This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/compositor/operations/COM_ViewerOperation.cpp
Jeroen Bakker d6525e8d13 Use DrawManager for Image/UV Editor
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
2020-09-11 08:08:46 +02:00

205 lines
5.7 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 2011, Blender Foundation.
*/
#include "COM_ViewerOperation.h"
#include "BKE_image.h"
#include "BKE_scene.h"
#include "BLI_listbase.h"
#include "BLI_math_color.h"
#include "BLI_math_vector.h"
#include "BLI_utildefines.h"
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
#include "WM_api.h"
#include "WM_types.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
ViewerOperation::ViewerOperation() : NodeOperation()
{
this->setImage(NULL);
this->setImageUser(NULL);
this->m_outputBuffer = NULL;
this->m_depthBuffer = NULL;
this->m_active = false;
this->m_doDepthBuffer = false;
this->m_viewSettings = NULL;
this->m_displaySettings = NULL;
this->m_useAlphaInput = false;
this->addInputSocket(COM_DT_COLOR);
this->addInputSocket(COM_DT_VALUE);
this->addInputSocket(COM_DT_VALUE);
this->m_imageInput = NULL;
this->m_alphaInput = NULL;
this->m_depthInput = NULL;
this->m_rd = NULL;
this->m_viewName = NULL;
}
void ViewerOperation::initExecution()
{
// When initializing the tree during initial load the width and height can be zero.
this->m_imageInput = getInputSocketReader(0);
this->m_alphaInput = getInputSocketReader(1);
this->m_depthInput = getInputSocketReader(2);
this->m_doDepthBuffer = (this->m_depthInput != NULL);
if (isActiveViewerOutput()) {
initImage();
}
}
void ViewerOperation::deinitExecution()
{
this->m_imageInput = NULL;
this->m_alphaInput = NULL;
this->m_depthInput = NULL;
this->m_outputBuffer = NULL;
}
void ViewerOperation::executeRegion(rcti *rect, unsigned int /*tileNumber*/)
{
float *buffer = this->m_outputBuffer;
float *depthbuffer = this->m_depthBuffer;
if (!buffer) {
return;
}
const int x1 = rect->xmin;
const int y1 = rect->ymin;
const int x2 = rect->xmax;
const int y2 = rect->ymax;
const int offsetadd = (this->getWidth() - (x2 - x1));
const int offsetadd4 = offsetadd * 4;
int offset = (y1 * this->getWidth() + x1);
int offset4 = offset * 4;
float alpha[4], depth[4];
int x;
int y;
bool breaked = false;
for (y = y1; y < y2 && (!breaked); y++) {
for (x = x1; x < x2; x++) {
this->m_imageInput->readSampled(&(buffer[offset4]), x, y, COM_PS_NEAREST);
if (this->m_useAlphaInput) {
this->m_alphaInput->readSampled(alpha, x, y, COM_PS_NEAREST);
buffer[offset4 + 3] = alpha[0];
}
this->m_depthInput->readSampled(depth, x, y, COM_PS_NEAREST);
depthbuffer[offset] = depth[0];
offset++;
offset4 += 4;
}
if (isBraked()) {
breaked = true;
}
offset += offsetadd;
offset4 += offsetadd4;
}
updateImage(rect);
}
void ViewerOperation::initImage()
{
Image *ima = this->m_image;
ImageUser iuser = *this->m_imageUser;
void *lock;
ImBuf *ibuf;
/* make sure the image has the correct number of views */
if (ima && BKE_scene_multiview_is_render_view_first(this->m_rd, this->m_viewName)) {
BKE_image_ensure_viewer_views(this->m_rd, ima, this->m_imageUser);
}
BLI_thread_lock(LOCK_DRAW_IMAGE);
/* local changes to the original ImageUser */
iuser.multi_index = BKE_scene_multiview_view_id_get(this->m_rd, this->m_viewName);
ibuf = BKE_image_acquire_ibuf(ima, &iuser, &lock);
if (!ibuf) {
BLI_thread_unlock(LOCK_DRAW_IMAGE);
return;
}
if (ibuf->x != (int)getWidth() || ibuf->y != (int)getHeight()) {
imb_freerectImBuf(ibuf);
imb_freerectfloatImBuf(ibuf);
IMB_freezbuffloatImBuf(ibuf);
ibuf->x = getWidth();
ibuf->y = getHeight();
/* zero size can happen if no image buffers exist to define a sensible resolution */
if (ibuf->x > 0 && ibuf->y > 0) {
imb_addrectfloatImBuf(ibuf);
}
ImageTile *tile = BKE_image_get_tile(ima, 0);
tile->ok = IMA_OK_LOADED;
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
}
if (m_doDepthBuffer) {
addzbuffloatImBuf(ibuf);
}
/* now we combine the input with ibuf */
this->m_outputBuffer = ibuf->rect_float;
/* needed for display buffer update */
this->m_ibuf = ibuf;
if (m_doDepthBuffer) {
this->m_depthBuffer = ibuf->zbuf_float;
}
BKE_image_release_ibuf(this->m_image, this->m_ibuf, lock);
BLI_thread_unlock(LOCK_DRAW_IMAGE);
}
void ViewerOperation::updateImage(rcti *rect)
{
IMB_partial_display_buffer_update(this->m_ibuf,
this->m_outputBuffer,
NULL,
getWidth(),
0,
0,
this->m_viewSettings,
this->m_displaySettings,
rect->xmin,
rect->ymin,
rect->xmax,
rect->ymax);
this->m_image->gpuflag |= IMA_GPU_REFRESH;
this->updateDraw();
}
CompositorPriority ViewerOperation::getRenderPriority() const
{
if (this->isActiveViewerOutput()) {
return COM_PRIORITY_HIGH;
}
return COM_PRIORITY_LOW;
}