Commit Graph

24 Commits

Author SHA1 Message Date
e00bb5a4b7 Cleanup: spelling 2020-11-12 11:35:31 +11:00
3ffa0452af Fix T67832: Camera Background Images View Transform
This patch will apply the view transform when a movie clip is used as
camera background image. It does this by rendering the image in the
color buffer when it needs the view transform. For other images it uses
the overlay buffer.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7067
2020-11-04 14:13:24 +01:00
b134434224 Cleanup: declare arrays arrays where possible 2020-08-07 22:37:39 +10:00
156448ba4b Cleanup: Draw, Clang-Tidy else-after-return fixes (incomplete)
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/draw` module. Not all warnings are addressed
in this commit.

No functional changes.
2020-08-07 12:01:40 +02:00
5f6fb5bb41 Cleanup: Split gpu_texture_image.c into BKE and IMB modules
This is in order to disolve GPU_draw.h into more meaningful code blocks.

All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.

The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.

The Image garbage collection is also ported to `image_gpu.c`.
2020-07-29 23:06:37 +02:00
7e8d493730 GPU_draw.h: cleanup before splitting 2020-07-29 23:06:37 +02:00
2d89cd7dd5 Cleanup: GPU: Move Image based function to GPU_draw.h
This makes it less confusing what functions are for blender
structures.
2020-07-29 15:54:51 +02:00
54237994d8 Cleanup: Image: Rename redundant enum for clarity 2020-07-26 21:07:25 +02:00
487eaeed7e GPUTexture: Replace GL textarget enum by Image enum 2020-07-26 21:07:25 +02:00
727e569ac3 Cleanup: CodeQuality: Replace OB_DRAWXRAY by OB_DRAW_IN_FRONT
This is to match the option name and to avoid confusion with
workbench xray mode.
2020-07-21 14:44:37 +02:00
0961ce04cb Fix T78124 Overlay: Image: Camera background image transparency not working
This changes to premultiplied blending for all cases and put the premult
in the shader.
2020-07-03 01:48:39 +02:00
a4cbacacbf Fix T73847 Overlay: Camera orthographic scale moves background image 2020-05-19 21:01:21 +02:00
c03b6f6f0b Fix T73195: stereo camera view does not show background image 2020-04-23 18:01:33 +02:00
Vincent Blankfield
eb46b55e56 Fix T75613: "In Front" setting did not override image empty "Depth"
Differential Revision: https://developer.blender.org/D7418

Reviewers: campbellbarton, brecht
2020-04-15 18:49:32 +02:00
d138cbfb47 Code Quality: Replace for loops with LISTBASE_FOREACH
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.

Differential Revision: https://developer.blender.org/D7320
2020-04-03 19:27:46 +02:00
b0c1184875 Cleanup: Including "BLI_listbase.h" for LISTBASE_FOREACH macro
These headers are not needed right away, but will be in the upcoming
commit.
2020-04-03 19:27:42 +02:00
aec9e0e1b6 Cleanup: spelling, comments 2020-03-29 17:11:41 +11:00
6bcb6a0ea6 Fix stereoscopy reference image drawing in the viewport
Note: Without D6922 stereo is too broken to even test this patch.
With D6922 + this patch the fullscreen modes work (anaglyph/interlace not yet).
2020-03-13 16:07:19 +01:00
5593efec01 Fix stereoscopy drawing for camera background
Part of the fix was to get gputexture to use an array to accomodate each
eye. This takes care of viewports showing individual Left or Right
views.

For the combined view the fix was in overlay_image.c:camera_background_images_stereo_setup.

Note 1: Referece images are still not supporting stereo.

Note 2: For painting, and getting image bindcode I'm hardcording a
single-view experience.

Note 3: Without D6922 stereo is too broken to even test this patch.
With D6922 + this patch the fullscreen modes work (anaglyph/interlace
not yet).

Differential Revision: D7143
2020-03-13 15:40:20 +01:00
804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00
18c88eac17 Fix T73188: RenderResult as Camera BG Image
In blender 2.79 you could use a render result as a camera background
image. This is useful during layout/compositing. During Blender 2.80
development there were 2 issues introduced that removed this feature.

* to receive a render result the image required a lock. This lock wasn't passed and therefore no image was read from the result. Generating an GPUTexture from an Blender image also didn't do the locking.
* the iuser->scene field wasn't set what is required for render results.

This change adds an optional `ibuf` parameter to `GPU_texture_from_blender` that can be passed when available.

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D6684
2020-01-29 15:07:45 +01:00
31c77326c9 Fix T72154: Background Camera Images
The Camera Background Images uses a alpha under blending. For alpha
under blending to work correctly the framebuffer containing the result
of the render engine needs to be active
(`DefaultFramebufferList.default_fb`) and the source blend color needs
to be premultiplied with alpha.

Due to recent refactoring this wasn't the case and it seemed that the
background image was drawn in front of the scene. This patch sets the
correct state so it seems to be drawn behind the scene.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6365
2019-12-05 12:15:27 +01:00
1b33e1f9ae Overlay Engine: Cleanup & enable line AA on in front passes
- Remove pd->view_default, was a leftover from TAA implementation
- Sanitize active_view switches.
- Sanitize framebuffers switches.
2019-12-05 00:43:37 +01:00
9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00