar col[4], col_kf[4];
/* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColor3ubv(TH_TEXT_HI, col);
UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col_kf);
col[3] = col_kf[3] = 255;

View File

@@ -55,6 +55,8 @@ typedef struct OVERLAY_PassList {
DRWPass *armature_ps[2];
DRWPass *armature_bone_select_ps;
DRWPass *armature_transp_ps;
DRWPass *background_ps;
DRWPass *clipping_frustum_ps;
DRWPass *edit_curve_wire_ps[2];
DRWPass *edit_curve_handle_ps;
DRWPass *edit_lattice_ps;
@@ -75,8 +77,7 @@ typedef struct OVERLAY_PassList {
DRWPass *extra_grid_ps;
DRWPass *facing_ps;
DRWPass *grid_ps;
DRWPass *image_background_under_ps;
DRWPass *image_background_over_ps;
DRWPass *image_background_ps;
DRWPass *image_empties_ps;
DRWPass *image_empties_back_ps;
DRWPass *image_empties_blend_ps;
@@ -402,6 +403,9 @@ void OVERLAY_armature_in_front_draw(OVERLAY_Data *vedata);
void OVERLAY_pose_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_pose_draw(OVERLAY_Data *vedata);
void OVERLAY_background_cache_init(OVERLAY_Data *vedata);
void OVERLAY_background_draw(OVERLAY_Data *vedata);
void OVERLAY_bone_instance_data_set_color_hint(BoneInstanceData *data, const float hint_color[4]);
void OVERLAY_bone_instance_data_set_color(BoneInstanceData *data, const float bone_color[4]);
@@ -481,6 +485,7 @@ void OVERLAY_image_camera_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_image_cache_finish(OVERLAY_Data *vedata);
void OVERLAY_image_draw(OVERLAY_Data *vedata);
void OVERLAY_image_background_draw(OVERLAY_Data *vedata);
void OVERLAY_image_in_front_draw(OVERLAY_Data *vedata);
void OVERLAY_metaball_cache_init(OVERLAY_Data *vedata);
@@ -532,6 +537,8 @@ GPUShader *OVERLAY_shader_armature_shape_wire(void);
GPUShader *OVERLAY_shader_armature_sphere(bool use_outline);
GPUShader *OVERLAY_shader_armature_stick(void);
GPUShader *OVERLAY_shader_armature_wire(void);
GPUShader *OVERLAY_shader_background(void);
GPUShader *OVERLAY_shader_clipbound(void);
GPUShader *OVERLAY_shader_depth_only(void);
GPUShader *OVERLAY_shader_edit_curve_handle(void);
GPUShader *OVERLAY_shader_edit_curve_point(void);

View File

@@ -47,6 +47,8 @@ extern char datatoc_armature_stick_frag_glsl[];
extern char datatoc_armature_stick_vert_glsl[];
extern char datatoc_armature_wire_frag_glsl[];
extern char datatoc_armature_wire_vert_glsl[];
extern char datatoc_background_frag_glsl[];
extern char datatoc_clipbound_vert_glsl[];
extern char datatoc_depth_only_vert_glsl[];
extern char datatoc_edit_curve_handle_geom_glsl[];
extern char datatoc_edit_curve_handle_vert_glsl[];
@@ -129,6 +131,8 @@ typedef struct OVERLAY_Shaders {
GPUShader *armature_sphere_solid;
GPUShader *armature_stick;
GPUShader *armature_wire;
GPUShader *background;
GPUShader *clipbound;
GPUShader *depth_only;
GPUShader *edit_curve_handle;
GPUShader *edit_curve_point;
@@ -198,6 +202,31 @@ GPUShader *OVERLAY_shader_antialiasing(void)
return sh_data->antialiasing;
}
GPUShader *OVERLAY_shader_background(void)
{
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
if (!sh_data->background) {
sh_data->background = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_fullscreen_vert_glsl, NULL},
.frag =
(const char *[]){datatoc_common_globals_lib_glsl, datatoc_background_frag_glsl, NULL},
});
}
return sh_data->background;
}
GPUShader *OVERLAY_shader_clipbound(void)
{
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
if (!sh_data->clipbound) {
sh_data->clipbound = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_view_lib_glsl, datatoc_clipbound_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
});
}
return sh_data->clipbound;
}
GPUShader *OVERLAY_shader_depth_only(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();

View File

@@ -20,7 +20,7 @@ void main()
/* Smooth lighting factor. */
const float s = 0.2; /* [0.0-0.5] range */
float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
fragColor.rgb = mix(finalStateColor, finalBoneColor, fac * fac);
fragColor.a = alpha;
}
lineOutput = vec4(0.0);

View File

@@ -28,7 +28,7 @@ void main()
/* Smooth lighting factor. */
const float s = 0.2; /* [0.0-0.5] range */
float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
finalColor.rgb = mix(state_color.rgb, bone_color.rgb, fac);
finalColor.rgb = mix(state_color.rgb, bone_color.rgb, fac * fac);
finalColor.a = 1.0;
vec4 worldPosition = model_mat * vec4(pos, 1.0);

View File

@@ -64,7 +64,7 @@ void main()
/* Smooth lighting factor. */
const float s = 0.2; /* [0.0-0.5] range */
float fac = clamp((dot(n, l) * (1.0 - s)) + s, 0.0, 1.0);
fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
fragColor.rgb = mix(finalStateColor, finalBoneColor, fac * fac);
/* 2x2 dither pattern to smooth the lighting. */
float dither = (0.5 + dot(vec2(ivec2(gl_FragCoord.xy) & ivec2(1)), vec2(1.0, 2.0))) * 0.25;

View File

@@ -0,0 +1,73 @@
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
uniform int bgType;
uniform vec4 colorOverride;
in vec4 uvcoordsvar;
out vec4 fragColor;
#define BG_SOLID 0
#define BG_GRADIENT 1
#define BG_CHECKER 2
/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
const vec4 dither_mat4x4[4] = vec4[4](vec4(P(0.0), P(8.0), P(2.0), P(10.0)),
vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
vec4(P(3.0), P(11.0), P(1.0), P(9.0)),
vec4(P(15.0), P(7.0), P(13.0), P(5.0)));
float dither(void)
{
ivec2 co = ivec2(gl_FragCoord.xy) % 4;
return dither_mat4x4[co.x][co.y];
}
void main()
{
/* The blend equation is:
* resutl.rgb = SRC.rgb * (1 - DST.a) + DST.rgb * (SRC.a)
* result.a = SRC.a * 0 + DST.a * SRC.a
* This removes the alpha channel and put the background behind reference images
* while masking the reference images by the render alpha.
*/
float alpha = texture(colorBuffer, uvcoordsvar.st).a;
float depth = texture(depthBuffer, uvcoordsvar.st).r;
vec3 bg_col;
switch (bgType) {
case BG_SOLID:
bg_col = colorBackground.rgb;
break;
case BG_GRADIENT:
/* XXX do interpolation in a non-linear space to have a better visual result. */
vec3 col_high = pow(colorBackground.rgb, vec3(1.0 / 2.2));
vec3 col_low = pow(colorBackgroundGradient.rgb, vec3(1.0 / 2.2));
bg_col = mix(col_low, col_high, uvcoordsvar.t);
/* Convert back to linear. */
bg_col = pow(bg_col, vec3(2.2));
/* Dither to hide low precision buffer. (Could be improved) */
bg_col += dither();
break;
case BG_CHECKER:
float size = 8.0 * sizePixel;
ivec2 p = ivec2(floor(gl_FragCoord.xy / size));
bool check = mod(p.x, 2) == mod(p.y, 2);
bg_col = (check) ? colorCheckerLow.rgb : colorCheckerHigh.rgb;
break;
}
bg_col = mix(bg_col, colorOverride.rgb, colorOverride.a);
/* Mimic alpha under behavior. Result is premultiplied. */
fragColor = vec4(bg_col, 1.0) * (1.0 - alpha);
/* Special case: If the render is not transparent, do not clear alpha values. */
if (depth == 1.0 && alpha == 1.0) {
fragColor.a = 1.0;
}
}

View File

@@ -0,0 +1,13 @@
uniform vec3 boundbox[8];
void main()
{
vec3 world_pos = boundbox[gl_VertexID];
gl_Position = point_world_to_ndc(world_pos);
/* Result in a position at 1.0 (far plane). Small epsilon to avoid precision issue.
* This mimics the effect of infinite projection matrix
* (see http://www.terathon.com/gdc07_lengyel.pdf). */
gl_Position.z = gl_Position.w - 2.4e-7;
}

View File

@@ -2,7 +2,6 @@
uniform sampler2D imgTexture;
uniform bool imgPremultiplied;
uniform bool imgAlphaBlend;
uniform bool imgLinear;
uniform vec4 color;
in vec2 uvs;
@@ -13,12 +12,8 @@ void main()
{
vec2 uvs_clamped = clamp(uvs, 0.0, 1.0);
vec4 tex_color;
if (imgLinear) {
tex_color = texture_read_as_linearrgb(imgTexture, imgPremultiplied, uvs_clamped);
}
else {
tex_color = texture_read_as_srgb(imgTexture, imgPremultiplied, uvs_clamped);
}
tex_color = texture_read_as_linearrgb(imgTexture, imgPremultiplied, uvs_clamped);
fragColor = tex_color * color;
if (!imgAlphaBlend) {

View File

@@ -368,7 +368,6 @@ DrawEngineType draw_engine_select_type = {
&select_cache_init,
&select_cache_populate,
NULL,
NULL,
&select_draw_scene,
NULL,
NULL,

View File

@@ -1,5 +0,0 @@
vec3 background_color(WorldData world_data, float y)
{
return mix(world_data.background_color_low, world_data.background_color_high, y).xyz +
(world_data.background_dither_factor * bayer_dither_noise());
}

View File

@@ -5,17 +5,12 @@ struct LightData {
};
struct WorldData {
vec4 background_color_low;
vec4 background_color_high;
vec4 object_outline_color;
vec4 shadow_direction_vs;
LightData lights[4];
vec4 ambient_color;
int num_lights;
int matcap_orientation;
float background_alpha;
float curvature_ridge;
float curvature_valley;
float background_dither_factor;
int pad[2];
};

View File

@@ -13,11 +13,10 @@ layout(std140) uniform world_block
void main()
{
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
vec3 background = background_color(world_data, uv_viewport.y);
#ifndef V3D_SHADING_OBJECT_OUTLINE
fragColor = vec4(background, world_data.background_alpha);
fragColor = vec4(0.0);
#else /* !V3D_SHADING_OBJECT_OUTLINE */
@@ -25,16 +24,7 @@ void main()
uint object_id = texelFetch(objectId, texel, 0).r;
float object_outline = calculate_object_outline(objectId, texel, object_id);
if (object_outline == 0.0) {
fragColor = vec4(background, world_data.background_alpha);
}
else {
/* Do correct alpha blending. */
vec4 background_color = vec4(background, 1.0) * world_data.background_alpha;
vec4 outline_color = vec4(world_data.object_outline_color.rgb, 1.0);
fragColor = mix(outline_color, background_color, object_outline);
fragColor = vec4(fragColor.rgb / max(1e-8, fragColor.a), fragColor.a);
}
fragColor = vec4(world_data.object_outline_color.rgb, 1.0) * (1.0 - object_outline);
#endif /* !V3D_SHADING_OBJECT_OUTLINE */
}

View File

@@ -25,21 +25,11 @@ void main()
vec3 trans_color = trans_accum.rgb / clamp(trans_accum.a, 1e-4, 5e4);
#ifndef ALPHA_COMPOSITE
vec3 bg_color = background_color(world_data, uv_viewport.y);
fragColor = vec4(trans_color, 1.0 - trans_revealage);
bg_color = (world_data.background_alpha == 0.0) ? trans_color : bg_color;
vec4 color = mix(
vec4(trans_color, 1.0), vec4(bg_color, world_data.background_alpha), trans_revealage);
# ifdef V3D_SHADING_OBJECT_OUTLINE
#ifdef V3D_SHADING_OBJECT_OUTLINE
uint object_id = texelFetch(objectId, texel, 0).r;
float outline = calculate_object_outline(objectId, texel, object_id);
color = mix(vec4(world_data.object_outline_color.rgb, 1.0), color, outline);
# endif
fragColor = color;
#else
fragColor = vec4(trans_color, 1.0 - trans_revealage);
fragColor = mix(vec4(world_data.object_outline_color.rgb, 1.0), fragColor, outline);
#endif
}

View File

@@ -58,13 +58,12 @@ static void workbench_solid_cache_finish(void *vedata)
workbench_deferred_cache_finish(data);
}
static void workbench_solid_draw_background(void *vedata)
static void workbench_solid_draw_scene(void *vedata)
{
WORKBENCH_Data *data = vedata;
const int num_samples = workbench_num_viewport_rendering_iterations(data);
for (int sample = 0; sample < num_samples; sample++) {
workbench_deferred_draw_background(data);
workbench_deferred_draw_scene(data);
}
workbench_deferred_draw_finish(data);
@@ -113,8 +112,7 @@ DrawEngineType draw_engine_workbench_solid = {
&workbench_solid_cache_init,
&workbench_solid_cache_populate,
&workbench_solid_cache_finish,
&workbench_solid_draw_background,
NULL,
&workbench_solid_draw_scene,
&workbench_solid_view_update,
&workbench_solid_id_update,
&workbench_render_to_image,

View File

@@ -56,13 +56,12 @@ static void workbench_transparent_cache_finish(void *vedata)
workbench_forward_cache_finish(data);
}
static void workbench_transparent_draw_background(void *vedata)
static void workbench_transparent_draw_scene(void *vedata)
{
WORKBENCH_Data *data = vedata;
const int num_samples = workbench_num_viewport_rendering_iterations(data);
for (int sample = 0; sample < num_samples; sample++) {
workbench_forward_draw_background(data);
workbench_forward_draw_scene(data);
}
workbench_forward_draw_finish(data);
@@ -91,8 +90,7 @@ DrawEngineType draw_engine_workbench_transparent = {
&workbench_transparent_cache_init,
&workbench_transparent_cache_populate,
&workbench_transparent_cache_finish,
&workbench_transparent_draw_background,
NULL,
&workbench_transparent_draw_scene,
&workbench_transparent_view_update,
NULL,
NULL,

View File

@@ -99,8 +99,27 @@ static void workbench_world_data_update_shadow_direction_vs(WORKBENCH_PrivateDat
/* Shadow direction. */
mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, light_direction);
}
/* \} */
void workbench_clear_color_get(float color[4])
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
if (!DRW_state_is_scene_render() || !DRW_state_draw_background()) {
zero_v4(color);
}
else if (scene->world) {
copy_v3_v3(color, &scene->world->horr);
color[3] = 1.0f;
}
else {
zero_v3(color);
color[3] = 1.0f;
}
}
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info)
{
effect_info->jitter_index = 0;
@@ -152,39 +171,6 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
WORKBENCH_UBO_World *wd = &wpd->world_data;
wd->matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) != 0;
wd->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
if ((scene->world != NULL) &&
(!v3d || (v3d && ((v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD) ||
(v3d->shading.type == OB_RENDER))))) {
copy_v3_v3(wd->background_color_low, &scene->world->horr);
copy_v3_v3(wd->background_color_high, &scene->world->horr);
}
else if (v3d && (v3d->shading.background_type == V3D_SHADING_BACKGROUND_VIEWPORT)) {
copy_v3_v3(wd->background_color_low, v3d->shading.background_color);
copy_v3_v3(wd->background_color_high, v3d->shading.background_color);
}
else if (v3d) {
UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_BACK_GRAD : TH_BACK,
wd->background_color_low);
UI_GetThemeColor3fv(TH_BACK, wd->background_color_high);
/* XXX: Really quick conversion to avoid washed out background.
* Needs to be addressed properly (color managed using ocio). */
if (wpd->use_color_management) {
srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
}
else {
copy_v3_v3(wd->background_color_high, wd->background_color_high);
copy_v3_v3(wd->background_color_low, wd->background_color_low);
}
}
else {
zero_v3(wd->background_color_low);
zero_v3(wd->background_color_high);
}
wd->background_dither_factor = workbench_background_dither_factor(wpd);
studiolight_update_world(wpd, wpd->studio_light, wd);
@@ -197,13 +183,6 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
/* Will be NULL when rendering. */
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
wpd->world_clip_planes = rv3d->clip;
UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, wpd->world_clip_planes_color);
if (wpd->use_color_management) {
srgb_to_linearrgb_v3_v3(wpd->world_clip_planes_color, wpd->world_clip_planes_color);
}
else {
copy_v3_v3(wpd->world_clip_planes_color, wpd->world_clip_planes_color);
}
}
else {
wpd->world_clip_planes = NULL;
@@ -298,5 +277,4 @@ void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
}
DRW_UBO_FREE_SAFE(wpd->dof_ubo);
GPU_BATCH_DISCARD_SAFE(wpd->world_clip_planes_batch);
}

View File

@@ -105,7 +105,6 @@ extern char datatoc_workbench_shadow_geom_glsl[];
extern char datatoc_workbench_shadow_caps_geom_glsl[];
extern char datatoc_workbench_shadow_debug_frag_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_cavity_lib_glsl[];
extern char datatoc_workbench_common_lib_glsl[];
extern char datatoc_workbench_data_lib_glsl[];
@@ -122,7 +121,6 @@ static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
BLI_dynstr_append(ds, datatoc_common_view_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
if (!FLAT_ENABLED(wpd)) {
BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
@@ -260,7 +258,6 @@ static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd)
const char *defines = (index) ? "#define V3D_SHADING_OBJECT_OUTLINE\n" : NULL;
char *frag = BLI_string_joinN(datatoc_workbench_data_lib_glsl,
datatoc_workbench_common_lib_glsl,
datatoc_workbench_background_lib_glsl,
datatoc_workbench_object_outline_lib_glsl,
datatoc_workbench_deferred_background_frag_glsl);
e_data.background_sh[index] = DRW_shader_create_fullscreen(frag, defines);
@@ -481,8 +478,7 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
const eGPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16 : GPU_RGBA32F;
const eGPUTextureFormat comp_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F :
GPU_R11F_G11F_B10F;
const eGPUTextureFormat comp_tex_format = GPU_RGBA16F;
const eGPUTextureFormat col_tex_format = workbench_color_texture_format(wpd);
const eGPUTextureFormat id_tex_format = OBJECT_ID_PASS_ENABLED(wpd) ? GPU_R32UI : GPU_R8;
@@ -718,8 +714,12 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
/* Background Pass */
{
psl->background_pass = DRW_pass_create("Background",
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
if (DRW_state_is_scene_render()) {
/* Composite the scene over cleared background. */
state |= DRW_STATE_BLEND_ALPHA_PREMUL;
}
psl->background_pass = DRW_pass_create("Background", state);
grp = DRW_shgroup_create(wpd->background_sh, psl->background_pass);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
@@ -727,14 +727,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
}
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
if (RV3D_CLIPPING_ENABLED(draw_ctx->v3d, draw_ctx->rv3d)) {
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND);
grp = DRW_shgroup_create(shader, psl->background_pass);
wpd->world_clip_planes_batch = DRW_draw_background_clipping_batch_from_rv3d(draw_ctx->rv3d);
DRW_shgroup_call(grp, wpd->world_clip_planes_batch, NULL);
DRW_shgroup_uniform_vec4(grp, "color", &wpd->world_clip_planes_color[0], 1);
}
}
/* Deferred Mix Pass */
@@ -1269,30 +1261,6 @@ void workbench_deferred_cache_finish(WORKBENCH_Data *vedata)
}
}
void workbench_deferred_draw_background(WORKBENCH_Data *vedata)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->g_data;
const float clear_depth = 1.0f;
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
uint clear_stencil = 0x00;
DRW_stats_group_start("Clear Background");
if (OBJECT_ID_PASS_ENABLED(wpd)) {
/* From all the color buffers, only object id needs to be cleared. */
GPU_framebuffer_bind(fbl->id_clear_fb);
GPU_framebuffer_clear_color(fbl->id_clear_fb, clear_color);
}
GPU_framebuffer_bind(fbl->prepass_fb);
int clear_bits = GPU_DEPTH_BIT;
SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
DRW_stats_group_end();
}
void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
@@ -1306,8 +1274,21 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
workbench_taa_draw_scene_start(vedata);
}
/* clear in background */
const float clear_depth = 1.0f;
const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
uint clear_stencil = 0x00;
int clear_bits = GPU_DEPTH_BIT;
SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
if (OBJECT_ID_PASS_ENABLED(wpd)) {
/* From all the color buffers, only object id needs to be cleared. */
GPU_framebuffer_bind(fbl->id_clear_fb);
GPU_framebuffer_clear_color(fbl->id_clear_fb, clear_col);
}
GPU_framebuffer_bind(fbl->prepass_fb);
GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_col, clear_depth, clear_stencil);
DRW_draw_pass(psl->prepass_pass);
DRW_draw_pass(psl->prepass_hair_pass);
@@ -1334,6 +1315,13 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
DRW_draw_pass(psl->cavity_pass);
}
if (DRW_state_is_scene_render()) {
float clear_color[4];
workbench_clear_color_get(clear_color);
GPU_framebuffer_bind(fbl->composite_fb);
GPU_framebuffer_clear_color(fbl->composite_fb, clear_color);
}
if (SHADOW_ENABLED(wpd)) {
#ifdef DEBUG_SHADOW_VOLUME
GPU_framebuffer_bind(fbl->composite_fb);

View File

@@ -22,6 +22,8 @@
#include "ED_screen.h"
#include "draw_color_management.h"
#include "workbench_private.h"
void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx)
@@ -53,16 +55,9 @@ void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx)
}
}
static void workspace_aa_draw_transform(GPUTexture *tx, WORKBENCH_PrivateData *wpd)
static void workspace_aa_draw_transform(GPUTexture *tx, WORKBENCH_PrivateData *UNUSED(wpd))
{
if (DRW_state_do_color_management()) {
/* Display space result for viewport. */
DRW_transform_to_display(tx, wpd->use_color_render_settings, wpd->use_color_render_settings);
}
else {
/* Linear result for render. */
DRW_transform_none(tx);
}
DRW_transform_none(tx);
}
void workbench_aa_draw_pass(WORKBENCH_Data *vedata, GPUTexture *tx)

View File

@@ -72,7 +72,6 @@ extern char datatoc_workbench_forward_composite_frag_glsl[];
extern char datatoc_workbench_forward_depth_frag_glsl[];
extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_checkerboard_depth_frag_glsl[];
extern char datatoc_workbench_object_outline_lib_glsl[];
extern char datatoc_workbench_curvature_lib_glsl[];
@@ -128,7 +127,6 @@ static char *workbench_build_forward_composite_frag(void)
BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_forward_composite_frag_glsl);
@@ -367,8 +365,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
const eGPUTextureFormat comp_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F :
GPU_R11F_G11F_B10F;
const eGPUTextureFormat comp_tex_format = GPU_RGBA16F;
e_data.object_id_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
@@ -420,6 +417,10 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
/* Composite */
{
int state = DRW_STATE_WRITE_COLOR;
if (DRW_state_is_scene_render()) {
/* Composite the scene over cleared background. */
state |= DRW_STATE_BLEND_ALPHA_PREMUL;
}
psl->composite_pass = DRW_pass_create("Composite", state);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
@@ -433,19 +434,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
/* TODO(campbell): displays but masks geometry,
* only use with wire or solid-without-xray for now. */
if ((wpd->shading.type != OB_WIRE && !XRAY_FLAG_ENABLED(wpd)) &&
RV3D_CLIPPING_ENABLED(draw_ctx->v3d, draw_ctx->rv3d)) {
psl->background_pass = DRW_pass_create("Background",
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND);
grp = DRW_shgroup_create(shader, psl->background_pass);
wpd->world_clip_planes_batch = DRW_draw_background_clipping_batch_from_rv3d(draw_ctx->rv3d);
DRW_shgroup_call(grp, wpd->world_clip_planes_batch, NULL);
DRW_shgroup_uniform_vec4(grp, "color", &wpd->world_clip_planes_color[0], 1);
}
{
workbench_aa_create_pass(vedata, &e_data.transparent_accum_tx);
}
@@ -783,16 +771,6 @@ void workbench_forward_cache_finish(WORKBENCH_Data *UNUSED(vedata))
{
}
void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata))
{
const float clear_depth = 1.0f;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_stats_group_start("Clear depth");
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_depth_stencil(dfbl->default_fb, clear_depth, 0xFF);
DRW_stats_group_end();
}
void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
@@ -827,6 +805,13 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
/* Composite */
GPU_framebuffer_bind(fbl->composite_fb);
if (DRW_state_is_scene_render()) {
float clear_color[4];
workbench_clear_color_get(clear_color);
GPU_framebuffer_clear_color(fbl->composite_fb, clear_color);
}
DRW_draw_pass(psl->composite_pass);
DRW_draw_pass(psl->volume_pass);

View File

@@ -183,19 +183,14 @@ typedef struct WORKBENCH_UBO_Light {
} WORKBENCH_UBO_Light;
typedef struct WORKBENCH_UBO_World {
float background_color_low[4];
float background_color_high[4];
float object_outline_color[4];
float shadow_direction_vs[4];
WORKBENCH_UBO_Light lights[4];
float ambient_color[4];
int num_lights;
int matcap_orientation;
float background_alpha;
float curvature_ridge;
float curvature_valley;
float background_dither_factor;
int pad[2];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
@@ -249,8 +244,6 @@ typedef struct WORKBENCH_PrivateData {
bool is_playback;
float (*world_clip_planes)[4];
struct GPUBatch *world_clip_planes_batch;
float world_clip_planes_color[4];
/* Volumes */
bool volumes_do;
@@ -434,26 +427,15 @@ BLI_INLINE eGPUTextureFormat workbench_color_texture_format(const WORKBENCH_Priv
TEXTURE_DRAWING_ENABLED(wpd)) {
result = GPU_RGBA16F;
}
else if (workbench_is_in_vertex_paint_mode() || VERTEX_COLORS_ENABLED(wpd)) {
else {
result = GPU_RGBA16;
}
else {
result = GPU_RGBA8;
}
return result;
}
BLI_INLINE bool workbench_background_dither_factor(const WORKBENCH_PrivateData *wpd)
{
/* Only apply dithering when rendering on a RGBA8 texture.
* The dithering will remove banding when using a gradient as background */
return workbench_color_texture_format(wpd) == GPU_RGBA8;
}
/* workbench_deferred.c */
void workbench_deferred_engine_init(WORKBENCH_Data *vedata);
void workbench_deferred_engine_free(void);
void workbench_deferred_draw_background(WORKBENCH_Data *vedata);
void workbench_deferred_draw_scene(WORKBENCH_Data *vedata);
void workbench_deferred_draw_finish(WORKBENCH_Data *vedata);
void workbench_deferred_cache_init(WORKBENCH_Data *vedata);
@@ -463,7 +445,6 @@ void workbench_deferred_cache_finish(WORKBENCH_Data *vedata);
/* workbench_forward.c */
void workbench_forward_engine_init(WORKBENCH_Data *vedata);
void workbench_forward_engine_free(void);
void workbench_forward_draw_background(WORKBENCH_Data *vedata);
void workbench_forward_draw_scene(WORKBENCH_Data *vedata);
void workbench_forward_draw_finish(WORKBENCH_Data *vedata);
void workbench_forward_cache_init(WORKBENCH_Data *vedata);
@@ -567,6 +548,7 @@ void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info);
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
void workbench_private_data_get_light_direction(float r_light_direction[3]);
void workbench_clear_color_get(float color[4]);
/* workbench_volume.c */
void workbench_volume_engine_init(void);

View File

@@ -159,7 +159,6 @@ void workbench_render(WORKBENCH_Data *data,
if (RE_engine_test_break(engine)) {
break;
}
workbench_deferred_draw_background(data);
workbench_deferred_draw_scene(data);
}
@@ -186,7 +185,6 @@ void workbench_render(WORKBENCH_Data *data,
break;
}
workbench_forward_draw_background(data);
workbench_forward_draw_scene(data);
}

View File

@@ -122,7 +122,6 @@ typedef struct DrawEngineType {
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);
@@ -138,13 +137,16 @@ typedef struct DrawEngineType {
/* Buffer and textures used by the viewport by default */
typedef struct DefaultFramebufferList {
struct GPUFrameBuffer *default_fb;
struct GPUFrameBuffer *overlay_fb;
struct GPUFrameBuffer *in_front_fb;
struct GPUFrameBuffer *color_only_fb;
struct GPUFrameBuffer *depth_only_fb;
struct GPUFrameBuffer *overlay_only_fb;
} DefaultFramebufferList;
typedef struct DefaultTextureList {
struct GPUTexture *color;
struct GPUTexture *color_overlay;
struct GPUTexture *depth;
struct GPUTexture *depth_in_front;
} DefaultTextureList;
@@ -209,14 +211,6 @@ void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
} \
} while (0)
void DRW_transform_to_display(struct GPUTexture *tex,
bool use_view_transform,
bool use_render_settings);
void DRW_transform_none(struct GPUTexture *tex);
void DRW_multisamples_resolve(struct GPUTexture *src_depth,
struct GPUTexture *src_color,
bool use_depth);
/* Shaders */
struct GPUShader *DRW_shader_create(const char *vert,
const char *geom,
@@ -302,7 +296,7 @@ typedef enum {
DRW_STATE_BLEND_ALPHA = (1 << 18),
/** Use that if color is already premult by alpha. */
DRW_STATE_BLEND_ALPHA_PREMUL = (1 << 19),
DRW_STATE_BLEND_ALPHA_UNDER_PREMUL = (1 << 20),
DRW_STATE_BLEND_BACKGROUND = (1 << 20),
DRW_STATE_BLEND_OIT = (1 << 21),
DRW_STATE_BLEND_MUL = (1 << 22),
/** Use dual source blending. WARNING: Only one color buffer allowed. */

View File

@@ -679,20 +679,30 @@ GPUBatch *DRW_cache_cube_get(void)
if (!SHC.drw_cube) {
GPUVertFormat format = extra_vert_format();
const int tri_len = ARRAY_SIZE(bone_box_solid_tris);
const int vert_len = ARRAY_SIZE(bone_box_verts);
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, ARRAY_SIZE(bone_box_solid_tris) * 3);
GPU_vertbuf_data_alloc(vbo, vert_len);
GPUIndexBufBuilder elb;
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tri_len, vert_len);
int v = 0;
for (int i = 0; i < ARRAY_SIZE(bone_box_solid_tris); i++) {
for (int a = 0; a < 3; a++) {
float x = bone_box_verts[bone_box_solid_tris[i][a]][0];
float y = bone_box_verts[bone_box_solid_tris[i][a]][1] * 2.0f - 1.0f;
float z = bone_box_verts[bone_box_solid_tris[i][a]][2];
GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, z}, VCLASS_EMPTY_SCALED});
}
for (int i = 0; i < vert_len; i++) {
float x = bone_box_verts[i][0];
float y = bone_box_verts[i][1] * 2.0f - 1.0f;
float z = bone_box_verts[i][2];
GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x, y, z}, VCLASS_EMPTY_SCALED});
}
SHC.drw_cube = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
for (int i = 0; i < tri_len; i++) {
const uint *tri_indices = bone_box_solid_tris[i];
GPU_indexbuf_add_tri_verts(&elb, tri_indices[0], tri_indices[1], tri_indices[2]);
}
SHC.drw_cube = GPU_batch_create_ex(
GPU_PRIM_TRIS, vbo, GPU_indexbuf_build(&elb), GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
}
return SHC.drw_cube;
}

View File

@@ -0,0 +1,63 @@
/*
* 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 2020, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include <stdio.h>
#include "draw_manager.h"
#include "DRW_render.h"
#include "GPU_batch.h"
#include "GPU_framebuffer.h"
#include "GPU_matrix.h"
#include "GPU_texture.h"
#include "BKE_colortools.h"
#include "IMB_colormanagement.h"
#include "draw_color_management.h"
/* -------------------------------------------------------------------- */
/** \name Color Management
* \{ */
/* Draw texture to framebuffer without any color transforms */
void DRW_transform_none(GPUTexture *tex)
{
drw_state_set(DRW_STATE_WRITE_COLOR);
GPU_matrix_identity_set();
GPU_matrix_identity_projection_set();
/* Draw as texture for final render (without immediate mode). */
GPUBatch *geom = DRW_cache_fullscreen_quad_get();
GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_IMAGE_COLOR);
GPU_batch_uniform_4f(geom, "color", 1.0f, 1.0f, 1.0f, 1.0f);
GPU_batch_uniform_1i(geom, "image", 0);
GPU_texture_bind(tex, 0);
GPU_batch_draw(geom);
GPU_texture_unbind(tex);
}
/** \} */

View File

@@ -0,0 +1,28 @@
/*
* 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 2020, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#ifndef __DRAW_COLOR_MANAGEMENT_H__
#define __DRAW_COLOR_MANAGEMENT_H__
void DRW_transform_none(struct GPUTexture *tex);
#endif /* __DRAW_COLOR_MANAGEMENT_H__ */

View File

@@ -88,6 +88,10 @@ void DRW_globals_update(void)
UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
UI_GetThemeColor4fv(TH_BACK_GRAD, gb->colorBackgroundGradient);
UI_COLOR_RGBA_FROM_U8(0x26, 0x26, 0x26, 0xFF, gb->colorCheckerLow);
UI_COLOR_RGBA_FROM_U8(0x33, 0x33, 0x33, 0xFF, gb->colorCheckerHigh);
UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, gb->colorClippingBorder);
/* Custom median color to slightly affect the edit mesh colors. */
interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect, gb->colorWireEdit, 0.35f);
@@ -108,6 +112,26 @@ void DRW_globals_update(void)
zero_v4(gb->colorFaceFreestyle);
#endif
UI_GetThemeColor4fv(TH_TEXT, gb->colorText);
UI_GetThemeColor4fv(TH_TEXT_HI, gb->colorTextHi);
/* Bone colors */
UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, gb->colorBonePoseActive);
UI_GetThemeColorShade4fv(TH_EDGE_SELECT, 60, gb->colorBoneActive);
UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, gb->colorBoneSelect);
UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, gb->colorBonePoseActiveUnsel);
UI_GetThemeColorBlendShade3fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, gb->colorBoneActiveUnsel);
UI_COLOR_RGBA_FROM_U8(255, 150, 0, 80, gb->colorBonePoseTarget);
UI_COLOR_RGBA_FROM_U8(255, 255, 0, 80, gb->colorBonePoseIK);
UI_COLOR_RGBA_FROM_U8(200, 255, 0, 80, gb->colorBonePoseSplineIK);
UI_COLOR_RGBA_FROM_U8(0, 255, 120, 80, gb->colorBonePoseConstraint);
UI_GetThemeColor4fv(TH_BONE_SOLID, gb->colorBoneSolid);
UI_GetThemeColor4fv(TH_BONE_LOCKED_WEIGHT, gb->colorBoneLocked);
copy_v4_fl4(gb->colorBoneIKLine, 0.8f, 0.5f, 0.0f, 1.0f);
copy_v4_fl4(gb->colorBoneIKLineNoTarget, 0.8f, 0.8f, 0.2f, 1.0f);
copy_v4_fl4(gb->colorBoneIKLineSpline, 0.8f, 0.8f, 0.2f, 1.0f);
/* Curve */
UI_GetThemeColor4fv(TH_HANDLE_FREE, gb->colorHandleFree);
UI_GetThemeColor4fv(TH_HANDLE_AUTO, gb->colorHandleAuto);
@@ -125,10 +149,14 @@ void DRW_globals_update(void)
UI_GetThemeColor4fv(TH_NURB_SEL_VLINE, gb->colorNurbSelVline);
UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, gb->colorActiveSpline);
UI_GetThemeColor4fv(TH_BONE_POSE, gb->colorBonePose);
UI_GetThemeColor4fv(TH_CFRAME, gb->colorCurrentFrame);
/* Metaball */
UI_COLOR_RGBA_FROM_U8(0xA0, 0x30, 0x30, 0xFF, gb->colorMballRadius);
UI_COLOR_RGBA_FROM_U8(0xF0, 0xA0, 0xA0, 0xFF, gb->colorMballRadiusSelect);
UI_COLOR_RGBA_FROM_U8(0x30, 0xA0, 0x30, 0xFF, gb->colorMballStiffness);
UI_COLOR_RGBA_FROM_U8(0xA0, 0xF0, 0xA0, 0xFF, gb->colorMballStiffnessSelect);
/* Grid */
UI_GetThemeColorShade4fv(TH_GRID, 10, gb->colorGrid);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
@@ -173,7 +201,7 @@ void DRW_globals_update(void)
invert_v2(gb->sizeViewportInv);
/* Color management. */
if (!DRW_state_do_color_management()) {
{
float *color = gb->UBO_FIRST_COLOR;
do {
/* TODO more accurate transform. */

View File

@@ -79,6 +79,10 @@ typedef struct GlobalsUboStorage {
float colorLightNoAlpha[4];
float colorBackground[4];
float colorBackgroundGradient[4];
float colorCheckerLow[4];
float colorCheckerHigh[4];
float colorClippingBorder[4];
float colorEditMeshMiddle[4];
float colorHandleFree[4];
@@ -98,6 +102,30 @@ typedef struct GlobalsUboStorage {
float colorActiveSpline[4];
float colorBonePose[4];
float colorBonePoseActive[4];
float colorBonePoseActiveUnsel[4];
float colorBonePoseConstraint[4];
float colorBonePoseIK[4];
float colorBonePoseSplineIK[4];
float colorBonePoseTarget[4];
float colorBoneSolid[4];
float colorBoneLocked[4];
float colorBoneActive[4];
float colorBoneActiveUnsel[4];
float colorBoneSelect[4];
float colorBoneIKLine[4];
float colorBoneIKLineNoTarget[4];
float colorBoneIKLineSpline[4];
float colorText[4];
float colorTextHi[4];
float colorBundleSolid[4];
float colorMballRadius[4];
float colorMballRadiusSelect[4];
float colorMballStiffness[4];
float colorMballStiffnessSelect[4];
float colorCurrentFrame[4];

View File

@@ -80,6 +80,7 @@
#include "draw_manager_text.h"
#include "draw_manager_profiling.h"
#include "draw_color_management.h"
/* only for callbacks */
#include "draw_cache_impl.h"
@@ -131,33 +132,6 @@ static void drw_state_ensure_not_reused(DRWManager *dst)
}
#endif
/* -------------------------------------------------------------------- */
void DRW_draw_callbacks_pre_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
}
void DRW_draw_callbacks_post_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
}
struct DRWTextStore *DRW_text_cache_ensure(void)
{
BLI_assert(DST.text_store_p);
if (*DST.text_store_p == NULL) {
*DST.text_store_p = DRW_text_cache_create();
}
return *DST.text_store_p;
}
/* -------------------------------------------------------------------- */
/** \name Settings
* \{ */
@@ -299,199 +273,38 @@ struct DupliObject *DRW_object_get_dupli(const Object *UNUSED(ob))
/** \name Color Management
* \{ */
/* Use color management profile to draw texture to framebuffer */
void DRW_transform_to_display(GPUTexture *tex, bool use_view_transform, bool use_render_settings)
static void drw_viewport_colormanagement_set(void)
{
drw_state_set(DRW_STATE_WRITE_COLOR);
Scene *scene = DST.draw_ctx.scene;
View3D *v3d = DST.draw_ctx.v3d;
GPUVertFormat *vert_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint texco = GPU_vertformat_attr_add(vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
ColorManagedDisplaySettings *display_settings = &scene->display_settings;
ColorManagedViewSettings view_settings;
float dither = 0.0f;
const float dither = 1.0f;
bool use_render_settings = v3d && (v3d->shading.type == OB_RENDER);
bool use_view_transform = v3d && (v3d->shading.type >= OB_MATERIAL);
bool use_ocio = false;
/* Should we apply the view transform */
if (DRW_state_do_color_management()) {
Scene *scene = DST.draw_ctx.scene;
ColorManagedDisplaySettings *display_settings = &scene->display_settings;
ColorManagedViewSettings view_settings;
if (use_render_settings) {
/* Use full render settings, for renders with scene lighting. */
view_settings = scene->view_settings;
}
else if (use_view_transform) {
/* Use only view transform + look and nothing else for lookdev without
* scene lighting, as exposure depends on scene light intensity. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
STRNCPY(view_settings.view_transform, scene->view_settings.view_transform);
STRNCPY(view_settings.look, scene->view_settings.look);
}
else {
/* For workbench use only default view transform in configuration,
* using no scene settings. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
}
use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(
&view_settings, display_settings, NULL, dither, false);
if (use_render_settings) {
/* Use full render settings, for renders with scene lighting. */
view_settings = scene->view_settings;
dither = scene->r.dither_intensity;
}
if (!use_ocio) {
/* View transform is already applied for offscreen, don't apply again, see: T52046 */
if (DST.options.is_image_render && !DST.options.is_scene_render) {
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
else {
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB);
}
immUniform1i("image", 0);
}
GPU_texture_bind(tex, 0); /* OCIO texture bind point is 0 */
float mat[4][4];
unit_m4(mat);
immUniformMatrix4fv("ModelViewProjectionMatrix", mat);
/* Full screen triangle */
immBegin(GPU_PRIM_TRIS, 3);
immAttr2f(texco, 0.0f, 0.0f);
immVertex2f(pos, -1.0f, -1.0f);
immAttr2f(texco, 2.0f, 0.0f);
immVertex2f(pos, 3.0f, -1.0f);
immAttr2f(texco, 0.0f, 2.0f);
immVertex2f(pos, -1.0f, 3.0f);
immEnd();
GPU_texture_unbind(tex);
if (use_ocio) {
IMB_colormanagement_finish_glsl_draw();
else if (use_view_transform) {
/* Use only view transform + look and nothing else for lookdev without
* scene lighting, as exposure depends on scene light intensity. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
STRNCPY(view_settings.view_transform, scene->view_settings.view_transform);
STRNCPY(view_settings.look, scene->view_settings.look);
dither = scene->r.dither_intensity;
}
else {
immUnbindProgram();
}
}
/* Draw texture to framebuffer without any color transforms */
void DRW_transform_none(GPUTexture *tex)
{
drw_state_set(DRW_STATE_WRITE_COLOR);
/* Draw as texture for final render (without immediate mode). */
GPUBatch *geom = DRW_cache_fullscreen_quad_get();
GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_IMAGE_COLOR);
GPU_texture_bind(tex, 0);
const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
GPU_batch_uniform_4fv(geom, "color", white);
float mat[4][4];
unit_m4(mat);
GPU_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat);
GPU_batch_program_use_begin(geom);
GPU_batch_bind(geom);
GPU_batch_draw_advanced(geom, 0, 0, 0, 0);
GPU_batch_program_use_end(geom);
GPU_texture_unbind(tex);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Multisample Resolve
* \{ */
/**
* Use manual multisample resolve pass.
* Much quicker than blitting back and forth.
* Assume destination fb is bound.
*/
void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color, bool use_depth)
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL;
if (use_depth) {
state |= DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
}
drw_state_set(state);
int samples = GPU_texture_samples(src_depth);
BLI_assert(samples > 0);
BLI_assert(GPU_texture_samples(src_color) == samples);
GPUBatch *geom = DRW_cache_fullscreen_quad_get();
int builtin;
if (use_depth) {
switch (samples) {
case 2:
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST;
break;
case 4:
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST;
break;
case 8:
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST;
break;
case 16:
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST;
break;
default:
BLI_assert(!"Mulisample count unsupported by blit shader.");
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST;
break;
}
}
else {
switch (samples) {
case 2:
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2;
break;
case 4:
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4;
break;
case 8:
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8;
break;
case 16:
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16;
break;
default:
BLI_assert(!"Mulisample count unsupported by blit shader.");
builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2;
break;
}
/* For workbench use only default view transform in configuration,
* using no scene settings. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
}
GPU_batch_program_set_builtin(geom, builtin);
if (use_depth) {
GPU_texture_bind(src_depth, 0);
GPU_batch_uniform_1i(geom, "depthMulti", 0);
}
GPU_texture_bind(src_color, 1);
GPU_batch_uniform_1i(geom, "colorMulti", 1);
float mat[4][4];
unit_m4(mat);
GPU_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat);
/* avoid gpuMatrix calls */
GPU_batch_program_use_begin(geom);
GPU_batch_bind(geom);
GPU_batch_draw_advanced(geom, 0, 0, 0, 0);
GPU_batch_program_use_end(geom);
GPU_viewport_colorspace_set(DST.viewport, &view_settings, display_settings, dither);
}
/** \} */
@@ -1204,39 +1017,6 @@ static void drw_engines_cache_finish(void)
MEM_freeN(DST.vedata_array);
}
static bool drw_engines_draw_background(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
if (engine->draw_background) {
PROFILE_START(stime);
DRW_stats_group_start(engine->idname);
engine->draw_background(data);
DRW_stats_group_end();
PROFILE_END_UPDATE(data->background_time, stime);
return true;
}
}
/* No draw engines draw the background. We clear the background.
* We draw the background after drawing of the scene so the camera background
* images can be drawn using ALPHA Under. Otherwise the background always
* interfered with the alpha blending. */
DRW_clear_background();
return false;
}
static void drw_draw_background_alpha_under(void)
{
/* No draw_background found, doing default background */
const bool do_alpha_checker = !DRW_state_draw_background();
DRW_draw_background(do_alpha_checker);
}
static void drw_engines_draw_scene(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
@@ -1492,6 +1272,112 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Callbacks
* \{ */
void DRW_draw_callbacks_pre_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
if (DST.draw_ctx.evil_C) {
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
DRW_state_reset();
}
}
void DRW_draw_callbacks_post_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
ARegion *ar = DST.draw_ctx.ar;
View3D *v3d = DST.draw_ctx.v3d;
Depsgraph *depsgraph = DST.draw_ctx.depsgraph;
const bool do_annotations = (v3d && ((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) &&
((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0));
if (DST.draw_ctx.evil_C) {
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_state_reset();
GPU_framebuffer_bind(dfbl->overlay_fb);
/* Disable sRGB encoding from the fixed function pipeline since all the drawing in this
* function is done with sRGB color. Avoid double transform. */
glDisable(GL_FRAMEBUFFER_SRGB);
/* annotations - temporary drawing buffer (3d space) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (do_annotations) {
GPU_depth_test(false);
/* XXX: as scene->gpd is not copied for COW yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true);
GPU_depth_test(true);
}
drw_debug_draw();
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
GPU_depth_test(false);
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW);
/* Callback can be nasty and do whatever they want with the state.
* Don't trust them! */
DRW_state_reset();
/* needed so gizmo isn't obscured */
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
GPU_depth_test(false);
DRW_draw_gizmo_3d();
}
GPU_depth_test(false);
drw_engines_draw_text();
DRW_draw_region_info();
/* annotations - temporary drawing buffer (screenspace) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (do_annotations)) {
GPU_depth_test(false);
/* XXX: as scene->gpd is not copied for COW yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false);
}
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
/* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
* 'DRW_draw_region_info' sets the projection in pixel-space. */
GPU_depth_test(false);
DRW_draw_gizmo_2d();
}
if (G.debug_value > 20 && G.debug_value < 30) {
GPU_depth_test(false);
/* local coordinate visible rect inside region, to accommodate overlapping ui */
const rcti *rect = ED_region_visible_rect(DST.draw_ctx.ar);
DRW_stats_draw(rect);
}
GPU_depth_test(true);
}
}
struct DRWTextStore *DRW_text_cache_ensure(void)
{
BLI_assert(DST.text_store_p);
if (*DST.text_store_p == NULL) {
*DST.text_store_p = DRW_text_cache_create();
}
return *DST.text_store_p;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main Draw Loops (DRW_draw)
* \{ */
@@ -1533,8 +1419,6 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;
const bool do_annotations = (((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) &&
((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0));
DST.draw_ctx.evil_C = evil_C;
DST.viewport = viewport;
@@ -1554,7 +1438,9 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
.evil_C = DST.draw_ctx.evil_C,
};
drw_context_state_init();
drw_viewport_var_init();
drw_viewport_colormanagement_set();
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
/* Check if scene needs to perform the populate loop */
@@ -1622,89 +1508,19 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
/* Start Drawing */
DRW_state_reset();
GPU_framebuffer_bind(DST.default_framebuffer);
GPU_framebuffer_clear_depth_stencil(DST.default_framebuffer, 1.0f, 0xFF);
DRW_hair_update();
const bool background_drawn = drw_engines_draw_background();
GPU_framebuffer_bind(DST.default_framebuffer);
DRW_draw_callbacks_pre_scene();
if (DST.draw_ctx.evil_C) {
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
}
drw_engines_draw_scene();
if (!background_drawn) {
drw_draw_background_alpha_under();
}
drw_debug_draw();
/* Fix 3D view being "laggy" on macos and win+nvidia. (See T56996, T61474) */
GPU_flush();
/* annotations - temporary drawing buffer (3d space) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (do_annotations) {
GPU_depth_test(false);
/* XXX: as scene->gpd is not copied for COW yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true);
GPU_depth_test(true);
}
DRW_draw_callbacks_post_scene();
DRW_state_reset();
if (DST.draw_ctx.evil_C) {
GPU_depth_test(false);
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW);
GPU_depth_test(true);
/* Callback can be nasty and do whatever they want with the state.
* Don't trust them! */
DRW_state_reset();
}
GPU_depth_test(false);
drw_engines_draw_text();
GPU_depth_test(true);
if (DST.draw_ctx.evil_C) {
/* needed so gizmo isn't obscured */
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
glDisable(GL_DEPTH_TEST);
DRW_draw_gizmo_3d();
}
DRW_draw_region_info();
/* annotations - temporary drawing buffer (screenspace) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (do_annotations)) {
GPU_depth_test(false);
/* XXX: as scene->gpd is not copied for COW yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false);
GPU_depth_test(true);
}
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
/* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
* 'DRW_draw_region_info' sets the projection in pixel-space. */
GPU_depth_test(false);
DRW_draw_gizmo_2d();
GPU_depth_test(true);
}
}
DRW_stats_reset();
if (G.debug_value > 20 && G.debug_value < 30) {
GPU_depth_test(false);
/* local coordinate visible rect inside region, to accommodate overlapping ui */
const rcti *rect = ED_region_visible_rect(DST.draw_ctx.ar);
DRW_stats_draw(rect);
GPU_depth_test(true);
}
if (WM_draw_region_get_bound_viewport(ar)) {
/* Don't unbind the framebuffer yet in this case and let
@@ -1755,10 +1571,10 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
/* Create temporary viewport if needed. */
GPUViewport *render_viewport = viewport;
if (viewport == NULL) {
render_viewport = GPU_viewport_create_from_offscreen(ofs);
render_viewport = GPU_viewport_create();
}
GPU_framebuffer_restore();
GPU_viewport_bind_from_offscreen(render_viewport, ofs);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
@@ -1767,15 +1583,12 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
DST.options.draw_background = draw_background;
DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, render_viewport, NULL);
GPU_viewport_unbind_from_offscreen(render_viewport, ofs, do_color_management);
/* Free temporary viewport. */
if (viewport == NULL) {
/* don't free data owned by 'ofs' */
GPU_viewport_clear_from_offscreen(render_viewport);
GPU_viewport_free(render_viewport);
}
/* we need to re-bind (annoying!) */
GPU_offscreen_bind(ofs, false);
}
/* Helper to check if exit object type to render. */
@@ -2379,8 +2192,6 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph,
DRW_state_lock(0);
DRW_draw_callbacks_post_scene();
DRW_state_reset();
drw_engines_disable();
@@ -2477,9 +2288,7 @@ static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph,
DRW_hair_update();
DRW_draw_callbacks_pre_scene();
drw_engines_draw_scene();
DRW_draw_callbacks_post_scene();
DRW_state_reset();

View File

@@ -234,11 +234,11 @@ void drw_state_set(DRWState state)
/* Blending (all buffer) */
{
int test;
if (CHANGED_ANY_STORE_VAR(DRW_STATE_BLEND_ALPHA | DRW_STATE_BLEND_ALPHA_PREMUL |
DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_MUL |
DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_OIT |
DRW_STATE_BLEND_ALPHA_UNDER_PREMUL | DRW_STATE_BLEND_CUSTOM,
test)) {
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_BLEND_ALPHA | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_BLEND_ADD |
DRW_STATE_BLEND_MUL | DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_OIT |
DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_CUSTOM | DRW_STATE_LOGIC_INVERT,
test)) {
if (test) {
glEnable(GL_BLEND);
@@ -248,8 +248,12 @@ void drw_state_set(DRWState state)
GL_ONE,
GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ALPHA_UNDER_PREMUL) != 0) {
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
else if ((state & DRW_STATE_BLEND_BACKGROUND) != 0) {
/* Special blend to add color under and multiply dst by alpha. */
glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA, /* RGB */
GL_ZERO,
GL_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ALPHA_PREMUL) != 0) {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
@@ -279,6 +283,13 @@ void drw_state_set(DRWState state)
* Can only be used with one Draw Buffer. */
glBlendFunc(GL_ONE, GL_SRC1_COLOR);
}
else if ((state & DRW_STATE_LOGIC_INVERT) != 0) {
/* Replace logic op by blend func to support floating point framebuffer. */
glBlendFuncSeparate(GL_ONE_MINUS_DST_COLOR,
GL_ZERO, /* RGB */
GL_ZERO,
GL_ONE); /* Alpha */
}
else {
BLI_assert(0);
}
@@ -324,21 +335,6 @@ void drw_state_set(DRWState state)
}
}
/* Logic Ops */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_LOGIC_INVERT))) {
if (test == 1) {
glLogicOp(GL_INVERT);
glEnable(GL_COLOR_LOGIC_OP);
}
else {
glLogicOp(GL_COPY);
glDisable(GL_COLOR_LOGIC_OP);
}
}
}
/* Clip Planes */
{
int test;

View File

@@ -57,95 +57,6 @@ void DRW_draw_region_info(void)
view3d_draw_region_info(draw_ctx->evil_C, ar);
}
/* ************************* Background ************************** */
void DRW_clear_background()
{
GPU_clear_color(0.0, 0.0, 0.0, 0.0);
GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT);
}
void DRW_draw_background(bool do_alpha_checker)
{
drw_state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_UNDER_PREMUL);
if (do_alpha_checker) {
/* Transparent render, do alpha checker. */
GPU_matrix_push();
GPU_matrix_identity_set();
GPU_matrix_identity_projection_set();
imm_draw_box_checker_2d(-1.0f, -1.0f, 1.0f, 1.0f);
GPU_matrix_pop();
}
else {
float m[4][4];
unit_m4(m);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
uchar col_hi[3], col_lo[3];
GPU_matrix_push();
GPU_matrix_identity_set();
GPU_matrix_projection_set(m);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR_DITHER);
UI_GetThemeColor3ubv(TH_BACK, col_hi);
UI_GetThemeColor3ubv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_BACK_GRAD : TH_BACK, col_lo);
immBegin(GPU_PRIM_TRI_FAN, 4);
immAttr3ubv(color, col_lo);
immVertex2f(pos, -1.0f, -1.0f);
immVertex2f(pos, 1.0f, -1.0f);
immAttr3ubv(color, col_hi);
immVertex2f(pos, 1.0f, 1.0f);
immVertex2f(pos, -1.0f, 1.0f);
immEnd();
immUnbindProgram();
GPU_matrix_pop();
}
}
GPUBatch *DRW_draw_background_clipping_batch_from_rv3d(const RegionView3D *rv3d)
{
const BoundBox *bb = rv3d->clipbb;
const uint clipping_index[6][4] = {
{0, 1, 2, 3},
{0, 4, 5, 1},
{4, 7, 6, 5},
{7, 3, 2, 6},
{1, 5, 6, 2},
{7, 4, 0, 3},
};
GPUVertBuf *vbo;
GPUIndexBuf *el;
GPUIndexBufBuilder elb = {0};
/* Elements */
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, ARRAY_SIZE(clipping_index) * 2, ARRAY_SIZE(bb->vec));
for (int i = 0; i < ARRAY_SIZE(clipping_index); i++) {
const uint *idx = clipping_index[i];
GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[2], idx[3]);
}
el = GPU_indexbuf_build(&elb);
GPUVertFormat format = {0};
uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, ARRAY_SIZE(bb->vec));
GPU_vertbuf_attr_fill(vbo, pos_id, bb->vec);
return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, el, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
}
/* **************************** 3D Cursor ******************************** */
static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)

View File

@@ -30,6 +30,4 @@ void DRW_draw_cursor(void);
void DRW_draw_gizmo_3d(void);
void DRW_draw_gizmo_2d(void);
struct GPUBatch *DRW_draw_background_clipping_batch_from_rv3d(const struct RegionView3D *rv3d);
#endif /* __DRAW_VIEW_H__ */

View File

@@ -42,6 +42,10 @@ layout(std140) uniform globalsBlock
vec4 colorLightNoAlpha;
vec4 colorBackground;
vec4 colorBackgroundGradient;
vec4 colorCheckerLow;
vec4 colorCheckerHigh;
vec4 colorClippingBorder;
vec4 colorEditMeshMiddle;
vec4 colorHandleFree;
@@ -61,6 +65,30 @@ layout(std140) uniform globalsBlock
vec4 colorActiveSpline;
vec4 colorBonePose;
vec4 colorBonePoseActive;
vec4 colorBonePoseActiveUnsel;
vec4 colorBonePoseConstraint;
vec4 colorBonePoseIK;
vec4 colorBonePoseSplineIK;
vec4 colorBonePoseTarget;
vec4 colorBoneSolid;
vec4 colorBoneLocked;
vec4 colorBoneActive;
vec4 colorBoneActiveUnsel;
vec4 colorBoneSelect;
vec4 colorBoneIKLine;
vec4 colorBoneIKLineNoTarget;
vec4 colorBoneIKLineSpline;
vec4 colorText;
vec4 colorTextHi;
vec4 colorBundleSolid;
vec4 colorMballRadius;
vec4 colorMballRadiusSelect;
vec4 colorMballStiffness;
vec4 colorMballStiffnessSelect;
vec4 colorCurrentFrame;

View File

@@ -577,7 +577,7 @@ void ED_draw_imbuf_clipping(ImBuf *ibuf,
if (ibuf->rect_float) {
if (ibuf->float_colorspace) {
ok = IMB_colormanagement_setup_glsl_draw_from_space(
view_settings, display_settings, ibuf->float_colorspace, ibuf->dither, true);
view_settings, display_settings, ibuf->float_colorspace, ibuf->dither, true, false);
}
else {
ok = IMB_colormanagement_setup_glsl_draw(
@@ -586,7 +586,7 @@ void ED_draw_imbuf_clipping(ImBuf *ibuf,
}
else {
ok = IMB_colormanagement_setup_glsl_draw_from_space(
view_settings, display_settings, ibuf->rect_colorspace, ibuf->dither, false);
view_settings, display_settings, ibuf->rect_colorspace, ibuf->dither, false, false);
}
if (ok) {

View File

@@ -646,13 +646,18 @@ static void image_main_region_draw(const bContext *C, ARegion *ar)
ar->draw_buffer->viewport[ar->draw_buffer->stereo ? sima->iuser.multiview_eye : 0];
DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
GPU_framebuffer_bind(fbl->default_fb);
GPU_clear_color(0.0f, 0.0f, 0.0f, 0.0f);
GPU_clear(GPU_COLOR_BIT);
GPU_framebuffer_bind(fbl->overlay_fb);
glDisable(GL_FRAMEBUFFER_SRGB);
/* XXX not supported yet, disabling for now */
scene->r.scemode &= ~R_COMP_CROP;
/* clear and setup matrix */
UI_GetThemeColor3fv(TH_BACK, col);
GPU_clear_color(col[0], col[1], col[2], 0.0f);
GPU_clear_color(col[0], col[1], col[2], 1.0f);
GPU_clear(GPU_COLOR_BIT);
GPU_depth_test(false);

View File

@@ -168,7 +168,7 @@ data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_desaturate_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_overlays_merge_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)

View File

@@ -126,6 +126,7 @@ int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo);
void GPU_batch_program_set_no_use(GPUBatch *, uint32_t program, const GPUShaderInterface *);
void GPU_batch_program_set(GPUBatch *, uint32_t program, const GPUShaderInterface *);
void GPU_batch_program_set_shader(GPUBatch *, GPUShader *shader);
void GPU_batch_program_set_imm_shader(GPUBatch *batch);
void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id);
void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
eGPUBuiltinShader shader_id,

View File

@@ -183,7 +183,7 @@ typedef enum eGPUBuiltinShader {
GPU_SHADER_3D_DEPTH_ONLY,
GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
/* basic image drawing */
GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB,
GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE,
GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
/**

View File

@@ -99,6 +99,7 @@ typedef enum eGPUTextureFormat {
GPU_R11F_G11F_B10F,
GPU_DEPTH32F_STENCIL8,
GPU_DEPTH24_STENCIL8,
GPU_SRGB8_A8,
/* Texture only format */
GPU_RGB16F,
@@ -124,7 +125,6 @@ typedef enum eGPUTextureFormat {
/* Special formats texture only */
#if 0
GPU_SRGB8_A8,
GPU_SRGB8,
GPU_RGB9_E5,
GPU_COMPRESSED_RG_RGTC2,

View File

@@ -102,8 +102,15 @@ void GPU_viewport_unbind(GPUViewport *viewport);
void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect);
void GPU_viewport_free(GPUViewport *viewport);
GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs);
void GPU_viewport_clear_from_offscreen(GPUViewport *viewport);
void GPU_viewport_colorspace_set(GPUViewport *viewport,
ColorManagedViewSettings *view_settings,
ColorManagedDisplaySettings *display_settings,
float dither);
void GPU_viewport_bind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs);
void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport,
struct GPUOffScreen *ofs,
bool display_colorspace);
ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport);
struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport);

View File

@@ -979,6 +979,17 @@ void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id)
GPU_batch_program_set_builtin_with_config(batch, shader_id, GPU_SHADER_CFG_DEFAULT);
}
/* Bind program bound to IMM to the batch.
* XXX Use this with much care. Drawing with the GPUBatch API is not compatible with IMM.
* DO NOT DRAW WITH THE BATCH BEFORE CALLING immUnbindProgram. */
void GPU_batch_program_set_imm_shader(GPUBatch *batch)
{
GLuint program;
GPUShaderInterface *interface;
immGetProgram(&program, &interface);
GPU_batch_program_set(batch, program, interface);
}
/** \} */
/* -------------------------------------------------------------------- */

View File

@@ -513,6 +513,7 @@ void GPU_framebuffer_bind(GPUFrameBuffer *fb)
if (GPU_framebuffer_active_get() != fb) {
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
glEnable(GL_FRAMEBUFFER_SRGB);
}
gpu_framebuffer_current_set(fb);
@@ -547,6 +548,7 @@ void GPU_framebuffer_restore(void)
if (GPU_framebuffer_active_get() != NULL) {
glBindFramebuffer(GL_FRAMEBUFFER, GPU_framebuffer_default());
gpu_framebuffer_current_set(NULL);
glDisable(GL_FRAMEBUFFER_SRGB);
}
}

View File

@@ -168,6 +168,13 @@ void immUnbindProgram(void)
imm.bound_program = 0;
}
/* XXX do not use it. Special hack to use OCIO with batch API. */
void immGetProgram(GLuint *program, GPUShaderInterface **shaderface)
{
*program = imm.bound_program;
*shaderface = (GPUShaderInterface *)imm.shader_interface;
}
#if TRUST_NO_ONE
static bool vertex_count_makes_sense_for_primitive(uint vertex_len, GPUPrimType prim_type)
{

View File

@@ -80,7 +80,7 @@ extern char datatoc_gpu_shader_2D_nodelink_vert_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_frag_glsl[];
extern char datatoc_gpu_shader_image_linear_frag_glsl[];
extern char datatoc_gpu_shader_image_overlays_merge_frag_glsl[];
extern char datatoc_gpu_shader_image_color_frag_glsl[];
extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
@@ -1008,10 +1008,10 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
.frag = datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl,
},
[GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] =
[GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] =
{
.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_linear_frag_glsl,
.frag = datatoc_gpu_shader_image_overlays_merge_frag_glsl,
},
[GPU_SHADER_2D_IMAGE] =
{

View File

@@ -44,4 +44,7 @@ struct GPUShader {
#endif
};
/* XXX do not use it. Special hack to use OCIO with batch API. */
void immGetProgram(GLuint *program, GPUShaderInterface **shaderface);
#endif /* __GPU_SHADER_PRIVATE_H__ */

View File

@@ -51,7 +51,7 @@ static struct GPUTextureGlobal {
} GG = {NULL, NULL, NULL};
/* Maximum number of FBOs a texture can be attached to. */
#define GPU_TEX_MAX_FBO_ATTACHED 10
#define GPU_TEX_MAX_FBO_ATTACHED 12
typedef enum eGPUTextureFormatFlag {
GPU_FORMAT_DEPTH = (1 << 0),
@@ -183,6 +183,7 @@ static int gpu_get_component_count(eGPUTextureFormat format)
case GPU_RGBA16F:
case GPU_RGBA16:
case GPU_RGBA32F:
case GPU_SRGB8_A8:
return 4;
case GPU_RGB16F:
case GPU_R11F_G11F_B10F:
@@ -221,7 +222,7 @@ static void gpu_validate_data_format(eGPUTextureFormat tex_format, eGPUDataForma
}
}
/* Byte formats */
else if (ELEM(tex_format, GPU_R8, GPU_RG8, GPU_RGBA8, GPU_RGBA8UI)) {
else if (ELEM(tex_format, GPU_R8, GPU_RG8, GPU_RGBA8, GPU_RGBA8UI, GPU_SRGB8_A8)) {
BLI_assert(ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT));
}
/* Special case */
@@ -349,6 +350,7 @@ static uint gpu_get_bytesize(eGPUTextureFormat data_type)
case GPU_DEPTH_COMPONENT32F:
case GPU_RGBA8UI:
case GPU_RGBA8:
case GPU_SRGB8_A8:
case GPU_R11F_G11F_B10F:
case GPU_R32F:
case GPU_R32UI:
@@ -398,6 +400,8 @@ static GLenum gpu_get_gl_internalformat(eGPUTextureFormat format)
return GL_RGBA8;
case GPU_RGBA8UI:
return GL_RGBA8UI;
case GPU_SRGB8_A8:
return GL_SRGB8_ALPHA8;
case GPU_R32F:
return GL_R32F;
case GPU_R32UI:

View File

@@ -27,8 +27,13 @@
#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "BLI_math_vector.h"
#include "BLI_memblock.h"
#include "BKE_colortools.h"
#include "IMB_colormanagement.h"
#include "DNA_vec_types.h"
#include "DNA_userdef_types.h"
@@ -61,7 +66,6 @@ typedef struct ViewportTempTexture {
struct GPUViewport {
int size[2];
int samples;
int flag;
/* If engine_handles mismatch we free all ViewportEngineData in this viewport */
@@ -80,6 +84,14 @@ struct GPUViewport {
/* Profiling data */
double cache_time;
/* Color management. */
ColorManagedViewSettings view_settings;
ColorManagedDisplaySettings display_settings;
float dither;
/* TODO(fclem) the uvimage display use the viewport but do not set any view transform for the
* moment. The end goal would be to let the GPUViewport do the color management. */
bool do_color_management;
};
enum {
@@ -93,7 +105,6 @@ static void gpu_viewport_buffers_free(FramebufferList *fbl,
static void gpu_viewport_storage_free(StorageList *stl, int stl_len);
static void gpu_viewport_passes_free(PassList *psl, int psl_len);
static void gpu_viewport_texture_pool_free(GPUViewport *viewport);
static void gpu_viewport_default_fb_create(GPUViewport *viewport, const bool high_bitdepth);
void GPU_viewport_tag_update(GPUViewport *viewport)
{
@@ -113,67 +124,13 @@ GPUViewport *GPU_viewport_create(void)
viewport->fbl = MEM_callocN(sizeof(DefaultFramebufferList), "FramebufferList");
viewport->txl = MEM_callocN(sizeof(DefaultTextureList), "TextureList");
viewport->idatalist = DRW_instance_data_list_create();
viewport->do_color_management = false;
viewport->size[0] = viewport->size[1] = -1;
return viewport;
}
GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs)
{
GPUViewport *viewport = GPU_viewport_create();
GPUTexture *color, *depth;
GPUFrameBuffer *fb;
viewport->size[0] = GPU_offscreen_width(ofs);
viewport->size[1] = GPU_offscreen_height(ofs);
GPU_offscreen_viewport_data_get(ofs, &fb, &color, &depth);
if (GPU_texture_samples(color)) {
viewport->txl->multisample_color = color;
viewport->txl->multisample_depth = depth;
viewport->fbl->multisample_fb = fb;
gpu_viewport_default_fb_create(viewport, true);
}
else {
viewport->fbl->default_fb = fb;
viewport->txl->color = color;
viewport->txl->depth = depth;
GPU_framebuffer_ensure_config(
&viewport->fbl->color_only_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(viewport->txl->color)});
GPU_framebuffer_ensure_config(
&viewport->fbl->depth_only_fb,
{GPU_ATTACHMENT_TEXTURE(viewport->txl->depth), GPU_ATTACHMENT_NONE});
/* TODO infront buffer */
}
return viewport;
}
/**
* Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`.
*/
void GPU_viewport_clear_from_offscreen(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
if (dfbl->multisample_fb) {
/* GPUViewport expect the final result to be in default_fb but
* GPUOffscreen wants it in its multisample_fb, so we sync it back. */
GPU_framebuffer_blit(
dfbl->default_fb, 0, dfbl->multisample_fb, 0, GPU_COLOR_BIT | GPU_DEPTH_BIT);
dfbl->multisample_fb = NULL;
dtxl->multisample_color = NULL;
dtxl->multisample_depth = NULL;
}
else {
viewport->fbl->default_fb = NULL;
dtxl->color = NULL;
dtxl->depth = NULL;
}
}
void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type)
{
ViewportEngineData *data = MEM_callocN(sizeof(ViewportEngineData), "ViewportEngineData");
@@ -268,8 +225,7 @@ void *GPU_viewport_texture_list_get(GPUViewport *viewport)
void GPU_viewport_size_get(const GPUViewport *viewport, int size[2])
{
size[0] = viewport->size[0];
size[1] = viewport->size[1];
copy_v2_v2_int(size, viewport->size);
}
/**
@@ -279,8 +235,7 @@ void GPU_viewport_size_get(const GPUViewport *viewport, int size[2])
*/
void GPU_viewport_size_set(GPUViewport *viewport, const int size[2])
{
viewport->size[0] = size[0];
viewport->size[1] = size[1];
copy_v2_v2_int(viewport->size, size);
}
double *GPU_viewport_cache_time_get(GPUViewport *viewport)
@@ -383,69 +338,61 @@ void GPU_viewport_cache_release(GPUViewport *viewport)
}
}
static void gpu_viewport_default_fb_create(GPUViewport *viewport, const bool high_bitdepth)
static void gpu_viewport_default_fb_create(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
int *size = viewport->size;
bool ok = true;
dtxl->color = GPU_texture_create_2d(
size[0], size[1], high_bitdepth ? GPU_RGBA16F : GPU_RGBA8, NULL, NULL);
dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
dtxl->color = GPU_texture_create_2d(size[0], size[1], GPU_RGBA16F, NULL, NULL);
dtxl->color_overlay = GPU_texture_create_2d(size[0], size[1], GPU_SRGB8_A8, NULL, NULL);
if (!(dtxl->depth && dtxl->color)) {
/* Can be shared with GPUOffscreen. */
if (dtxl->depth == NULL) {
dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
}
if (!dtxl->depth || !dtxl->color) {
ok = false;
goto cleanup;
}
GPU_framebuffer_ensure_config(
&dfbl->default_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)});
GPU_framebuffer_ensure_config(&dfbl->default_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(dtxl->color),
});
GPU_framebuffer_ensure_config(&dfbl->overlay_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay),
});
GPU_framebuffer_ensure_config(&dfbl->depth_only_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_NONE});
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_NONE,
});
GPU_framebuffer_ensure_config(&dfbl->color_only_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(dtxl->color)});
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(dtxl->color),
});
GPU_framebuffer_ensure_config(&dfbl->overlay_only_fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay),
});
ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->overlay_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, NULL);
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
DRW_opengl_context_disable();
return;
}
GPU_framebuffer_restore();
}
static void gpu_viewport_default_multisample_fb_create(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
int *size = viewport->size;
int samples = viewport->samples;
bool ok = true;
dtxl->multisample_color = GPU_texture_create_2d_multisample(
size[0], size[1], GPU_RGBA8, NULL, samples, NULL);
dtxl->multisample_depth = GPU_texture_create_2d_multisample(
size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, samples, NULL);
if (!(dtxl->multisample_depth && dtxl->multisample_color)) {
ok = false;
goto cleanup;
}
GPU_framebuffer_ensure_config(&dfbl->multisample_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->multisample_depth),
GPU_ATTACHMENT_TEXTURE(dtxl->multisample_color)});
ok = ok && GPU_framebuffer_check_valid(dfbl->multisample_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->overlay_only_fb, NULL);
cleanup:
if (!ok) {
@@ -462,15 +409,15 @@ void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
DefaultFramebufferList *dfbl = viewport->fbl;
int fbl_len, txl_len;
int rect_size[2];
/* add one pixel because of scissor test */
int rect_w = BLI_rcti_size_x(rect) + 1;
int rect_h = BLI_rcti_size_y(rect) + 1;
rect_size[0] = BLI_rcti_size_x(rect) + 1;
rect_size[1] = BLI_rcti_size_y(rect) + 1;
DRW_opengl_context_enable();
if (dfbl->default_fb) {
if (rect_w != viewport->size[0] || rect_h != viewport->size[1] ||
U.ogl_multisamples != viewport->samples) {
if (!equals_v2v2_int(viewport->size, rect_size)) {
gpu_viewport_buffers_free((FramebufferList *)viewport->fbl,
default_fbl_len,
(TextureList *)viewport->txl,
@@ -486,36 +433,115 @@ void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
}
}
viewport->size[0] = rect_w;
viewport->size[1] = rect_h;
viewport->samples = U.ogl_multisamples;
copy_v2_v2_int(viewport->size, rect_size);
gpu_viewport_texture_pool_clear_users(viewport);
/* Multisample Buffer */
if (viewport->samples > 0) {
if (!dfbl->default_fb) {
gpu_viewport_default_multisample_fb_create(viewport);
}
if (!dfbl->default_fb) {
gpu_viewport_default_fb_create(viewport);
}
}
void GPU_viewport_bind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
GPUTexture *color, *depth;
GPUFrameBuffer *fb;
viewport->size[0] = GPU_offscreen_width(ofs);
viewport->size[1] = GPU_offscreen_height(ofs);
GPU_offscreen_viewport_data_get(ofs, &fb, &color, &depth);
/* This is the only texture we can share. */
dtxl->depth = depth;
gpu_viewport_texture_pool_clear_users(viewport);
if (!dfbl->default_fb) {
gpu_viewport_default_fb_create(viewport, false);
gpu_viewport_default_fb_create(viewport);
}
}
void GPU_viewport_colorspace_set(GPUViewport *viewport,
ColorManagedViewSettings *view_settings,
ColorManagedDisplaySettings *display_settings,
float dither)
{
memcpy(&viewport->view_settings, view_settings, sizeof(*view_settings));
memcpy(&viewport->display_settings, display_settings, sizeof(*display_settings));
viewport->dither = dither;
viewport->do_color_management = true;
}
static void gpu_viewport_draw_colormanaged(GPUViewport *viewport,
const rctf *rect_pos,
const rctf *rect_uv,
bool display_colorspace)
{
DefaultTextureList *dtxl = viewport->txl;
GPUTexture *color = dtxl->color;
GPUTexture *color_overlay = dtxl->color_overlay;
GPUVertFormat *vert_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint texco = GPU_vertformat_attr_add(vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
bool use_ocio = false;
if (viewport->do_color_management && display_colorspace) {
use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(&viewport->view_settings,
&viewport->display_settings,
NULL,
viewport->dither,
false,
true);
}
if (!use_ocio) {
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE);
immUniform1i("display_transform", display_colorspace);
immUniform1i("image_texture", 0);
immUniform1i("overlays_texture", 1);
}
GPU_texture_bind(color, 0);
GPU_texture_bind(color_overlay, 1);
immBegin(GPU_PRIM_TRI_STRIP, 4);
immAttr2f(texco, rect_uv->xmin, rect_uv->ymin);
immVertex2f(pos, rect_pos->xmin, rect_pos->ymin);
immAttr2f(texco, rect_uv->xmax, rect_uv->ymin);
immVertex2f(pos, rect_pos->xmax, rect_pos->ymin);
immAttr2f(texco, rect_uv->xmin, rect_uv->ymax);
immVertex2f(pos, rect_pos->xmin, rect_pos->ymax);
immAttr2f(texco, rect_uv->xmax, rect_uv->ymax);
immVertex2f(pos, rect_pos->xmax, rect_pos->ymax);
immEnd();
GPU_texture_unbind(color);
GPU_texture_unbind(color_overlay);
if (use_ocio) {
IMB_colormanagement_finish_glsl_draw();
}
else {
immUnbindProgram();
}
}
void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
GPUTexture *color = dtxl->color;
if (dfbl->default_fb == NULL) {
return;
}
DefaultTextureList *dtxl = viewport->txl;
GPUTexture *color = dtxl->color;
const float w = (float)GPU_texture_width(color);
const float h = (float)GPU_texture_height(color);
@@ -526,27 +552,58 @@ void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
const float halfx = GLA_PIXEL_OFS / w;
const float halfy = GLA_PIXEL_OFS / h;
float x1 = rect->xmin;
float x2 = rect->xmin + w;
float y1 = rect->ymin;
float y2 = rect->ymin + h;
rctf pos_rect = {
.xmin = rect->xmin,
.ymin = rect->ymin,
.xmax = rect->xmin + w,
.ymax = rect->ymin + h,
};
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
rctf uv_rect = {
.xmin = halfx,
.ymin = halfy,
.xmax = halfx + 1.0f,
.ymax = halfy + 1.0f,
};
GPU_texture_bind(color, 0);
glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"),
halfx,
halfy,
1.0f + halfx,
1.0f + halfy);
glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x1, y1, x2, y2);
glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f);
gpu_viewport_draw_colormanaged(viewport, &pos_rect, &uv_rect, true);
}
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
/**
* Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`.
*/
void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport,
struct GPUOffScreen *ofs,
bool display_colorspace)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
GPU_texture_unbind(color);
if (dfbl->default_fb == NULL) {
return;
}
GPU_depth_test(false);
GPU_offscreen_bind(ofs, false);
rctf pos_rect = {
.xmin = -1.0f,
.ymin = -1.0f,
.xmax = 1.0f,
.ymax = 1.0f,
};
rctf uv_rect = {
.xmin = 0.0f,
.ymin = 0.0f,
.xmax = 1.0f,
.ymax = 1.0f,
};
gpu_viewport_draw_colormanaged(viewport, &pos_rect, &uv_rect, display_colorspace);
/* This one is from the offscreen. Don't free it with the viewport. */
dtxl->depth = NULL;
}
void GPU_viewport_unbind(GPUViewport *UNUSED(viewport))

View File

@@ -1,33 +0,0 @@
/* Display a linear image texture into sRGB space */
uniform sampler2D image;
in vec2 texCoord_interp;
out vec4 fragColor;
float linearrgb_to_srgb(float c)
{
if (c < 0.0031308) {
return (c < 0.0) ? 0.0 : c * 12.92;
}
else {
return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
}
void linearrgb_to_srgb(vec4 col_from, out vec4 col_to)
{
col_to.r = linearrgb_to_srgb(col_from.r);
col_to.g = linearrgb_to_srgb(col_from.g);
col_to.b = linearrgb_to_srgb(col_from.b);
col_to.a = col_from.a;
}
void main()
{
fragColor = texture(image, texCoord_interp.st);
linearrgb_to_srgb(fragColor, fragColor);
}

View File

@@ -0,0 +1,42 @@
/* Merge overlays texture on top of image texture and transform to display space (assume sRGB) */
uniform sampler2D image_texture;
uniform sampler2D overlays_texture;
uniform bool display_transform;
in vec2 texCoord_interp;
out vec4 fragColor;
float linearrgb_to_srgb(float c)
{
if (c < 0.0031308) {
return (c < 0.0) ? 0.0 : c * 12.92;
}
else {
return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
}
void linearrgb_to_srgb(vec4 col_from, out vec4 col_to)
{
col_to.r = linearrgb_to_srgb(col_from.r);
col_to.g = linearrgb_to_srgb(col_from.g);
col_to.b = linearrgb_to_srgb(col_from.b);
col_to.a = col_from.a;
}
void main()
{
fragColor = texture(image_texture, texCoord_interp.st);
vec4 overlay_col = texture(overlays_texture, texCoord_interp.st);
fragColor *= 1.0 - overlay_col.a;
fragColor += overlay_col;
if (display_transform) {
linearrgb_to_srgb(fragColor, fragColor);
}
}

View File

@@ -332,7 +332,8 @@ bool IMB_colormanagement_setup_glsl_draw_from_space(
const struct ColorManagedDisplaySettings *display_settings,
struct ColorSpace *colorspace,
float dither,
bool predivide);
bool predivide,
bool do_overlay_merge);
/* Same as setup_glsl_draw, but color management settings are guessing from a given context */
bool IMB_colormanagement_setup_glsl_draw_ctx(const struct bContext *C,
float dither,

View File

@@ -105,7 +105,12 @@ typedef struct ColormanageProcessor {
static struct global_glsl_state {
/* Actual processor used for GLSL baked LUTs. */
OCIO_ConstProcessorRcPtr *processor;
/* UI colorspace here refers to the display linear color space,
* i.e: The linear color space w.r.t. display chromaticity and radiometry.
* We separate the colormanagement process into two steps to be able to
* merge UI using alpha blending in the correct color space. */
OCIO_ConstProcessorRcPtr *processor_scene_to_ui;
OCIO_ConstProcessorRcPtr *processor_ui_to_display;
/* Settings of processor for comparison. */
char look[MAX_COLORSPACE_NAME];
@@ -121,7 +126,6 @@ static struct global_glsl_state {
/* Container for GLSL state needed for OCIO module. */
struct OCIO_GLSLDrawState *ocio_glsl_state;
struct OCIO_GLSLDrawState *transform_ocio_glsl_state;
} global_glsl_state = {NULL};
static struct global_color_picking_state {
@@ -711,8 +715,12 @@ void colormanagement_init(void)
void colormanagement_exit(void)
{
if (global_glsl_state.processor) {
OCIO_processorRelease(global_glsl_state.processor);
if (global_glsl_state.processor_scene_to_ui) {
OCIO_processorRelease(global_glsl_state.processor_scene_to_ui);
}
if (global_glsl_state.processor_ui_to_display) {
OCIO_processorRelease(global_glsl_state.processor_ui_to_display);
}
if (global_glsl_state.curve_mapping) {
@@ -727,10 +735,6 @@ void colormanagement_exit(void)
OCIO_freeOGLState(global_glsl_state.ocio_glsl_state);
}
if (global_glsl_state.transform_ocio_glsl_state) {
OCIO_freeOGLState(global_glsl_state.transform_ocio_glsl_state);
}
if (global_color_picking_state.processor_to) {
OCIO_processorRelease(global_color_picking_state.processor_to);
}
@@ -837,7 +841,8 @@ static OCIO_ConstProcessorRcPtr *create_display_buffer_processor(const char *loo
const char *display,
float exposure,
float gamma,
const char *from_colorspace)
const char *from_colorspace,
const bool linear_output)
{
OCIO_ConstConfigRcPtr *config = OCIO_getCurrentConfig();
OCIO_DisplayTransformRcPtr *dt;
@@ -883,14 +888,45 @@ static OCIO_ConstProcessorRcPtr *create_display_buffer_processor(const char *loo
OCIO_exponentTransformRelease(et);
}
processor = OCIO_configGetProcessor(config, (OCIO_ConstTransformRcPtr *)dt);
OCIO_GroupTransformRcPtr *gt = OCIO_createGroupTransform();
OCIO_groupTransformSetDirection(gt, true);
OCIO_groupTransformPushBack(gt, (OCIO_ConstTransformRcPtr *)dt);
if (linear_output) {
/* TODO use correct function display. */
OCIO_ExponentTransformRcPtr *et = OCIO_createExponentTransform();
OCIO_exponentTransformSetValue(et, (float[4]){2.2f, 2.2f, 2.2f, 1.0f});
OCIO_groupTransformPushBack(gt, (OCIO_ConstTransformRcPtr *)et);
OCIO_exponentTransformRelease(et);
}
processor = OCIO_configGetProcessor(config, (OCIO_ConstTransformRcPtr *)gt);
OCIO_groupTransformRelease(gt);
OCIO_displayTransformRelease(dt);
OCIO_configRelease(config);
return processor;
}
static OCIO_ConstProcessorRcPtr *create_display_encoded_buffer_processor(
const char *UNUSED(display))
{
OCIO_ConstConfigRcPtr *config = OCIO_getCurrentConfig();
OCIO_ConstProcessorRcPtr *processor;
/* TODO use correct function display. */
OCIO_ExponentTransformRcPtr *et = OCIO_createExponentTransform();
OCIO_exponentTransformSetValue(et, (float[4]){1.0f / 2.2f, 1.0f / 2.2f, 1.0f / 2.2f, 1.0f});
processor = OCIO_configGetProcessor(config, (OCIO_ConstTransformRcPtr *)et);
OCIO_exponentTransformRelease(et);
OCIO_configRelease(config);
return processor;
}
static OCIO_ConstProcessorRcPtr *create_colorspace_transform_processor(const char *from_colorspace,
const char *to_colorspace)
{
@@ -3725,7 +3761,8 @@ ColormanageProcessor *IMB_colormanagement_display_processor_new(
display_settings->display_device,
applied_view_settings->exposure,
applied_view_settings->gamma,
global_role_scene_linear);
global_role_scene_linear,
false);
if (applied_view_settings->flag & COLORMANAGE_VIEW_USE_CURVES) {
cm_processor->curve_mapping = BKE_curvemapping_copy(applied_view_settings->curve_mapping);
@@ -3934,7 +3971,7 @@ static void update_glsl_display_processor(const ColorManagedViewSettings *view_s
bool use_curve_mapping = (view_settings->flag & COLORMANAGE_VIEW_USE_CURVES) != 0;
bool need_update = false;
need_update = global_glsl_state.processor == NULL ||
need_update = global_glsl_state.processor_scene_to_ui == NULL ||
check_glsl_display_processor_changed(
view_settings, display_settings, from_colorspace) ||
use_curve_mapping != global_glsl_state.use_curve_mapping;
@@ -3989,17 +4026,26 @@ static void update_glsl_display_processor(const ColorManagedViewSettings *view_s
}
/* Free old processor, if any. */
if (global_glsl_state.processor) {
OCIO_processorRelease(global_glsl_state.processor);
if (global_glsl_state.processor_scene_to_ui) {
OCIO_processorRelease(global_glsl_state.processor_scene_to_ui);
}
if (global_glsl_state.processor_ui_to_display) {
OCIO_processorRelease(global_glsl_state.processor_ui_to_display);
}
/* We're using display OCIO processor, no RGB curves yet. */
global_glsl_state.processor = create_display_buffer_processor(global_glsl_state.look,
global_glsl_state.view,
global_glsl_state.display,
global_glsl_state.exposure,
global_glsl_state.gamma,
global_glsl_state.input);
global_glsl_state.processor_scene_to_ui = create_display_buffer_processor(
global_glsl_state.look,
global_glsl_state.view,
global_glsl_state.display,
global_glsl_state.exposure,
global_glsl_state.gamma,
global_glsl_state.input,
true);
global_glsl_state.processor_ui_to_display = create_display_encoded_buffer_processor(
global_glsl_state.display);
}
}
@@ -4026,7 +4072,8 @@ bool IMB_colormanagement_setup_glsl_draw_from_space(
const ColorManagedDisplaySettings *display_settings,
struct ColorSpace *from_colorspace,
float dither,
bool predivide)
bool predivide,
bool do_overlay_merge)
{
ColorManagedViewSettings default_view_settings;
const ColorManagedViewSettings *applied_view_settings;
@@ -4047,7 +4094,7 @@ bool IMB_colormanagement_setup_glsl_draw_from_space(
from_colorspace ? from_colorspace->name :
global_role_scene_linear);
if (global_glsl_state.processor == NULL) {
if (global_glsl_state.processor_scene_to_ui == NULL) {
/* Happens when requesting non-existing color space or LUT in the
* configuration file does not exist.
*/
@@ -4056,10 +4103,12 @@ bool IMB_colormanagement_setup_glsl_draw_from_space(
return OCIO_setupGLSLDraw(
&global_glsl_state.ocio_glsl_state,
global_glsl_state.processor,
global_glsl_state.processor_scene_to_ui,
global_glsl_state.processor_ui_to_display,
global_glsl_state.use_curve_mapping ? &global_glsl_state.curve_mapping_settings : NULL,
dither,
predivide);
predivide,
do_overlay_merge);
}
/* Configures GLSL shader for conversion from scene linear to display space */
@@ -4069,7 +4118,7 @@ bool IMB_colormanagement_setup_glsl_draw(const ColorManagedViewSettings *view_se
bool predivide)
{
return IMB_colormanagement_setup_glsl_draw_from_space(
view_settings, display_settings, NULL, dither, predivide);
view_settings, display_settings, NULL, dither, predivide, false);
}
/**
@@ -4087,7 +4136,7 @@ bool IMB_colormanagement_setup_glsl_draw_from_space_ctx(const bContext *C,
IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
return IMB_colormanagement_setup_glsl_draw_from_space(
view_settings, display_settings, from_colorspace, dither, predivide);
view_settings, display_settings, from_colorspace, dither, predivide, false);
}
/* Same as setup_glsl_draw, but color management settings are guessing from a given context */

View File

@@ -101,6 +101,7 @@ const EnumPropertyItem rna_enum_bake_pass_type_items[] = {
# include "IMB_colormanagement.h"
# include "GPU_extensions.h"
# include "GPU_shader.h"
# include "DEG_depsgraph_query.h"
@@ -126,15 +127,21 @@ static int engine_get_preview_pixel_size(RenderEngine *UNUSED(engine), Scene *sc
return BKE_render_preview_pixel_size(&scene->r);
}
static void engine_bind_display_space_shader(RenderEngine *UNUSED(engine), Scene *scene)
static void engine_bind_display_space_shader(RenderEngine *UNUSED(engine), Scene *UNUSED(scene))
{
IMB_colormanagement_setup_glsl_draw(
&scene->view_settings, &scene->display_settings, scene->r.dither_intensity, false);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_COLOR);
GPU_shader_bind(shader);
int img_loc = GPU_shader_get_uniform_ensure(shader, "image");
int color_loc = GPU_shader_get_uniform_ensure(shader, "color");
GPU_shader_uniform_int(shader, img_loc, 0);
GPU_shader_uniform_vector(shader, color_loc, 3, 1, (float[3]){1.0f, 1.0f, 1.0f});
}
static void engine_unbind_display_space_shader(RenderEngine *UNUSED(engine))
{
IMB_colormanagement_finish_glsl_draw();
GPU_shader_unbind();
}
static void engine_update(RenderEngine *engine, Main *bmain, Depsgraph *depsgraph)