With the new image editor drawing there were was some mutual exclusive functionality. When rendering the alpha was shown correctly or the pure emissive colors were shown correctly, but never both. The cause of this is that the image_gpu did not used the correct alpha mode when generating gpu textures for non-images (render results, compositors viewer) The implementation always checked the alpha_mode. Alpha mode is an attribute for images, but aren't set for non images. This patch adds a more detailed check to ensure that the gpu texture is premultiplied. The issue has been tested using several bug report files and production files. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D8978
297 lines
9.7 KiB
C
297 lines
9.7 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_object.h"
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#include "DNA_camera_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 SIMA_DRAW_FLAG_SHOW_ALPHA (1 << 0)
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#define SIMA_DRAW_FLAG_APPLY_ALPHA (1 << 1)
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#define SIMA_DRAW_FLAG_SHUFFLING (1 << 2)
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#define SIMA_DRAW_FLAG_DEPTH (1 << 3)
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#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 4)
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static void image_cache_image_add(DRWShadingGroup *grp, Image *image)
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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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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;
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obmat[3][0] = (float)tile_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 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 (image) {
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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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}
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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 Scene *scene = draw_ctx->scene;
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SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
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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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const bool do_repeat = (!is_tiled_texture) && ((sima->flag & SI_DRAW_TILE) != 0);
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int draw_flags = 0;
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SET_FLAG_FROM_TEST(draw_flags, do_repeat, SIMA_DRAW_FLAG_DO_REPEAT);
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if ((sima->flag & SI_USE_ALPHA) != 0) {
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/* Show RGBA */
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draw_flags |= SIMA_DRAW_FLAG_SHOW_ALPHA | SIMA_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 |= SIMA_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 |= SIMA_DRAW_FLAG_DEPTH | SIMA_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 |= SIMA_DRAW_FLAG_APPLY_ALPHA | SIMA_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 |= SIMA_DRAW_FLAG_APPLY_ALPHA | SIMA_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 |= SIMA_DRAW_FLAG_APPLY_ALPHA | SIMA_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 |= SIMA_DRAW_FLAG_APPLY_ALPHA;
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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);
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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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SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
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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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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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{
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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->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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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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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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DRW_draw_pass(psl->image_pass);
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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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};
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