Empty (UDIM) tiles where drawn with a transparency checkerboard. They should be rendered with a border background. The cause is that the image engine would select a single area that contained all tiles and draw them as being part of an image. The fix is to separate the color and depth part of the image engine shader and only draw the depths of tiles that are enabled.
70 lines
1.8 KiB
C++
70 lines
1.8 KiB
C++
/*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* Copyright 2020, Blender Foundation.
|
|
*/
|
|
|
|
/** \file
|
|
* \ingroup draw_engine
|
|
*/
|
|
|
|
#include "DRW_render.h"
|
|
|
|
#include "BLI_dynstr.h"
|
|
|
|
#include "GPU_batch.h"
|
|
|
|
#include "image_engine.h"
|
|
#include "image_private.hh"
|
|
|
|
namespace blender::draw::image_engine {
|
|
|
|
struct IMAGE_Shaders {
|
|
GPUShader *image_sh;
|
|
GPUShader *depth_sh;
|
|
};
|
|
|
|
static struct {
|
|
IMAGE_Shaders shaders;
|
|
} e_data = {{nullptr}}; /* Engine data */
|
|
|
|
GPUShader *IMAGE_shader_image_get()
|
|
{
|
|
IMAGE_Shaders *sh_data = &e_data.shaders;
|
|
if (sh_data->image_sh == nullptr) {
|
|
sh_data->image_sh = GPU_shader_create_from_info_name("image_engine_color_shader");
|
|
}
|
|
return sh_data->image_sh;
|
|
}
|
|
|
|
GPUShader *IMAGE_shader_depth_get()
|
|
{
|
|
IMAGE_Shaders *sh_data = &e_data.shaders;
|
|
if (sh_data->depth_sh == nullptr) {
|
|
sh_data->depth_sh = GPU_shader_create_from_info_name("image_engine_depth_shader");
|
|
}
|
|
return sh_data->depth_sh;
|
|
}
|
|
|
|
void IMAGE_shader_free()
|
|
{
|
|
GPUShader **sh_data_as_array = (GPUShader **)&e_data.shaders;
|
|
for (int i = 0; i < (sizeof(IMAGE_Shaders) / sizeof(GPUShader *)); i++) {
|
|
DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
|
|
}
|
|
}
|
|
|
|
} // namespace blender::draw::image_engine
|