Translating an image in fullframe compositor now also translates the backdrop image for the viewer node. Attached gif shows the behavior. Notice how gizmo moves with correct values with the image but the frame stays to indicate what will get rendered. Note: This patch is a continuation of [D12750] (https://archive.blender.org/developer/D12750). In a previous patch, display offset on screen was not computed correctly. This has now been fixed. Pull Request: blender/blender#105677
116 lines
3.7 KiB
C++
116 lines
3.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*/
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#pragma once
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#include "image_private.hh"
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namespace blender::draw::image_engine {
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class SpaceNodeAccessor : public AbstractSpaceAccessor {
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SpaceNode *snode;
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public:
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SpaceNodeAccessor(SpaceNode *snode) : snode(snode)
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{
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}
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Image *get_image(Main *bmain) override
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{
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return BKE_image_ensure_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
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}
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ImageUser *get_image_user() override
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{
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return nullptr;
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}
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ImBuf *acquire_image_buffer(Image *image, void **lock) override
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{
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return BKE_image_acquire_ibuf(image, nullptr, lock);
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}
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void release_buffer(Image *image, ImBuf *ibuf, void *lock) override
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{
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BKE_image_release_ibuf(image, ibuf, lock);
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}
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void get_shader_parameters(ShaderParameters &r_shader_parameters, ImBuf *ibuf) override
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{
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if ((snode->flag & SNODE_USE_ALPHA) != 0) {
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/* Show RGBA */
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r_shader_parameters.flags |= ImageDrawFlags::ShowAlpha | ImageDrawFlags::ApplyAlpha;
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}
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else if ((snode->flag & SNODE_SHOW_ALPHA) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::Shuffling;
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copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 0.0f, 0.0f, 1.0f);
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}
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else if ((snode->flag & SNODE_SHOW_R) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::Shuffling;
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if (IMB_alpha_affects_rgb(ibuf)) {
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r_shader_parameters.flags |= ImageDrawFlags::ApplyAlpha;
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}
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copy_v4_fl4(r_shader_parameters.shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
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}
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else if ((snode->flag & SNODE_SHOW_G) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::Shuffling;
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if (IMB_alpha_affects_rgb(ibuf)) {
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r_shader_parameters.flags |= ImageDrawFlags::ApplyAlpha;
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}
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copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 1.0f, 0.0f, 0.0f);
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}
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else if ((snode->flag & SNODE_SHOW_B) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::Shuffling;
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if (IMB_alpha_affects_rgb(ibuf)) {
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r_shader_parameters.flags |= ImageDrawFlags::ApplyAlpha;
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}
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copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 0.0f, 1.0f, 0.0f);
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}
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else /* RGB */ {
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if (IMB_alpha_affects_rgb(ibuf)) {
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r_shader_parameters.flags |= ImageDrawFlags::ApplyAlpha;
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}
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}
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}
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bool use_tile_drawing() const override
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{
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return false;
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}
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/**
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* The backdrop of the node editor isn't drawn in screen space UV space. But is locked with the
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* screen.
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*/
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void init_ss_to_texture_matrix(const ARegion *region,
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const float image_offset[2],
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const float image_resolution[2],
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float r_uv_to_texture[4][4]) const override
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{
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unit_m4(r_uv_to_texture);
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float display_resolution[2];
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float image_display_offset[2];
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mul_v2_v2fl(display_resolution, image_resolution, snode->zoom);
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mul_v2_v2fl(image_display_offset, image_offset, snode->zoom);
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const float scale_x = display_resolution[0] / region->winx;
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const float scale_y = display_resolution[1] / region->winy;
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const float translate_x = ((region->winx - display_resolution[0]) * 0.5f + snode->xof +
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image_display_offset[0]) /
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region->winx;
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const float translate_y = ((region->winy - display_resolution[1]) * 0.5f + snode->yof +
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image_display_offset[1]) /
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region->winy;
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r_uv_to_texture[0][0] = scale_x;
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r_uv_to_texture[1][1] = scale_y;
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r_uv_to_texture[3][0] = translate_x;
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r_uv_to_texture[3][1] = translate_y;
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}
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};
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} // namespace blender::draw::image_engine
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