Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2018-08-21 11:22:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-22 14:51:02 +0300
commit648924333234a1fd0fee91851bb7ad8bc8639f3a (patch)
tree31c5a999d8d6ebb47c52b97fbc1b656d2caa55b1
parentbb639ccc47a4d66ef451f6b590bd6fad5de2b2f2 (diff)
DRW: Fix background image display
This make the workbench draw everything in the background routine just like eevee. This is because the workbench uses floating point buffers too and rendering background to this buffer makes it incorrect without proper color management. This could be improved because in xray the background is not blended but dithered as it's drawn after the main pass.
-rw-r--r--source/blender/draw/engines/workbench/solid_mode.c7
-rw-r--r--source/blender/draw/engines/workbench/transparent_mode.c7
-rw-r--r--source/blender/draw/intern/draw_manager.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl1
5 files changed, 5 insertions, 14 deletions
diff --git a/source/blender/draw/engines/workbench/solid_mode.c b/source/blender/draw/engines/workbench/solid_mode.c
index e4bf47810b0..19c8b4f18d1 100644
--- a/source/blender/draw/engines/workbench/solid_mode.c
+++ b/source/blender/draw/engines/workbench/solid_mode.c
@@ -65,11 +65,6 @@ static void workbench_solid_draw_background(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_deferred_draw_background(data);
-}
-
-static void workbench_solid_draw_scene(void *vedata)
-{
- WORKBENCH_Data *data = vedata;
workbench_deferred_draw_scene(data);
workbench_deferred_draw_finish(data);
}
@@ -113,7 +108,7 @@ DrawEngineType draw_engine_workbench_solid = {
&workbench_solid_cache_populate,
&workbench_solid_cache_finish,
&workbench_solid_draw_background,
- &workbench_solid_draw_scene,
+ NULL,
&workbench_solid_view_update,
&workbench_solid_id_update,
&workbench_render_to_image,
diff --git a/source/blender/draw/engines/workbench/transparent_mode.c b/source/blender/draw/engines/workbench/transparent_mode.c
index 8d76da2763b..1d451a96419 100644
--- a/source/blender/draw/engines/workbench/transparent_mode.c
+++ b/source/blender/draw/engines/workbench/transparent_mode.c
@@ -63,11 +63,6 @@ static void workbench_transparent_draw_background(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_forward_draw_background(data);
-}
-
-static void workbench_transparent_draw_scene(void *vedata)
-{
- WORKBENCH_Data *data = vedata;
workbench_forward_draw_scene(data);
workbench_forward_draw_finish(data);
}
@@ -95,7 +90,7 @@ DrawEngineType draw_engine_workbench_transparent = {
&workbench_transparent_cache_populate,
&workbench_transparent_cache_finish,
&workbench_transparent_draw_background,
- &workbench_transparent_draw_scene,
+ NULL,
&workbench_transparent_view_update,
NULL,
NULL,
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 70685ededae..85fc11c85b0 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1458,10 +1458,10 @@ void DRW_draw_render_loop_ex(
}
if (do_bg_image) {
+ GPU_framebuffer_bind(DST.default_framebuffer);
ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, false, true);
}
-
DRW_draw_callbacks_pre_scene();
if (DST.draw_ctx.evil_C) {
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index 558af718101..d0fc36a8a1e 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -679,7 +679,7 @@ static void view3d_draw_bgpic(Scene *scene, Depsgraph *depsgraph,
ibuf = ibuf->mipmap[mip - 1];
}
- GPU_depth_test(false);
+ GPU_depth_test(!do_foreground);
glDepthMask(GL_FALSE);
GPU_blend(true);
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
index 228f3f1da19..0881f2b150f 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
@@ -9,5 +9,6 @@ out vec2 texCoord_interp;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
+ gl_Position.z = 1.0;
texCoord_interp = texCoord;
}