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blender-archive/source/blender/draw/engines/image/shaders/engine_image_frag.glsl
Jeroen Bakker 278011e44d Fix T80748: Render Emissive Colors in Compositor Backdrop
This change will use the image engine to draw the backdrop of the compositor. With this patch the alpha blending will be done in Linear Scene Reference space and shows pure emissive colors.

See differential for an example image.

**Technical changes**

As only the backdrop drawing is done using the draw manager there are some technical changes.
1. The overlay buffer is partly drawn outside the draw manager. When drawing the backdrop image the overlay buffer needs to be masked to simulate premultiplied alpha under.
2. The backdrop of the node editor is done in region pixel space. A `DRWView` is constructed with this space.
3. UDIM textures uses world position to generate the UV coordinates. This has been implemented more strict by the `IMAGE_DRAW_FLAG_USE_WORLD_POS`. When the flag isn't used the local coordinates are used to generate the UV coordinates what is image space.
4. The draw manager now checks the actual `eSpaceType` of the space data to use different code paths. In the future the movie clip editor will be added.

NOTE: The preview images in nodes are drawn in display space and cannot show pure emissive colors. As preview images are used on more locations it is best to fix this in a separate patch.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D9451
2020-11-24 13:22:17 +01:00

95 lines
2.3 KiB
GLSL

#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
/* Keep in sync with image_engine.c */
#define IMAGE_DRAW_FLAG_SHOW_ALPHA (1 << 0)
#define IMAGE_DRAW_FLAG_APPLY_ALPHA (1 << 1)
#define IMAGE_DRAW_FLAG_SHUFFLING (1 << 2)
#define IMAGE_DRAW_FLAG_DEPTH (1 << 3)
#define IMAGE_DRAW_FLAG_DO_REPEAT (1 << 4)
#ifdef TILED_IMAGE
uniform sampler2DArray imageTileArray;
uniform sampler1DArray imageTileData;
#else
uniform sampler2D imageTexture;
#endif
uniform bool imgPremultiplied;
uniform int drawFlags;
uniform vec2 farNearDistances;
uniform vec4 color;
uniform vec4 shuffle;
#define FAR_DISTANCE farNearDistances.x
#define NEAR_DISTANCE farNearDistances.y
in vec2 uvs;
out vec4 fragColor;
#ifdef TILED_IMAGE
/* TODO(fclem): deduplicate code. */
bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
{
vec2 tile_pos = floor(co.xy);
if (tile_pos.x < 0 || tile_pos.y < 0 || tile_pos.x >= 10) {
return false;
}
float tile = 10.0 * tile_pos.y + tile_pos.x;
if (tile >= textureSize(map, 0).x) {
return false;
}
/* Fetch tile information. */
float tile_layer = texelFetch(map, ivec2(tile, 0), 0).x;
if (tile_layer < 0.0) {
return false;
}
vec4 tile_info = texelFetch(map, ivec2(tile, 1), 0);
co = vec3(((co.xy - tile_pos) * tile_info.zw) + tile_info.xy, tile_layer);
return true;
}
#endif
void main()
{
vec4 tex_color;
/* Read texture */
#ifdef TILED_IMAGE
vec3 co = vec3(uvs, 0.0);
if (node_tex_tile_lookup(co, imageTileArray, imageTileData)) {
tex_color = texture(imageTileArray, co);
}
else {
tex_color = vec4(1.0, 0.0, 1.0, 1.0);
}
#else
vec2 uvs_clamped = ((drawFlags & IMAGE_DRAW_FLAG_DO_REPEAT) != 0) ?
fract(uvs) :
clamp(uvs, vec2(0.0), vec2(1.0));
tex_color = texture(imageTexture, uvs_clamped);
#endif
if ((drawFlags & IMAGE_DRAW_FLAG_APPLY_ALPHA) != 0) {
if (!imgPremultiplied) {
tex_color.rgb *= tex_color.a;
}
}
if ((drawFlags & IMAGE_DRAW_FLAG_DEPTH) != 0) {
tex_color = smoothstep(FAR_DISTANCE, NEAR_DISTANCE, tex_color);
}
if ((drawFlags & IMAGE_DRAW_FLAG_SHUFFLING) != 0) {
tex_color = color * dot(tex_color, shuffle);
}
if ((drawFlags & IMAGE_DRAW_FLAG_SHOW_ALPHA) == 0) {
tex_color.a = 1.0;
}
fragColor = tex_color;
}