1
1

Compare commits

...

23 Commits

Author SHA1 Message Date
c2fbe46b0f Merge branch 'master' into temp-gpencil-drw-engine 2019-10-16 10:36:01 +02:00
386ba09498 Merge branch 'master' into temp-gpencil-drw-engine
Conflicts:
	source/blender/draw/engines/gpencil/gpencil_engine.c
2019-10-02 13:15:37 +02:00
6129e20cec Merge branch 'master' into temp-gpencil-drw-engine
Conflicts:
	source/blender/draw/engines/gpencil/gpencil_engine.c
2019-08-26 11:52:52 +02:00
03bbd5f9de Merge branch 'master' into temp-gpencil-drw-engine 2019-08-01 17:05:53 +02:00
2204bfcf9e Merge branch 'master' into temp-gpencil-drw-engine 2019-07-23 09:46:29 +02:00
f64db794ee GPencil: Add monochromatic alpha estimation for blend layers 2019-07-01 12:20:58 +02:00
8e08ffd399 GPencil: New variable to check if the layer has blend
Also added some ToDo comments.
2019-06-30 16:54:29 +02:00
51be5a7b53 GPencil: Add comment about VFX checking 2019-06-30 16:37:11 +02:00
c5722f4c43 GPencil: Clear Temp Framebuffer to avoid double drawing
If we don't clear by each object, the selection outline is visible in all objects and there is accumulation effect.
2019-06-29 11:12:27 +02:00
930d0364b8 Merge branch 'master' into temp-gpencil-drw-engine 2019-06-29 10:57:13 +02:00
a8bd4e2d59 GPencil: More cleanup of darwing code 2019-06-28 23:11:15 +02:00
879d8e4c2b GPencil: Fix stupid error in previous commit 2019-06-28 23:06:36 +02:00
b66a221835 GPencil: Reduce parameters for draw_pass_range
Don't need to pass redudant parameter
2019-06-28 23:02:51 +02:00
15938e7524 GPencil: Use separate pass to merge depth buffers together
This uses a fullscreen pass to resolve 2 depth buffers.

We do this to avoid doing depth test inside the blend color pass.
2019-06-28 21:01:50 +02:00
b57ec68fcf GPencil: Rework Layer Blending
Layer blending is now done by the hardware and uses dual source blending.
This patch breaks a few things:
- The depth of the blended strokes are not merged anymore.
- The layer masking is broken.
Theses will be for a different patch.

I'm not sure if overlay fading (based on alpha) is handle correctly but it
does fade to neutral.
2019-06-28 17:41:23 +02:00
d0f22a41b0 Revert "DRW: Add RGBA16 support for framebuffers"
This reverts commit ad8b8c07bf.
2019-06-28 17:16:15 +02:00
4dc62c24e1 GPencil: Revert RGBA16 to RGBA16F 2019-06-28 17:15:47 +02:00
001b97af41 Merge branch 'master' into temp-gpencil-drw-engine
Conflicts:
	source/blender/draw/engines/gpencil/gpencil_engine.c
2019-06-28 15:31:47 +02:00
a3428e07c8 GPencil: Rename Framebuffers and Textures 2019-06-28 13:51:27 +02:00
89415e083d Merge branch 'master' into temp-gpencil-drw-engine 2019-06-27 19:34:27 +02:00
b3c2926bc0 GPencil: Remove redundant parameter 2019-06-27 19:11:39 +02:00
7c948609db GPencil: Initial changes to redesign the layers blend modes.
These changes were proposed by @fclem in order to make more efficient the engine.

Still WIP: NO layers blend modes working and no clamp.
2019-06-27 17:59:35 +02:00
ad8b8c07bf DRW: Add RGBA16 support for framebuffers
This avoid assert.
2019-06-27 17:33:49 +02:00
7 changed files with 277 additions and 333 deletions

View File

@@ -351,6 +351,7 @@ data_to_c_simple(engines/gpencil/shaders/gpencil_stroke_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_simple_mix_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_blend_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_merge_depth_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_point_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_point_geom.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_point_frag.glsl SRC)

View File

@@ -62,6 +62,7 @@ extern char datatoc_gpencil_edit_point_vert_glsl[];
extern char datatoc_gpencil_edit_point_geom_glsl[];
extern char datatoc_gpencil_edit_point_frag_glsl[];
extern char datatoc_gpencil_blend_frag_glsl[];
extern char datatoc_gpencil_merge_depth_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
@@ -124,35 +125,35 @@ static void GPENCIL_create_framebuffers(void *vedata)
/* Framebufers for basic object drawing */
if (stl->storage->framebuffer_flag & GP_FRAMEBUFFER_BASIC) {
/* temp textures for ping-pong buffers */
stl->g_data->temp_depth_tx_a = DRW_texture_pool_query_2d(
stl->g_data->temp_depth_a_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
stl->g_data->temp_color_tx_a = DRW_texture_pool_query_2d(
stl->g_data->temp_color_a_tx = DRW_texture_pool_query_2d(
size[0], size[1], fb_format, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->temp_fb_a,
GPU_framebuffer_ensure_config(&fbl->temp_a_fb,
{
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_depth_tx_a),
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_color_tx_a),
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_depth_a_tx),
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_color_a_tx),
});
stl->g_data->temp_depth_tx_b = DRW_texture_pool_query_2d(
stl->g_data->temp_depth_b_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
stl->g_data->temp_color_tx_b = DRW_texture_pool_query_2d(
stl->g_data->temp_color_b_tx = DRW_texture_pool_query_2d(
size[0], size[1], fb_format, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->temp_fb_b,
GPU_framebuffer_ensure_config(&fbl->temp_b_fb,
{
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_depth_tx_b),
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_color_tx_b),
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_depth_b_tx),
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_color_b_tx),
});
/* used for FX effects and Layer blending */
stl->g_data->temp_depth_tx_fx = DRW_texture_pool_query_2d(
stl->g_data->temp_depth_fx_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
stl->g_data->temp_color_tx_fx = DRW_texture_pool_query_2d(
stl->g_data->temp_color_fx_tx = DRW_texture_pool_query_2d(
size[0], size[1], fb_format, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->temp_fb_fx,
GPU_framebuffer_ensure_config(&fbl->temp_fx_fb,
{
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_depth_tx_fx),
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_color_tx_fx),
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_depth_fx_tx),
GPU_ATTACHMENT_TEXTURE(stl->g_data->temp_color_fx_tx),
});
}
@@ -258,6 +259,9 @@ static void GPENCIL_create_shaders(void)
if (!e_data.gpencil_blend_fullscreen_sh) {
e_data.gpencil_blend_fullscreen_sh = DRW_shader_create_fullscreen(
datatoc_gpencil_blend_frag_glsl, NULL);
e_data.gpencil_merge_depth_sh = DRW_shader_create_fullscreen(
datatoc_gpencil_merge_depth_frag_glsl, NULL);
}
/* shaders for use when drawing */
@@ -298,6 +302,7 @@ static void GPENCIL_engine_free(void)
DRW_SHADER_FREE_SAFE(e_data.gpencil_fullscreen_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_simple_fullscreen_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_blend_fullscreen_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_merge_depth_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_background_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_paper_sh);
@@ -524,10 +529,11 @@ void GPENCIL_cache_init(void *vedata)
/* full screen pass to combine the result with default framebuffer */
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
psl->mix_pass = DRW_pass_create("GPencil Mix Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA |
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
DRWShadingGroup *mix_shgrp = DRW_shgroup_create(e_data.gpencil_fullscreen_sh, psl->mix_pass);
psl->mix_screen_pass = DRW_pass_create("GPencil Mix Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA |
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
DRWShadingGroup *mix_shgrp = DRW_shgroup_create(e_data.gpencil_fullscreen_sh,
psl->mix_screen_pass);
DRW_shgroup_call(mix_shgrp, quad, NULL);
DRW_shgroup_uniform_texture_ref(mix_shgrp, "strokeColor", &stl->g_data->input_color_tx);
DRW_shgroup_uniform_texture_ref(mix_shgrp, "strokeDepth", &stl->g_data->input_depth_tx);
@@ -541,11 +547,11 @@ void GPENCIL_cache_init(void *vedata)
* This pass is used too to take the snapshot used for background_pass. This image
* will be used as the background while the user is drawing.
*/
psl->mix_pass_noblend = DRW_pass_create("GPencil Mix Pass no blend",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
DRW_STATE_DEPTH_LESS);
psl->mix_screen_noblend_pass = DRW_pass_create("GPencil Mix Pass no blend",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
DRW_STATE_DEPTH_LESS);
DRWShadingGroup *mix_shgrp_noblend = DRW_shgroup_create(e_data.gpencil_fullscreen_sh,
psl->mix_pass_noblend);
psl->mix_screen_noblend_pass);
DRW_shgroup_call(mix_shgrp_noblend, quad, NULL);
DRW_shgroup_uniform_texture_ref(
mix_shgrp_noblend, "strokeColor", &stl->g_data->input_color_tx);
@@ -624,19 +630,20 @@ void GPENCIL_cache_init(void *vedata)
}
/* blend layers pass */
psl->blend_pass = DRW_pass_create("GPencil Blend Layers Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA |
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
psl->blend_layers_pass = DRW_pass_create("GPencil Blend Layers Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM);
DRWShadingGroup *blend_shgrp = DRW_shgroup_create(e_data.gpencil_blend_fullscreen_sh,
psl->blend_pass);
DRW_shgroup_call(blend_shgrp, quad, NULL);
DRW_shgroup_uniform_texture_ref(blend_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(blend_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(blend_shgrp, "blendColor", &stl->g_data->temp_color_tx_fx);
DRW_shgroup_uniform_texture_ref(blend_shgrp, "blendDepth", &stl->g_data->temp_depth_tx_fx);
psl->blend_layers_pass);
DRW_shgroup_uniform_texture_ref(blend_shgrp, "strokeColor", &stl->g_data->temp_color_fx_tx);
DRW_shgroup_uniform_int(blend_shgrp, "mode", &stl->storage->blend_mode, 1);
DRW_shgroup_uniform_int(blend_shgrp, "mask_layer", &stl->storage->mask_layer, 1);
DRW_shgroup_uniform_int(mix_shgrp, "tonemapping", &stl->storage->tonemapping, 1);
DRW_shgroup_call(blend_shgrp, quad, NULL);
psl->blend_layers_depth_pass = DRW_pass_create("GPencil Merge Depth Pass",
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.gpencil_merge_depth_sh,
psl->blend_layers_depth_pass);
DRW_shgroup_uniform_texture_ref(shgrp, "strokeDepth", &stl->g_data->temp_depth_fx_tx);
DRW_shgroup_call(shgrp, quad, NULL);
/* create effects passes */
if (!stl->storage->simplify_fx) {
@@ -652,6 +659,7 @@ static void gpencil_add_draw_data(void *vedata, Object *ob)
const bool is_multiedit = (bool)GPENCIL_MULTIEDIT_SESSIONS_ON(gpd);
const DRWContextState *draw_ctx = DRW_context_state_get();
const View3D *v3d = draw_ctx->v3d;
tGPencilObjectCache_shgrp *array_elm = NULL;
int i = stl->g_data->gp_cache_used - 1;
tGPencilObjectCache *cache_ob = &stl->g_data->gp_object_cache[i];
@@ -666,6 +674,16 @@ static void gpencil_add_draw_data(void *vedata, Object *ob)
}
}
/* Verify if the object has layer blending */
cache_ob->has_layer_blend = false;
for (int e = 0; e < cache_ob->tot_layers; e++) {
array_elm = &cache_ob->shgrp_array[e];
if ((array_elm->mode != eGplBlendMode_Regular) || (array_elm->mask_layer)) {
cache_ob->has_layer_blend = true;
break;
}
}
/* FX passses */
cache_ob->has_fx = false;
if ((!stl->storage->simplify_fx) &&
@@ -870,16 +888,13 @@ void DRW_gpencil_free_runtime_data(void *ved)
MEM_SAFE_FREE(stl->g_data->gp_object_cache);
}
static void gpencil_draw_pass_range(GPENCIL_FramebufferList *fbl,
GPENCIL_StorageList *stl,
static void gpencil_draw_pass_range(GPENCIL_StorageList *stl,
GPENCIL_PassList *psl,
GPENCIL_TextureList *txl,
GPUFrameBuffer *fb,
Object *ob,
bGPdata *gpd,
DRWShadingGroup *init_shgrp,
DRWShadingGroup *end_shgrp,
bool multi)
DRWShadingGroup *end_shgrp)
{
if (init_shgrp == NULL) {
return;
@@ -1020,73 +1035,75 @@ void GPENCIL_draw_scene(void *ved)
sizeof(tGPencilObjectCache),
gpencil_object_cache_compare_zdepth);
GPUFrameBuffer *blend_fb = fbl->temp_fx_fb;
const bool do_antialiasing = ((!stl->storage->is_mat_preview) &&
(stl->storage->multisamples > 0));
GPUFrameBuffer *final_fb = (do_antialiasing) ? fbl->multisample_fb : fbl->temp_a_fb;
for (int i = 0; i < stl->g_data->gp_cache_used; i++) {
GPU_framebuffer_bind(fbl->temp_a_fb);
GPU_framebuffer_clear_color_depth_stencil(fbl->temp_a_fb, clearcol, 1.0f, 0x0);
cache_ob = &stl->g_data->gp_object_cache[i];
Object *ob = cache_ob->ob;
/* TODO: To check if the object has Blend, verify the value of
* cache_ob->has_layer_blend
* Actually this variable is set to true if any layer has any blend mode
* different of Regular mode or the layer has the Masking enabled.
*/
/* TODO: To check if the object has VFX, verify the value of
* cache_ob->has_fx
*/
bGPdata *gpd = cache_ob->gpd;
init_shgrp = NULL;
/* Render stroke in separated framebuffer */
GPU_framebuffer_bind(fbl->temp_fb_a);
GPU_framebuffer_clear_color_depth_stencil(fbl->temp_fb_a, clearcol, 1.0f, 0x0);
/* Stroke Pass:
* draw only a subset that usually starts with a fill and ends with stroke
*/
bool use_blend = false;
if (cache_ob->tot_layers > 0) {
for (int e = 0; e < cache_ob->tot_layers; e++) {
bool is_last = (e == cache_ob->tot_layers - 1) ? true : false;
array_elm = &cache_ob->shgrp_array[e];
init_shgrp = array_elm->init_shgrp;
end_shgrp = array_elm->end_shgrp;
if (((array_elm->mode == eGplBlendMode_Regular) && (!use_blend) &&
(!array_elm->mask_layer)) ||
(e == 0)) {
if (init_shgrp == NULL) {
init_shgrp = array_elm->init_shgrp;
}
end_shgrp = array_elm->end_shgrp;
if (stl->storage->multisamples > 0) {
GPU_framebuffer_bind(fbl->multisample_fb);
}
else {
use_blend = true;
/* draw pending groups */
gpencil_draw_pass_range(
fbl, stl, psl, txl, fbl->temp_fb_a, ob, gpd, init_shgrp, end_shgrp, is_last);
GPU_framebuffer_bind(fbl->temp_a_fb);
}
/* Draw current group in separated texture to blend later */
init_shgrp = array_elm->init_shgrp;
end_shgrp = array_elm->end_shgrp;
if (array_elm->mode == eGplBlendMode_Regular) {
/* Draw current group in MSAA texture or final texture. */
gpencil_draw_pass_range(stl, psl, final_fb, ob, gpd, init_shgrp, end_shgrp);
}
else {
/* Draw current group in separated texture to blend later. */
GPU_framebuffer_bind(blend_fb);
GPU_framebuffer_clear_color_depth_stencil(blend_fb, clearcol, 1.0f, 0x0);
gpencil_draw_pass_range(stl, psl, fbl->temp_fx_fb, ob, gpd, init_shgrp, end_shgrp);
GPU_framebuffer_bind(fbl->temp_fb_fx);
GPU_framebuffer_clear_color_depth_stencil(fbl->temp_fb_fx, clearcol, 1.0f, 0x0);
gpencil_draw_pass_range(
fbl, stl, psl, txl, fbl->temp_fb_fx, ob, gpd, init_shgrp, end_shgrp, is_last);
/* Blend A texture and FX texture */
GPU_framebuffer_bind(fbl->temp_fb_b);
GPU_framebuffer_clear_color_depth_stencil(fbl->temp_fb_b, clearcol, 1.0f, 0x0);
/* Draw Blended texture over MSAA texture */
GPU_framebuffer_bind(final_fb);
stl->storage->blend_mode = array_elm->mode;
stl->storage->mask_layer = (int)array_elm->mask_layer;
stl->storage->tonemapping = DRW_state_do_color_management() ? 0 : 1;
DRW_draw_pass(psl->blend_pass);
stl->storage->tonemapping = 0;
/* Copy B texture to A texture to follow loop */
stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b;
stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b;
GPU_framebuffer_bind(fbl->temp_fb_a);
GPU_framebuffer_clear_color_depth_stencil(fbl->temp_fb_a, clearcol, 1.0f, 0x0);
DRW_draw_pass(psl->mix_pass_noblend);
/* prepare next group */
init_shgrp = NULL;
DRW_draw_pass(psl->blend_layers_pass);
DRW_draw_pass(psl->blend_layers_depth_pass);
}
}
/* last group */
gpencil_draw_pass_range(
fbl, stl, psl, txl, fbl->temp_fb_a, ob, gpd, init_shgrp, end_shgrp, true);
/* Resolve MSAA texture to A texture to follow with VFX */
MULTISAMPLE_GP_SYNC_DISABLE(stl->storage->multisamples, fbl, fbl->temp_a_fb, txl);
}
/* Clear multisample framebuffer to avoid garbage in the screen */
if (stl->storage->multisamples > 0) {
GPU_framebuffer_bind(fbl->multisample_fb);
GPU_framebuffer_clear_color_depth_stencil(
fbl->multisample_fb, (const float[4]){0.0f}, 1.0f, 0x0);
}
/* Current buffer drawing */
GPU_framebuffer_bind(fbl->temp_a_fb);
if ((!is_render) && (cache_ob->is_dup_ob == false)) {
DRW_draw_pass(psl->drawing_pass);
}
@@ -1096,15 +1113,15 @@ void GPENCIL_draw_scene(void *ved)
gpencil_fx_draw(&e_data, vedata, cache_ob);
}
stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_a;
stl->g_data->input_color_tx = stl->g_data->temp_color_tx_a;
stl->g_data->input_depth_tx = stl->g_data->temp_depth_a_tx;
stl->g_data->input_color_tx = stl->g_data->temp_color_a_tx;
/* Combine with scene buffer */
if ((!is_render) || (fbl->main == NULL)) {
if ((!is_render) || (fbl->main_fb == NULL)) {
GPU_framebuffer_bind(dfbl->default_fb);
}
else {
GPU_framebuffer_bind(fbl->main);
GPU_framebuffer_bind(fbl->main_fb);
}
/* tonemapping */
stl->storage->tonemapping = DRW_state_do_color_management() ? 0 : 1;
@@ -1125,7 +1142,7 @@ void GPENCIL_draw_scene(void *ved)
}
/* draw mix pass */
DRW_draw_pass(psl->mix_pass);
DRW_draw_pass(psl->mix_screen_pass);
/* disable select flag */
stl->storage->do_select_outline = 0;
@@ -1133,7 +1150,7 @@ void GPENCIL_draw_scene(void *ved)
/* prepare for fast drawing */
if (!is_render) {
if (!playing) {
gpencil_prepare_fast_drawing(stl, dfbl, fbl, psl->mix_pass_noblend, clearcol);
gpencil_prepare_fast_drawing(stl, dfbl, fbl, psl->mix_screen_noblend_pass, clearcol);
}
}
else {

View File

@@ -69,6 +69,8 @@ typedef struct tGPencilObjectCache {
int idx; /*original index, can change after sort */
char *name;
bool has_layer_blend;
/* effects */
bool has_fx;
ListBase shader_fx;
@@ -199,12 +201,13 @@ typedef struct GPENCIL_PassList {
struct DRWPass *stroke_pass_3d;
struct DRWPass *edit_pass;
struct DRWPass *drawing_pass;
struct DRWPass *mix_pass;
struct DRWPass *mix_pass_noblend;
struct DRWPass *mix_screen_pass;
struct DRWPass *mix_screen_noblend_pass;
struct DRWPass *background_pass;
struct DRWPass *paper_pass;
struct DRWPass *grid_pass;
struct DRWPass *blend_pass;
struct DRWPass *blend_layers_pass;
struct DRWPass *blend_layers_depth_pass;
/* effects */
struct DRWPass *fx_shader_pass;
@@ -213,10 +216,10 @@ typedef struct GPENCIL_PassList {
} GPENCIL_PassList;
typedef struct GPENCIL_FramebufferList {
struct GPUFrameBuffer *main;
struct GPUFrameBuffer *temp_fb_a;
struct GPUFrameBuffer *temp_fb_b;
struct GPUFrameBuffer *temp_fb_fx;
struct GPUFrameBuffer *main_fb;
struct GPUFrameBuffer *temp_a_fb;
struct GPUFrameBuffer *temp_b_fb;
struct GPUFrameBuffer *temp_fx_fb;
struct GPUFrameBuffer *background_fb;
struct GPUFrameBuffer *multisample_fb;
@@ -273,14 +276,14 @@ typedef struct g_data {
struct GPUTexture *input_color_tx;
/* working textures */
struct GPUTexture *temp_color_tx_a;
struct GPUTexture *temp_depth_tx_a;
struct GPUTexture *temp_color_a_tx;
struct GPUTexture *temp_depth_a_tx;
struct GPUTexture *temp_color_tx_b;
struct GPUTexture *temp_depth_tx_b;
struct GPUTexture *temp_color_b_tx;
struct GPUTexture *temp_depth_b_tx;
struct GPUTexture *temp_color_tx_fx;
struct GPUTexture *temp_depth_tx_fx;
struct GPUTexture *temp_color_fx_tx;
struct GPUTexture *temp_depth_fx_tx;
int session_flag;
bool do_instances;
@@ -310,6 +313,7 @@ typedef struct GPENCIL_e_data {
struct GPUShader *gpencil_fullscreen_sh;
struct GPUShader *gpencil_simple_fullscreen_sh;
struct GPUShader *gpencil_blend_fullscreen_sh;
struct GPUShader *gpencil_merge_depth_sh;
struct GPUShader *gpencil_background_sh;
struct GPUShader *gpencil_paper_sh;

View File

@@ -84,7 +84,7 @@ void GPENCIL_render_init(GPENCIL_Data *ved, RenderEngine *engine, struct Depsgra
size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_gpencil_type);
vedata->render_color_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_RGBA32F, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->main,
GPU_framebuffer_ensure_config(&fbl->main_fb,
{GPU_ATTACHMENT_TEXTURE(vedata->render_depth_tx),
GPU_ATTACHMENT_TEXTURE(vedata->render_color_tx)});
@@ -198,7 +198,7 @@ static void GPENCIL_render_result_z(struct RenderLayer *rl,
if ((view_layer->passflag & SCE_PASS_Z) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
GPU_framebuffer_read_depth(vedata->fbl->main,
GPU_framebuffer_read_depth(vedata->fbl->main_fb,
rect->xmin,
rect->ymin,
BLI_rcti_size_x(rect),
@@ -240,8 +240,8 @@ static void GPENCIL_render_result_combined(struct RenderLayer *rl,
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, viewname);
GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
GPU_framebuffer_bind(fbl->main);
GPU_framebuffer_read_color(vedata->fbl->main,
GPU_framebuffer_bind(fbl->main_fb);
GPU_framebuffer_read_color(vedata->fbl->main_fb,
rect->xmin,
rect->ymin,
BLI_rcti_size_x(rect),
@@ -295,13 +295,13 @@ void GPENCIL_render_to_image(void *vedata,
stl->storage->camera = camera; /* save current camera */
GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
if (fbl->main) {
GPU_framebuffer_texture_attach(fbl->main, ((GPENCIL_Data *)vedata)->render_depth_tx, 0, 0);
GPU_framebuffer_texture_attach(fbl->main, ((GPENCIL_Data *)vedata)->render_color_tx, 0, 0);
if (fbl->main_fb) {
GPU_framebuffer_texture_attach(fbl->main_fb, ((GPENCIL_Data *)vedata)->render_depth_tx, 0, 0);
GPU_framebuffer_texture_attach(fbl->main_fb, ((GPENCIL_Data *)vedata)->render_color_tx, 0, 0);
/* clean first time the buffer */
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPU_framebuffer_bind(fbl->main);
GPU_framebuffer_clear_color_depth(fbl->main, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->main_fb);
GPU_framebuffer_clear_color_depth(fbl->main_fb, clearcol, 1.0f);
}
/* loop all objects and draw */
@@ -319,9 +319,9 @@ void GPENCIL_render_to_image(void *vedata,
GPENCIL_render_result_z(render_layer, viewname, vedata, rect);
/* detach textures */
if (fbl->main) {
GPU_framebuffer_texture_detach(fbl->main, ((GPENCIL_Data *)vedata)->render_depth_tx);
GPU_framebuffer_texture_detach(fbl->main, ((GPENCIL_Data *)vedata)->render_color_tx);
if (fbl->main_fb) {
GPU_framebuffer_texture_detach(fbl->main_fb, ((GPENCIL_Data *)vedata)->render_depth_tx);
GPU_framebuffer_texture_detach(fbl->main_fb, ((GPENCIL_Data *)vedata)->render_color_tx);
}
/* merge previous render image with new GP image */

View File

@@ -202,8 +202,8 @@ static void gpencil_fx_blur(ShaderFxData *fx,
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
@@ -228,8 +228,8 @@ static void gpencil_fx_colorize(ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCI
GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_colorize_sh, psl->fx_shader_pass);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_vec4(fx_shgrp, "low_color", &fxd->low_color[0], 1);
DRW_shgroup_uniform_vec4(fx_shgrp, "high_color", &fxd->high_color[0], 1);
DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
@@ -261,8 +261,8 @@ static void gpencil_fx_flip(ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Da
GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_flip_sh, psl->fx_shader_pass);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_int(fx_shgrp, "flipmode", &fxd->flipmode, 1);
DRW_shgroup_uniform_vec2(fx_shgrp, "wsize", DRW_viewport_size_get(), 1);
@@ -291,8 +291,8 @@ static void gpencil_fx_light(ShaderFxData *fx,
GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_light_sh, psl->fx_shader_pass);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
@@ -346,8 +346,8 @@ static void gpencil_fx_pixel(ShaderFxData *fx,
GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_pixel_sh, psl->fx_shader_pass);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_int(fx_shgrp, "size", &fxd->size[0], 3);
DRW_shgroup_uniform_vec4(fx_shgrp, "color", &fxd->rgba[0], 1);
@@ -380,8 +380,8 @@ static void gpencil_fx_rim(ShaderFxData *fx,
/* prepare pass */
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_rim_prepare_sh, psl->fx_shader_pass_blend);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_int(fx_shgrp, "offset", &fxd->offset[0], 2);
@@ -397,8 +397,8 @@ static void gpencil_fx_rim(ShaderFxData *fx,
/* blur pass */
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_fx_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_fx_tx);
DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
@@ -411,9 +411,9 @@ static void gpencil_fx_rim(ShaderFxData *fx,
/* resolve pass */
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_rim_resolve_sh, psl->fx_shader_pass_blend);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeRim", &stl->g_data->temp_color_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeRim", &stl->g_data->temp_color_fx_tx);
DRW_shgroup_uniform_vec3(fx_shgrp, "mask_color", &fxd->mask_rgb[0], 1);
DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
@@ -447,8 +447,8 @@ static void gpencil_fx_shadow(ShaderFxData *fx,
/* prepare pass */
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_shadow_prepare_sh, psl->fx_shader_pass_blend);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_int(fx_shgrp, "offset", &fxd->offset[0], 2);
@@ -481,8 +481,8 @@ static void gpencil_fx_shadow(ShaderFxData *fx,
/* blur pass */
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_fx_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_fx_tx);
DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
@@ -495,10 +495,10 @@ static void gpencil_fx_shadow(ShaderFxData *fx,
/* resolve pass */
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_shadow_resolve_sh, psl->fx_shader_pass_blend);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowColor", &stl->g_data->temp_color_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowDepth", &stl->g_data->temp_depth_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowColor", &stl->g_data->temp_color_fx_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowDepth", &stl->g_data->temp_depth_fx_tx);
fxd->runtime.fx_sh_c = fx_shgrp;
}
@@ -524,8 +524,8 @@ static void gpencil_fx_glow(ShaderFxData *fx,
/* prepare pass */
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_glow_prepare_sh, psl->fx_shader_pass_blend);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_vec3(fx_shgrp, "glow_color", &fxd->glow_color[0], 1);
DRW_shgroup_uniform_vec3(fx_shgrp, "select_color", &fxd->select_color[0], 1);
@@ -537,8 +537,8 @@ static void gpencil_fx_glow(ShaderFxData *fx,
/* blur pass */
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_fx_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_fx_tx);
DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
@@ -551,10 +551,10 @@ static void gpencil_fx_glow(ShaderFxData *fx,
/* resolve pass */
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_glow_resolve_sh, psl->fx_shader_pass_blend);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowColor", &stl->g_data->temp_color_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowDepth", &stl->g_data->temp_depth_tx_fx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowColor", &stl->g_data->temp_color_fx_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowDepth", &stl->g_data->temp_depth_fx_tx);
/* reuse field */
DRW_shgroup_uniform_int(fx_shgrp, "alpha_mode", &fxd->blur[1], 1);
@@ -586,8 +586,8 @@ static void gpencil_fx_swirl(ShaderFxData *fx,
GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_swirl_sh, psl->fx_shader_pass);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
@@ -618,8 +618,8 @@ static void gpencil_fx_wave(ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Da
DRWShadingGroup *fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_wave_sh, psl->fx_shader_pass);
DRW_shgroup_call(fx_shgrp, fxquad, NULL);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx);
DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx);
DRW_shgroup_uniform_float(fx_shgrp, "amplitude", &fxd->amplitude, 1);
DRW_shgroup_uniform_float(fx_shgrp, "period", &fxd->period, 1);
DRW_shgroup_uniform_float(fx_shgrp, "phase", &fxd->phase, 1);
@@ -781,8 +781,8 @@ static void gpencil_draw_fx_pass(GPENCIL_Data *vedata, DRWShadingGroup *shgrp, b
GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
const float clearcol[4] = {0.0f};
GPU_framebuffer_bind(fbl->temp_fb_b);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->temp_b_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_b_fb, clearcol, 1.0f);
/* draw effect pass in temp texture (B) using as source the previous image
* existing in the other temp texture (A) */
@@ -794,12 +794,12 @@ static void gpencil_draw_fx_pass(GPENCIL_Data *vedata, DRWShadingGroup *shgrp, b
}
/* copy pass from b to a for ping-pong frame buffers */
stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b;
stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b;
stl->g_data->input_depth_tx = stl->g_data->temp_depth_b_tx;
stl->g_data->input_color_tx = stl->g_data->temp_color_b_tx;
GPU_framebuffer_bind(fbl->temp_fb_a);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
DRW_draw_pass(psl->mix_pass_noblend);
GPU_framebuffer_bind(fbl->temp_a_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_a_fb, clearcol, 1.0f);
DRW_draw_pass(psl->mix_screen_noblend_pass);
}
/* helper to manage gaussian blur passes */
@@ -845,14 +845,14 @@ static void draw_gpencil_midpass_blur(GPENCIL_Data *vedata, ShaderFxData_Runtime
GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
const float clearcol[4] = {0.0f};
GPU_framebuffer_bind(fbl->temp_fb_b);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->temp_b_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_b_fb, clearcol, 1.0f);
DRW_draw_pass_subset(psl->fx_shader_pass_blend, runtime->fx_sh_b, runtime->fx_sh_b);
/* copy pass from b for ping-pong frame buffers */
GPU_framebuffer_bind(fbl->temp_fb_fx);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
DRW_draw_pass(psl->mix_pass_noblend);
GPU_framebuffer_bind(fbl->temp_fx_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_fx_fb, clearcol, 1.0f);
DRW_draw_pass(psl->mix_screen_noblend_pass);
}
/* do blur of mid passes */
@@ -861,8 +861,8 @@ static void draw_gpencil_do_blur(
{
GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b;
stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b;
stl->g_data->input_depth_tx = stl->g_data->temp_depth_b_tx;
stl->g_data->input_color_tx = stl->g_data->temp_color_b_tx;
if ((samples > 0) && ((bx > 0) || (by > 0))) {
for (int x = 0; x < samples; x++) {
@@ -897,8 +897,8 @@ static void draw_gpencil_rim_passes(GPENCIL_Data *vedata, RimShaderFxData *fxd)
const float clearcol[4] = {0.0f};
/* prepare mask */
GPU_framebuffer_bind(fbl->temp_fb_fx);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->temp_fx_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_fx_fb, clearcol, 1.0f);
DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh, fxd->runtime.fx_sh);
/* blur rim */
@@ -906,17 +906,17 @@ static void draw_gpencil_rim_passes(GPENCIL_Data *vedata, RimShaderFxData *fxd)
vedata, &fxd->runtime, fxd->samples, fxd->blur[0], fxd->blur[1], &fxd->blur[0]);
/* resolve */
GPU_framebuffer_bind(fbl->temp_fb_b);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->temp_b_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_b_fb, clearcol, 1.0f);
DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
/* copy pass from b to a for ping-pong frame buffers */
stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b;
stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b;
stl->g_data->input_depth_tx = stl->g_data->temp_depth_b_tx;
stl->g_data->input_color_tx = stl->g_data->temp_color_b_tx;
GPU_framebuffer_bind(fbl->temp_fb_a);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
DRW_draw_pass(psl->mix_pass_noblend);
GPU_framebuffer_bind(fbl->temp_a_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_a_fb, clearcol, 1.0f);
DRW_draw_pass(psl->mix_screen_noblend_pass);
}
/* helper to draw SHADOW passes */
@@ -932,8 +932,8 @@ static void draw_gpencil_shadow_passes(GPENCIL_Data *vedata, ShadowShaderFxData
const float clearcol[4] = {0.0f};
/* prepare shadow */
GPU_framebuffer_bind(fbl->temp_fb_fx);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->temp_fx_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_fx_fb, clearcol, 1.0f);
DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh, fxd->runtime.fx_sh);
/* blur shadow */
@@ -941,17 +941,17 @@ static void draw_gpencil_shadow_passes(GPENCIL_Data *vedata, ShadowShaderFxData
vedata, &fxd->runtime, fxd->samples, fxd->blur[0], fxd->blur[1], &fxd->blur[0]);
/* resolve */
GPU_framebuffer_bind(fbl->temp_fb_b);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->temp_b_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_b_fb, clearcol, 1.0f);
DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
/* copy pass from b to a for ping-pong frame buffers */
stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b;
stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b;
stl->g_data->input_depth_tx = stl->g_data->temp_depth_b_tx;
stl->g_data->input_color_tx = stl->g_data->temp_color_b_tx;
GPU_framebuffer_bind(fbl->temp_fb_a);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
DRW_draw_pass(psl->mix_pass_noblend);
GPU_framebuffer_bind(fbl->temp_a_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_a_fb, clearcol, 1.0f);
DRW_draw_pass(psl->mix_screen_noblend_pass);
}
/* helper to draw GLOW passes */
@@ -968,8 +968,8 @@ static void draw_gpencil_glow_passes(GPENCIL_Data *vedata, GlowShaderFxData *fxd
const float clearcol[4] = {0.0f};
/* prepare glow */
GPU_framebuffer_bind(fbl->temp_fb_fx);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->temp_fx_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_fx_fb, clearcol, 1.0f);
DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh, fxd->runtime.fx_sh);
/* blur glow */
@@ -977,8 +977,8 @@ static void draw_gpencil_glow_passes(GPENCIL_Data *vedata, GlowShaderFxData *fxd
vedata, &fxd->runtime, fxd->samples, fxd->blur[0], fxd->blur[0], &fxd->blur[0]);
/* resolve */
GPU_framebuffer_bind(fbl->temp_fb_b);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
GPU_framebuffer_bind(fbl->temp_b_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_b_fb, clearcol, 1.0f);
/* reuses blur field to keep alpha mode */
fxd->blur[1] = (fxd->flag & FX_GLOW_USE_ALPHA) ? 1 : 0;
@@ -986,12 +986,12 @@ static void draw_gpencil_glow_passes(GPENCIL_Data *vedata, GlowShaderFxData *fxd
DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
/* copy pass from b to a for ping-pong frame buffers */
stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b;
stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b;
stl->g_data->input_depth_tx = stl->g_data->temp_depth_b_tx;
stl->g_data->input_color_tx = stl->g_data->temp_color_b_tx;
GPU_framebuffer_bind(fbl->temp_fb_a);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
DRW_draw_pass(psl->mix_pass_noblend);
GPU_framebuffer_bind(fbl->temp_a_fb);
GPU_framebuffer_clear_color_depth(fbl->temp_a_fb, clearcol, 1.0f);
DRW_draw_pass(psl->mix_screen_noblend_pass);
}
/* apply all object fx effects */

View File

@@ -1,17 +1,6 @@
in vec4 uvcoordsvar;
out vec4 FragColor;
uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
uniform sampler2D blendColor;
uniform sampler2D blendDepth;
uniform int mode;
uniform int mask_layer;
uniform int tonemapping;
#define ON 1
#define OFF 0
#define MODE_REGULAR 0
#define MODE_OVERLAY 1
@@ -20,138 +9,63 @@ uniform int tonemapping;
#define MODE_MULTIPLY 4
#define MODE_DIVIDE 5
float overlay_color(float a, float b)
{
float rtn;
if (a < 0.5) {
rtn = 2.0 * a * b;
}
else {
rtn = 1.0 - 2.0 * (1.0 - a) * (1.0 - b);
}
return rtn;
}
vec4 get_blend_color(int mode, vec4 src_color, vec4 mix_color)
{
vec4 outcolor;
if (mix_color.a == 0) {
return src_color;
}
switch (mode) {
case MODE_REGULAR: {
/* premult */
src_color = vec4(vec3(src_color.rgb / src_color.a), src_color.a);
mix_color = vec4(vec3(mix_color.rgb / mix_color.a), mix_color.a);
outcolor = vec4(mix(src_color.rgb, mix_color.rgb, mix_color.a), src_color.a);
break;
}
case MODE_OVERLAY: {
src_color = vec4(vec3(src_color.rgb / src_color.a), src_color.a);
mix_color = vec4(vec3(mix_color.rgb / mix_color.a), mix_color.a);
mix_color.rgb = mix(src_color.rgb, mix_color.rgb, mix_color.a);
outcolor.r = overlay_color(src_color.r, mix_color.r);
outcolor.g = overlay_color(src_color.g, mix_color.g);
outcolor.b = overlay_color(src_color.b, mix_color.b);
outcolor.a = src_color.a;
break;
}
case MODE_ADD: {
mix_color.rgb = mix(src_color.rgb, mix_color.rgb, mix_color.a);
outcolor = src_color + mix_color;
outcolor.a = src_color.a;
break;
}
case MODE_SUB: {
mix_color.rgb = mix(src_color.rgb, mix_color.rgb, mix_color.a);
outcolor = src_color - mix_color;
outcolor.a = clamp(src_color.a - mix_color.a, 0.0, 1.0);
break;
}
case MODE_MULTIPLY: {
src_color = vec4(vec3(src_color.rgb / src_color.a), src_color.a);
mix_color = vec4(vec3(mix_color.rgb / mix_color.a), mix_color.a);
mix_color.rgb = mix(src_color.rgb, mix_color.rgb, mix_color.a);
outcolor = src_color * mix_color;
outcolor.a = src_color.a;
break;
}
case MODE_DIVIDE: {
mix_color.rgb = mix(src_color.rgb, mix_color.rgb, mix_color.a);
outcolor = src_color / mix_color;
outcolor.a = src_color.a;
break;
}
default: {
outcolor = mix_color;
outcolor.a = src_color.a;
break;
}
}
return clamp(outcolor, 0.0, 1.0);
}
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;
}
}
vec4 tone(vec4 stroke_color)
{
if (tonemapping == 1) {
vec4 color = vec4(0, 0, 0, stroke_color.a);
color.r = linearrgb_to_srgb(stroke_color.r);
color.g = linearrgb_to_srgb(stroke_color.g);
color.b = linearrgb_to_srgb(stroke_color.b);
return color;
}
else {
return stroke_color;
}
}
/* Blend equation is : FragColor0 + FragColor1 * DstColor */
layout(location = 0, index = 0) out vec4 FragColor0;
layout(location = 0, index = 1) out vec4 FragColor1;
void main()
{
vec4 outcolor;
ivec2 uv = ivec2(gl_FragCoord.xy);
vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
ivec2 texel = ivec2(gl_FragCoord.xy);
vec4 src = texelFetch(strokeColor, texel, 0).rgba;
vec4 mix_color = texelFetch(blendColor, uv, 0).rgba;
float mix_depth = texelFetch(blendDepth, uv, 0).r;
if (stroke_color.a > 0) {
if (mix_color.a > 0) {
/* apply blend mode */
FragColor = get_blend_color(mode, stroke_color, mix_color);
}
else {
FragColor = stroke_color;
}
gl_FragDepth = min(stroke_depth, mix_depth);
}
else {
if (mask_layer == ON) {
discard;
}
else {
/* if not using mask, return mix color */
FragColor = mix_color;
gl_FragDepth = mix_depth;
}
switch (mode) {
case MODE_REGULAR:
FragColor0 = src;
FragColor1 = 1.0 - vec4(src.a);
break;
case MODE_OVERLAY:
/* Original overlay is :
* overlay = (a < 0.5) ? (2 * a * b) : (1 - 2 * (1 - a) * (1 - b));
* But we are using dual source blending. So we need to rewrite it as a function of b (DST).
* overlay = 1 - 2 * (1 - a) * (1 - b);
* overlay = 1 + (2 * a - 2) * (1 - b);
* overlay = 1 + (2 * a - 2) - (2 * a - 2) * b;
* overlay = (2 * a - 1) + (2 - 2 * a) * b;
*
* With the right coefficient, we can get the 2 * a * b from the same equation.
* q0 = 0, q1 = -1;
* overlay = (2 * a - 1) * q0 + (2 * q0 - 2 * q1 * a) * b;
* overlay = 2 * a * b;
* */
src.rgb = mix(vec3(0.5), src.rgb, src.a);
vec3 q0 = vec3(greaterThanEqual(src.rgb, vec3(0.5)));
vec3 q1 = q0 * 2.0 - 1.0;
vec3 src2 = 2.0 * src.rgb;
FragColor0.rgb = src2 * q0 - q0;
FragColor1.rgb = 2.0 * q0 - src2 * q1;
break;
case MODE_ADD:
FragColor0.rgb = src.rgb * src.a;
FragColor1.rgb = vec3(1.0);
break;
case MODE_SUB:
FragColor0.rgb = -src.rgb * src.a;
FragColor1.rgb = vec3(1.0);
break;
case MODE_MULTIPLY:
FragColor0.rgb = vec3(0.0);
FragColor1.rgb = mix(vec3(1.0), src.rgb, src.a);
break;
case MODE_DIVIDE:
FragColor0.rgb = vec3(0.0);
FragColor1.rgb = 1.0 / mix(vec3(1.0), src.rgb, src.a);
break;
default:
FragColor0 = vec4(0.0);
FragColor1 = vec4(1.0);
break;
}
/* apply tone mapping */
FragColor = tone(FragColor);
FragColor0.a = 1.0 - clamp(dot(vec3(1.0 / 3.0), FragColor1.rgb), 0.0, 1.0);
FragColor1.a = 1.0 - FragColor0.a;
}

View File

@@ -0,0 +1,8 @@
uniform sampler2D strokeDepth;
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
gl_FragDepth = texelFetch(strokeDepth, texel, 0).r;
}