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
418 lines
14 KiB
C
418 lines
14 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_editors
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*
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* Draw engine to draw the Image/UV editor
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*/
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#include "DRW_render.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_object.h"
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#include "DNA_camera_types.h"
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#include "DNA_screen_types.h"
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#include "IMB_imbuf_types.h"
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#include "ED_image.h"
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#include "GPU_batch.h"
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#include "image_engine.h"
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#include "image_private.h"
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#define IMAGE_DRAW_FLAG_SHOW_ALPHA (1 << 0)
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#define IMAGE_DRAW_FLAG_APPLY_ALPHA (1 << 1)
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#define IMAGE_DRAW_FLAG_SHUFFLING (1 << 2)
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#define IMAGE_DRAW_FLAG_DEPTH (1 << 3)
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#define IMAGE_DRAW_FLAG_DO_REPEAT (1 << 4)
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#define IMAGE_DRAW_FLAG_USE_WORLD_POS (1 << 5)
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static void image_cache_image_add(DRWShadingGroup *grp, Image *image, ImBuf *ibuf)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const ARegion *region = draw_ctx->region;
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const char space_type = draw_ctx->space_data->spacetype;
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float zoom_x = 1.0f;
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float zoom_y = 1.0f;
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float translate_x = 0.0f;
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float translate_y = 0.0f;
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/* User can freely move the backdrop in the space of the node editor */
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if (space_type == SPACE_NODE) {
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SpaceNode *snode = (SpaceNode *)draw_ctx->space_data;
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const float ibuf_width = ibuf->x;
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const float ibuf_height = ibuf->y;
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const float x = (region->winx - snode->zoom * ibuf_width) / 2 + snode->xof;
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const float y = (region->winy - snode->zoom * ibuf_height) / 2 + snode->yof;
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zoom_x = ibuf_width * snode->zoom;
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zoom_y = ibuf_height * snode->zoom;
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translate_x = x;
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translate_y = y;
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}
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const bool is_tiled_texture = image && image->source == IMA_SRC_TILED;
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float obmat[4][4];
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unit_m4(obmat);
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GPUBatch *geom = DRW_cache_quad_get();
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obmat[0][0] = zoom_x;
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obmat[1][1] = zoom_y;
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obmat[3][1] = translate_y;
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obmat[3][0] = translate_x;
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if (is_tiled_texture) {
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LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
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const int tile_x = ((tile->tile_number - 1001) % 10);
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const int tile_y = ((tile->tile_number - 1001) / 10);
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obmat[3][1] = (float)tile_y + translate_y;
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obmat[3][0] = (float)tile_x + translate_x;
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DRW_shgroup_call_obmat(grp, geom, obmat);
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}
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}
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else {
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DRW_shgroup_call_obmat(grp, geom, obmat);
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}
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}
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static void space_image_gpu_texture_get(Image *image,
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ImageUser *iuser,
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ImBuf *ibuf,
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GPUTexture **r_gpu_texture,
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bool *r_owns_texture,
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GPUTexture **r_tex_tile_data)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
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if (BKE_image_is_multilayer(image)) {
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/* update multiindex and pass for the current eye */
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BKE_image_multilayer_index(image->rr, &sima->iuser);
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}
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else {
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BKE_image_multiview_index(image, &sima->iuser);
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}
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if (ibuf) {
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if (sima->flag & SI_SHOW_ZBUF && (ibuf->zbuf || ibuf->zbuf_float || (ibuf->channels == 1))) {
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if (ibuf->zbuf) {
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BLI_assert(!"Integer based depth buffers not supported");
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}
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else if (ibuf->zbuf_float) {
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*r_gpu_texture = GPU_texture_create_2d(
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__func__, ibuf->x, ibuf->y, 0, GPU_R16F, ibuf->zbuf_float);
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*r_owns_texture = true;
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}
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else if (ibuf->rect_float && ibuf->channels == 1) {
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*r_gpu_texture = GPU_texture_create_2d(
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__func__, ibuf->x, ibuf->y, 0, GPU_R16F, ibuf->rect_float);
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*r_owns_texture = true;
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}
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}
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else if (image->source == IMA_SRC_TILED) {
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*r_gpu_texture = BKE_image_get_gpu_tiles(image, iuser, ibuf);
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*r_tex_tile_data = BKE_image_get_gpu_tilemap(image, iuser, NULL);
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*r_owns_texture = false;
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}
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else {
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*r_gpu_texture = BKE_image_get_gpu_texture(image, iuser, ibuf);
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*r_owns_texture = false;
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}
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}
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}
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static void space_node_gpu_texture_get(Image *image,
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ImageUser *iuser,
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ImBuf *ibuf,
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GPUTexture **r_gpu_texture,
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bool *r_owns_texture,
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GPUTexture **r_tex_tile_data)
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{
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*r_gpu_texture = BKE_image_get_gpu_texture(image, iuser, ibuf);
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*r_owns_texture = false;
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*r_tex_tile_data = NULL;
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}
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static void image_gpu_texture_get(Image *image,
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ImageUser *iuser,
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ImBuf *ibuf,
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GPUTexture **r_gpu_texture,
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bool *r_owns_texture,
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GPUTexture **r_tex_tile_data)
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{
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if (!image) {
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return;
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}
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const char space_type = draw_ctx->space_data->spacetype;
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if (space_type == SPACE_IMAGE) {
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space_image_gpu_texture_get(
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image, iuser, ibuf, r_gpu_texture, r_owns_texture, r_tex_tile_data);
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}
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else if (space_type == SPACE_NODE) {
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space_node_gpu_texture_get(image, iuser, ibuf, r_gpu_texture, r_owns_texture, r_tex_tile_data);
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}
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}
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static void image_cache_image(IMAGE_Data *vedata, Image *image, ImageUser *iuser, ImBuf *ibuf)
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{
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IMAGE_PassList *psl = vedata->psl;
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IMAGE_StorageList *stl = vedata->stl;
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IMAGE_PrivateData *pd = stl->pd;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const char space_type = draw_ctx->space_data->spacetype;
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const Scene *scene = draw_ctx->scene;
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GPUTexture *tex_tile_data = NULL;
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image_gpu_texture_get(image, iuser, ibuf, &pd->texture, &pd->owns_texture, &tex_tile_data);
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if (pd->texture) {
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static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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static float shuffle[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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static float far_near[2] = {100.0f, 0.0f};
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if (scene->camera && scene->camera->type == OB_CAMERA) {
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far_near[1] = ((Camera *)scene->camera->data)->clip_start;
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far_near[0] = ((Camera *)scene->camera->data)->clip_end;
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}
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const bool use_premul_alpha = BKE_image_has_gpu_texture_premultiplied_alpha(image, ibuf);
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const bool is_tiled_texture = tex_tile_data != NULL;
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int draw_flags = 0;
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if (space_type == SPACE_IMAGE) {
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SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
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const bool do_repeat = (!is_tiled_texture) && ((sima->flag & SI_DRAW_TILE) != 0);
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SET_FLAG_FROM_TEST(draw_flags, do_repeat, IMAGE_DRAW_FLAG_DO_REPEAT);
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SET_FLAG_FROM_TEST(draw_flags, is_tiled_texture, IMAGE_DRAW_FLAG_USE_WORLD_POS);
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if ((sima->flag & SI_USE_ALPHA) != 0) {
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/* Show RGBA */
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draw_flags |= IMAGE_DRAW_FLAG_SHOW_ALPHA | IMAGE_DRAW_FLAG_APPLY_ALPHA;
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}
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else if ((sima->flag & SI_SHOW_ALPHA) != 0) {
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draw_flags |= IMAGE_DRAW_FLAG_SHUFFLING;
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copy_v4_fl4(shuffle, 0.0f, 0.0f, 0.0f, 1.0f);
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}
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else if ((sima->flag & SI_SHOW_ZBUF) != 0) {
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draw_flags |= IMAGE_DRAW_FLAG_DEPTH | IMAGE_DRAW_FLAG_SHUFFLING;
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copy_v4_fl4(shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
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}
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else if ((sima->flag & SI_SHOW_R) != 0) {
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draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA | IMAGE_DRAW_FLAG_SHUFFLING;
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copy_v4_fl4(shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
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}
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else if ((sima->flag & SI_SHOW_G) != 0) {
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draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA | IMAGE_DRAW_FLAG_SHUFFLING;
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copy_v4_fl4(shuffle, 0.0f, 1.0f, 0.0f, 0.0f);
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}
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else if ((sima->flag & SI_SHOW_B) != 0) {
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draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA | IMAGE_DRAW_FLAG_SHUFFLING;
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copy_v4_fl4(shuffle, 0.0f, 0.0f, 1.0f, 0.0f);
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}
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else /* RGB */ {
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draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
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}
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}
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if (space_type == SPACE_NODE) {
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SpaceNode *snode = (SpaceNode *)draw_ctx->space_data;
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if ((snode->flag & SNODE_USE_ALPHA) != 0) {
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/* Show RGBA */
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draw_flags |= IMAGE_DRAW_FLAG_SHOW_ALPHA | IMAGE_DRAW_FLAG_APPLY_ALPHA;
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}
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else if ((snode->flag & SNODE_SHOW_ALPHA) != 0) {
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draw_flags |= IMAGE_DRAW_FLAG_SHUFFLING;
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copy_v4_fl4(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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draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA | IMAGE_DRAW_FLAG_SHUFFLING;
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copy_v4_fl4(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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draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA | IMAGE_DRAW_FLAG_SHUFFLING;
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copy_v4_fl4(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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draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA | IMAGE_DRAW_FLAG_SHUFFLING;
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copy_v4_fl4(shuffle, 0.0f, 0.0f, 1.0f, 0.0f);
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}
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else /* RGB */ {
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draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
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}
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}
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GPUShader *shader = IMAGE_shader_image_get(is_tiled_texture);
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DRWShadingGroup *shgrp = DRW_shgroup_create(shader, psl->image_pass);
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if (is_tiled_texture) {
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DRW_shgroup_uniform_texture_ex(shgrp, "imageTileArray", pd->texture, 0);
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DRW_shgroup_uniform_texture(shgrp, "imageTileData", tex_tile_data);
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}
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else {
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DRW_shgroup_uniform_texture_ex(shgrp, "imageTexture", pd->texture, 0);
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}
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DRW_shgroup_uniform_vec2_copy(shgrp, "farNearDistances", far_near);
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DRW_shgroup_uniform_vec4_copy(shgrp, "color", color);
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DRW_shgroup_uniform_vec4_copy(shgrp, "shuffle", shuffle);
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DRW_shgroup_uniform_int_copy(shgrp, "drawFlags", draw_flags);
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DRW_shgroup_uniform_bool_copy(shgrp, "imgPremultiplied", use_premul_alpha);
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image_cache_image_add(shgrp, image, ibuf);
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}
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}
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/* -------------------------------------------------------------------- */
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/** \name Engine Callbacks
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* \{ */
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static void IMAGE_engine_init(void *ved)
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{
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IMAGE_shader_library_ensure();
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IMAGE_Data *vedata = (IMAGE_Data *)ved;
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IMAGE_StorageList *stl = vedata->stl;
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if (!stl->pd) {
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stl->pd = MEM_callocN(sizeof(IMAGE_PrivateData), __func__);
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}
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IMAGE_PrivateData *pd = stl->pd;
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pd->ibuf = NULL;
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pd->lock = NULL;
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pd->texture = NULL;
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}
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static void IMAGE_cache_init(void *ved)
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{
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IMAGE_Data *vedata = (IMAGE_Data *)ved;
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IMAGE_StorageList *stl = vedata->stl;
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IMAGE_PrivateData *pd = stl->pd;
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IMAGE_PassList *psl = vedata->psl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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{
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/* Write depth is needed for background overlay rendering. Near depth is used for
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* transparency checker and Far depth is used for indicating the image size. */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS |
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DRW_STATE_BLEND_ALPHA_PREMUL;
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psl->image_pass = DRW_pass_create("Image", state);
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}
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const SpaceLink *space_link = draw_ctx->space_data;
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const char space_type = space_link->spacetype;
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pd->view = NULL;
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if (space_type == SPACE_IMAGE) {
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SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
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Image *image = ED_space_image(sima);
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ImBuf *ibuf = ED_space_image_acquire_buffer(sima, &pd->lock, 0);
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image_cache_image(vedata, image, &sima->iuser, ibuf);
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pd->image = image;
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pd->ibuf = ibuf;
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}
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else if (space_type == SPACE_NODE) {
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ARegion *region = draw_ctx->region;
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Main *bmain = CTX_data_main(draw_ctx->evil_C);
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Image *image = BKE_image_ensure_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
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ImBuf *ibuf = BKE_image_acquire_ibuf(image, NULL, &pd->lock);
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{
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/* Setup a screen pixel view. The backdrop of the node editor doesn't follow the region. */
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float winmat[4][4], viewmat[4][4];
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orthographic_m4(viewmat, 0.0, region->winx, 0.0, region->winy, 0.0, 1.0);
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unit_m4(winmat);
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pd->view = DRW_view_create(viewmat, winmat, NULL, NULL, NULL);
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}
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image_cache_image(vedata, image, NULL, ibuf);
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pd->image = image;
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pd->ibuf = ibuf;
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}
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}
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static void IMAGE_cache_populate(void *UNUSED(vedata), Object *UNUSED(ob))
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{
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/* Function intentional left empty. `cache_populate` is required to be implemented. */
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}
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static void image_draw_finish(IMAGE_Data *ved)
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{
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IMAGE_Data *vedata = (IMAGE_Data *)ved;
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IMAGE_StorageList *stl = vedata->stl;
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IMAGE_PrivateData *pd = stl->pd;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const char space_type = draw_ctx->space_data->spacetype;
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if (space_type == SPACE_IMAGE) {
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SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
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ED_space_image_release_buffer(sima, pd->ibuf, pd->lock);
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}
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else if (space_type == SPACE_NODE) {
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BKE_image_release_ibuf(pd->image, pd->ibuf, pd->lock);
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}
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pd->image = NULL;
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pd->ibuf = NULL;
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if (pd->texture && pd->owns_texture) {
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GPU_texture_free(pd->texture);
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pd->owns_texture = false;
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}
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pd->texture = NULL;
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}
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static void IMAGE_draw_scene(void *ved)
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{
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IMAGE_Data *vedata = (IMAGE_Data *)ved;
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IMAGE_PassList *psl = vedata->psl;
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IMAGE_PrivateData *pd = vedata->stl->pd;
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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GPU_framebuffer_bind(dfbl->default_fb);
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static float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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GPU_framebuffer_clear_color_depth(dfbl->default_fb, clear_col, 1.0);
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DRW_view_set_active(pd->view);
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DRW_draw_pass(psl->image_pass);
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DRW_view_set_active(NULL);
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image_draw_finish(vedata);
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}
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static void IMAGE_engine_free(void)
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{
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IMAGE_shader_free();
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}
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/* \} */
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static const DrawEngineDataSize IMAGE_data_size = DRW_VIEWPORT_DATA_SIZE(IMAGE_Data);
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DrawEngineType draw_engine_image_type = {
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NULL, /* next */
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NULL, /* prev */
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N_("UV/Image"), /* idname */
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&IMAGE_data_size, /* vedata_size */
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&IMAGE_engine_init, /* engine_init */
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&IMAGE_engine_free, /* engine_free */
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&IMAGE_cache_init, /* cache_init */
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&IMAGE_cache_populate, /* cache_populate */
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NULL, /* cache_finish */
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&IMAGE_draw_scene, /* draw_scene */
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NULL, /* view_update */
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NULL, /* id_update */
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NULL, /* render_to_image */
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NULL, /* store_metadata */
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};
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