Commit Graph

23 Commits

Author SHA1 Message Date
b123aadeee Fix T85895: Viewing value passes in Image Editor displays the value as alpha
There was a similar report prior to the introduction of the Image
Engine, see T74586.
This was fixed by rB6a5bd812b569 at that time, but got lost in the
refactor it seems.

Above commit introduced the `ED_space_image_get_display_channel_mask`
function that will determine
the valid bitflags for the display channel of a given ImBuf.

But since the refactor, this is not called anymore (`draw_image_main` is
not called anymore)
Now it seems we can safely reuse that said function
`ED_space_image_get_display_channel_mask` also for the Image Engine.

Maniphest Tasks: T85895

Differential Revision: https://developer.blender.org/D10510
2021-02-23 18:32:09 +01:00
7bb2b910c0 Cleanup: doxygen sections 2021-02-20 15:35:00 +11:00
luzpaz
a4a9d14ba7 UI: Fix Typos in Comments and Docs
Approximately 91 spelling corrections, almost all in comments.

Differential Revision: https://developer.blender.org/D10288

Reviewed by Harley Acheson
2021-02-05 19:08:14 -08:00
ebaa3fcedd Fix T84398: Multiview images show only one view.
The `image_get_gpu_texture` didn't use the iuser->view_index but
recalculated the requested view again. This lead to inconsistent
behavior when switching between multi view textures or stereo textures.

This has been fixed by ensuring that the `iuser->view_index` is always
used.

An Image has only place to store 2 view textures. This is done for
right/left eye compositing. A multi view texture can have more views.
This would lead to reading and writing to unallocated space.

When a multiview texture is requested that is larger than 1. It will
always be cached as being the first eye. The `gpu_view` of the Image is
also used as a cache key to check this.
2021-01-25 11:27:55 +01:00
Jeroen Bakker
1f41bdc6f3 Eevee Cryptomatte: Store hashes in render result meta data
Stores cryptomatte hashes as meta data to the render result. Compositors could
use this for lookup on names in stead of hashes.

Differential Revision: https://developer.blender.org/D9553
2021-01-05 15:03:05 +01:00
b347c4e9ca Cleanup: remove redundant struct declarations 2020-12-16 16:25:56 +11:00
1166110a9d Cleanup: clang-format
Rerun `make format`.

No functional changes.
2020-12-04 11:28:56 +01:00
278011e44d Fix T80748: Render Emissive Colors in Compositor Backdrop
This change will use the image engine to draw the backdrop of the compositor. With this patch the alpha blending will be done in Linear Scene Reference space and shows pure emissive colors.

See differential for an example image.

**Technical changes**

As only the backdrop drawing is done using the draw manager there are some technical changes.
1. The overlay buffer is partly drawn outside the draw manager. When drawing the backdrop image the overlay buffer needs to be masked to simulate premultiplied alpha under.
2. The backdrop of the node editor is done in region pixel space. A `DRWView` is constructed with this space.
3. UDIM textures uses world position to generate the UV coordinates. This has been implemented more strict by the `IMAGE_DRAW_FLAG_USE_WORLD_POS`. When the flag isn't used the local coordinates are used to generate the UV coordinates what is image space.
4. The draw manager now checks the actual `eSpaceType` of the space data to use different code paths. In the future the movie clip editor will be added.

NOTE: The preview images in nodes are drawn in display space and cannot show pure emissive colors. As preview images are used on more locations it is best to fix this in a separate patch.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D9451
2020-11-24 13:22:17 +01:00
38a66903e5 Cleanup: sort struct declarations 2020-09-30 11:51:13 +10:00
Jeroen Bakker
b17cca6966 Fix T81026: Image Editor: Alpha (like Bloom) not showing properly
With the new image editor drawing there were was some mutual exclusive
functionality. When rendering the alpha was shown correctly or the pure
emissive colors were shown correctly, but never both. The cause of this
is that the image_gpu did not used the correct alpha mode when generating
gpu textures for non-images (render results, compositors viewer)

The implementation always checked the alpha_mode. Alpha mode is an
attribute for images, but aren't set for non images. This patch adds
a more detailed check to ensure that the gpu texture is premultiplied.

The issue has been tested using several bug report files and production
files.

Reviewed By: Brecht van Lommel

Differential Revision: https://developer.blender.org/D8978
2020-09-22 13:52:54 +02:00
701c3e499f Cleanup: correct naming IMAGE_Z_DEPTH
IMAGE_DEPTH is used for bit depth.
2020-09-21 07:53:40 +02:00
17a2820da8 Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19 14:34:32 +10:00
0cac3c79cc Fix T80927: UV Edges Not Visible When Repeat Image Active
When repeat image was active the image was drawn in the foreground
making most uv overlays not visible. This change creates a shared
defined value for repeating and not repeating images.
2020-09-18 18:00:12 +02:00
70eb24a575 Cleanup: warning (missing-braces) 2020-09-17 11:59:51 +10:00
Ankit Meel
6759b8a224 Cleanup: silence [-Wmissing-braces] warning.
Introduced in {rBd6525e8d133b787655bdb2c2fcef218591a457c3}

Compiler: Apple LLVM version 10.0.1 (clang-1001.0.46.4)
Target: x86_64-apple-darwin18.7.0
Thread model: posix
```
source/blender/draw/engines/image/image_shader.c:46:13: warning:
suggest braces around initialization of subobject [-Wmissing-braces]
} e_data = {0}; /* Engine data */
            ^
            {}
1 warning generated.
```

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8873
2020-09-16 23:22:55 +05:30
dedd9ce0aa Fix T80787: Fix White edges when rendering transparent smoke
The UV/Image editor was doing interpolation including over the alpha
value what makes will render incorrectly when interpolating between pure
emissive colors and pre multiplied colors. This change disabled the
interpolation.
2020-09-15 15:43:19 +02:00
8f7ab26935 Revert "Image Editor: Make Rendering of Pure Emissive Colors Optional"
This reverts commit f492c8d488.
2020-09-15 14:33:22 +02:00
78ea6302f1 Fix T80746: Image blur in compositor creates halo from alpha
When applying alpha, an alpha of 0.0 was always ignored, creating the
Halo
2020-09-15 14:18:35 +02:00
f492c8d488 Image Editor: Make Rendering of Pure Emissive Colors Optional
There are some areas that don't handle pure emissive colors well. For
example erasing alpha using 2d or 3d painting. Or blurring an image in
the compositor.

This patch makes the rendering of pure emissive colors optional. In the
side panel of the Image editor it can still be enabled when needed.

There currently isn't a better place to store it as it is related on how
the image (or a layer of the image) is created. A future design needs to
make sure that the full workflow is supported.
2020-09-15 12:33:49 +02:00
d8a7d9deeb Fix Unreported: Repeat Image Regression
Regression introduced by c6210f9bac. The vertex shader still used the
old value for the SIMA_DRAW_FLAG_DO_REPEAT.
2020-09-15 10:34:12 +02:00
c6210f9bac DrawManager: Resolve Assert in Image Engine
Tiled texture uses different texture structure than normal textures.
Normally we add dummy textures and use them, but I found it cleaner to
have 2 shaders and use the correct shader.
2020-09-14 09:48:45 +02:00
b52aeaadfb Cleanup: spelling, update function name in comments 2020-09-13 15:00:52 +10:00
d6525e8d13 Use DrawManager for Image/UV Editor
This project moves the current UV/Image editor drawing to the draw manager.
Why would we do this:

**Performance**:

Current implementation would draw each texel per time. Multiple texels could be
drawn per pixel what would overwrite the previous result. You can notice this
when working with large textures. Repeat image drawing made this visible by
drawing for a small period of time and stop drawing the rest. Now the rendering
is fast and all repeated images are drawn.

**Alpha drawing**:

Current implementation would draw directly in display space. Giving incorrect
results when displaying alpha transparent images.
This addresses {T52680}, {T74709}, {T79518}
The image editor now can show emission only colors. See {D8234} for
examples.

**Current Limitations**

Using images that are larger than supported by your GPU are resized (eg larger
than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is
a low priority to add support back of displaying individual pixels of huge
images. There is a design task {T80113} with more detail.

**Implementation overview**
Introduced an Image Engine in the draw module. this engine is responsible for
drawing the texture in the main area of the UV/Image editor. The overlay engine
has a edit_uv overlay which is responsible to draw the UV's, shadows and
overlays specifically for the UV Image editor. The background + checker pattern
is drawn by the overlay_background.

The patch will allow us to share overlays between the 3d viewport and UV/Image
editor more easily. In most cases we just need to switch the `pos` with the `u`
attribute in the vertex shader.

The project can be activated in the user preferences as experimental features.
In a later commit this will be reversed.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8234
2020-09-11 08:08:46 +02:00