This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
180 lines
6.6 KiB
C++
180 lines
6.6 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 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#pragma once
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#include "BLI_sys_types.h" /* for bool */
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#include "DNA_object_enums.h"
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#include "DRW_engine_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ARegion;
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struct DRWInstanceDataList;
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struct Depsgraph;
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struct DrawEngineType;
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struct GPUMaterial;
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struct GPUOffScreen;
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struct GPUViewport;
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struct ID;
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struct Main;
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struct Object;
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struct Render;
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struct RenderEngine;
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struct RenderEngineType;
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struct Scene;
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struct View3D;
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struct ViewLayer;
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struct bContext;
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struct rcti;
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void DRW_engines_register(void);
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void DRW_engines_free(void);
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bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
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void DRW_engine_register(struct DrawEngineType *draw_engine_type);
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void DRW_engine_viewport_data_size_get(
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const void *engine_type, int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
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typedef struct DRWUpdateContext {
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struct Main *bmain;
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struct Depsgraph *depsgraph;
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struct Scene *scene;
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struct ViewLayer *view_layer;
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struct ARegion *region;
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struct View3D *v3d;
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struct RenderEngineType *engine_type;
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} DRWUpdateContext;
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void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
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typedef enum eDRWSelectStage {
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DRW_SELECT_PASS_PRE = 1,
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DRW_SELECT_PASS_POST,
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} eDRWSelectStage;
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typedef bool (*DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data);
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typedef bool (*DRW_ObjectFilterFn)(struct Object *ob, void *user_data);
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void DRW_draw_view(const struct bContext *C);
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void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height);
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void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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const struct bContext *evil_C);
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void DRW_draw_render_loop(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport);
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void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *region,
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struct View3D *v3d,
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const bool is_image_render,
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const bool draw_background,
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const bool do_color_management,
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struct GPUOffScreen *ofs,
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struct GPUViewport *viewport);
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void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct GPUViewport *viewport,
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const struct bContext *evil_C);
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void DRW_draw_select_loop(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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bool use_obedit_skip,
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bool draw_surface,
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bool use_nearest,
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const struct rcti *rect,
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DRW_SelectPassFn select_pass_fn,
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void *select_pass_user_data,
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DRW_ObjectFilterFn object_filter_fn,
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void *object_filter_user_data);
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void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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bool use_opengl_context);
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void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport);
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void DRW_draw_depth_object(struct Scene *scene,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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struct Object *object);
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void DRW_draw_select_id(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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const struct rcti *rect);
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/* grease pencil render */
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bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
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void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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/* This is here because GPUViewport needs it */
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struct DRWInstanceDataList *DRW_instance_data_list_create(void);
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void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
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void DRW_render_context_enable(struct Render *render);
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void DRW_render_context_disable(struct Render *render);
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void DRW_opengl_context_create(void);
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void DRW_opengl_context_destroy(void);
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void DRW_opengl_context_enable(void);
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void DRW_opengl_context_disable(void);
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#ifdef WITH_XR_OPENXR
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/* XXX see comment on DRW_xr_opengl_context_get() */
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void *DRW_xr_opengl_context_get(void);
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void *DRW_xr_gpu_context_get(void);
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void DRW_xr_drawing_begin(void);
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void DRW_xr_drawing_end(void);
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#endif
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/* For garbage collection */
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void DRW_cache_free_old_batches(struct Main *bmain);
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/* Never use this. Only for closing blender. */
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void DRW_opengl_context_enable_ex(bool restore);
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void DRW_opengl_context_disable_ex(bool restore);
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void DRW_opengl_render_context_enable(void *re_gl_context);
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void DRW_opengl_render_context_disable(void *re_gl_context);
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void DRW_gpu_render_context_enable(void *re_gpu_context);
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void DRW_gpu_render_context_disable(void *re_gpu_context);
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void DRW_deferred_shader_remove(struct GPUMaterial *mat);
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struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
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void DRW_drawdata_free(struct ID *id);
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#ifdef __cplusplus
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}
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#endif
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