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authorJeroen Bakker <jeroen@blender.org>2021-01-05 15:43:32 +0300
committerJeroen Bakker <jeroen@blender.org>2021-01-05 15:53:33 +0300
commit7cd6f667e33e60f3d53e465023bb75f90f499b07 (patch)
treef799d32f50aa4c84e0c446f7d95edf3f6e83b1ae /source/blender/draw
parentf41de6dc46ad0849d93b72580fefffdde4546cba (diff)
Fix T84053: Mask overlay in image editor not working
The mask overlay wasn't part of the overlay engine. The reasoning nehind this was that more editors used the mask overlay and most of them used old drawing code. This patch adds the mask overlay drawing to the draw overlay engine. This code path will only be used by the image editor VSE, Compositor and Movie Clip editor will still use the previous method. During this patch some alternatives have been researched: 1. `ED_mask_draw_region`: this would lead to different code paths when drawing in the image editor, and some hacks to retrieve the correct framebuffer. 2. Add mask drawing to image engine: Would lead to incorrect color management when viewing the mask. 3. Add mask drawing to image engine and overlay engine: Would lead to duplicated code. 4. Add mask drawing to overlay engine and for combined overlay select the correct framebuffer. Option 4 was chosen as the exception (switching framebuffers) can be done without hacks. The code stays clean.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/CMakeLists.txt3
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_uv.c79
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h18
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c20
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_image_mask_frag.glsl14
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_image_vert.glsl (renamed from source/blender/draw/engines/overlay/shaders/edit_uv_stencil_image_vert.glsl)0
-rw-r--r--source/blender/draw/tests/shaders_test.cc1
7 files changed, 127 insertions, 8 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index a6cc9fddd69..9b716eeeed3 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -379,7 +379,8 @@ data_to_c_simple(engines/overlay/shaders/edit_uv_verts_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_uv_verts_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_uv_faces_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_uv_face_dots_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_stencil_image_vert.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_image_vert.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_image_mask_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_uv_stretching_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_frag.glsl SRC)
diff --git a/source/blender/draw/engines/overlay/overlay_edit_uv.c b/source/blender/draw/engines/overlay/overlay_edit_uv.c
index 045a38ef374..edc817ac7c1 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_uv.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_uv.c
@@ -26,11 +26,14 @@
#include "BKE_editmesh.h"
#include "BKE_image.h"
+#include "BKE_mask.h"
#include "BKE_paint.h"
#include "DNA_brush_types.h"
#include "DNA_mesh_types.h"
+#include "DEG_depsgraph_query.h"
+
#include "ED_image.h"
#include "IMB_imbuf_types.h"
@@ -70,6 +73,27 @@ static OVERLAY_UVLineStyle edit_uv_line_style_from_space_image(const SpaceImage
}
}
+/* TODO(jbakker): the GPU texture should be cached with the mask. */
+static GPUTexture *edit_uv_mask_texture(
+ Mask *mask, const int width, const int height_, const float aspx, const float aspy)
+{
+ const int height = (float)height_ * (aspy / aspx);
+ MaskRasterHandle *handle;
+ float *buffer = MEM_mallocN(sizeof(float) * height * width, __func__);
+
+ /* Initialize rasterization handle. */
+ handle = BKE_maskrasterize_handle_new();
+ BKE_maskrasterize_handle_init(handle, mask, width, height, true, true, true);
+
+ BKE_maskrasterize_buffer(handle, width, height, buffer);
+
+ /* Free memory. */
+ BKE_maskrasterize_handle_free(handle);
+ GPUTexture *texture = GPU_texture_create_2d(mask->id.name, width, height, 1, GPU_R16F, buffer);
+ MEM_freeN(buffer);
+ return texture;
+}
+
/* -------------------------------------------------------------------- */
/** \name Internal API
* \{ */
@@ -93,6 +117,7 @@ void OVERLAY_edit_uv_init(OVERLAY_Data *vedata)
const bool has_edit_object = (draw_ctx->object_edit) != NULL;
const bool is_paint_mode = sima->mode == SI_MODE_PAINT;
const bool is_view_mode = sima->mode == SI_MODE_VIEW;
+ const bool is_mask_mode = sima->mode == SI_MODE_MASK;
const bool is_edit_mode = draw_ctx->object_mode == OB_MODE_EDIT;
const bool do_uv_overlay = is_image_type && is_uv_editor && has_edit_object;
const bool show_modified_uvs = sima->flag & SI_DRAWSHADOW;
@@ -118,6 +143,14 @@ void OVERLAY_edit_uv_init(OVERLAY_Data *vedata)
(is_view_mode && do_tex_paint_shadows &&
((draw_ctx->object_mode & (OB_MODE_TEXTURE_PAINT)) != 0)) ||
(do_uv_overlay && (show_modified_uvs)));
+
+ pd->edit_uv.do_mask_overlay = show_overlays && is_mask_mode && (sima->mask_info.mask != NULL) &&
+ ((sima->mask_info.draw_flag & MASK_DRAWFLAG_OVERLAY) != 0);
+ pd->edit_uv.mask_overlay_mode = sima->mask_info.overlay_mode;
+ pd->edit_uv.mask = sima->mask_info.mask ? (Mask *)DEG_get_evaluated_id(
+ draw_ctx->depsgraph, &sima->mask_info.mask->id) :
+ NULL;
+
pd->edit_uv.do_uv_stretching_overlay = show_overlays && do_uvstretching_overlay;
pd->edit_uv.uv_opacity = sima->uv_opacity;
pd->edit_uv.do_tiled_image_overlay = show_overlays && is_image_type && is_tiled_image;
@@ -132,7 +165,12 @@ void OVERLAY_edit_uv_init(OVERLAY_Data *vedata)
pd->edit_uv.total_area_ratio = 0.0f;
pd->edit_uv.total_area_ratio_inv = 0.0f;
- ED_space_image_get_uv_aspect(sima, &pd->edit_uv.aspect[0], &pd->edit_uv.aspect[1]);
+ /* During engine init phase the sima isn't locked and we are able to retrieve the needed data.
+ * During cache_init the image engine locks the sima and makes it imposible to retrieve the data.
+ */
+ ED_space_image_get_uv_aspect(sima, &pd->edit_uv.uv_aspect[0], &pd->edit_uv.uv_aspect[1]);
+ ED_space_image_get_size(sima, &pd->edit_uv.image_size[0], &pd->edit_uv.image_size[1]);
+ ED_space_image_get_aspect(sima, &pd->edit_uv.image_aspect[0], &pd->edit_uv.image_aspect[1]);
}
void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata)
@@ -225,7 +263,7 @@ void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata)
GPUShader *sh = OVERLAY_shader_edit_uv_stretching_angle_get();
pd->edit_uv_stretching_grp = DRW_shgroup_create(sh, psl->edit_uv_stretching_ps);
DRW_shgroup_uniform_block(pd->edit_uv_stretching_grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_vec2_copy(pd->edit_uv_stretching_grp, "aspect", pd->edit_uv.aspect);
+ DRW_shgroup_uniform_vec2_copy(pd->edit_uv_stretching_grp, "aspect", pd->edit_uv.uv_aspect);
}
else /* SI_UVDT_STRETCH_AREA */ {
GPUShader *sh = OVERLAY_shader_edit_uv_stretching_area_get();
@@ -334,6 +372,26 @@ void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata)
pd->edit_uv.stencil_ibuf = NULL;
pd->edit_uv.stencil_image = NULL;
}
+
+ if (pd->edit_uv.do_mask_overlay) {
+ const bool is_combined_overlay = pd->edit_uv.mask_overlay_mode == MASK_OVERLAY_COMBINED;
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS;
+ state |= is_combined_overlay ? DRW_STATE_BLEND_MUL : DRW_STATE_BLEND_ALPHA;
+ DRW_PASS_CREATE(psl->edit_uv_mask_ps, state);
+
+ GPUShader *sh = OVERLAY_shader_edit_uv_mask_image();
+ GPUBatch *geom = DRW_cache_quad_get();
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->edit_uv_mask_ps);
+ GPUTexture *mask_texture = edit_uv_mask_texture(pd->edit_uv.mask,
+ pd->edit_uv.image_size[0],
+ pd->edit_uv.image_size[1],
+ pd->edit_uv.image_aspect[1],
+ pd->edit_uv.image_aspect[1]);
+ pd->edit_uv.mask_texture = mask_texture;
+ DRW_shgroup_uniform_texture(grp, "imgTexture", mask_texture);
+ DRW_shgroup_uniform_vec4_copy(grp, "color", (float[4]){1.0f, 1.0f, 1.0f, 1.0f});
+ DRW_shgroup_call_obmat(grp, geom, NULL);
+ }
}
void OVERLAY_edit_uv_cache_populate(OVERLAY_Data *vedata, Object *ob)
@@ -436,6 +494,8 @@ static void OVERLAY_edit_uv_draw_finish(OVERLAY_Data *vedata)
pd->edit_uv.stencil_image = NULL;
pd->edit_uv.stencil_ibuf = NULL;
}
+
+ DRW_TEXTURE_FREE_SAFE(pd->edit_uv.mask_texture);
}
void OVERLAY_edit_uv_draw(OVERLAY_Data *vedata)
@@ -447,6 +507,21 @@ void OVERLAY_edit_uv_draw(OVERLAY_Data *vedata)
if (pd->edit_uv.do_tiled_image_border_overlay) {
DRW_draw_pass(psl->edit_uv_tiled_image_borders_ps);
}
+ if (pd->edit_uv.do_mask_overlay) {
+ /* Combined overlay renders in the default framebuffer and modifies the image in SRS.
+ * The alpha overlay renders in the overlay framebuffer. */
+ const bool is_combined_overlay = pd->edit_uv.mask_overlay_mode == MASK_OVERLAY_COMBINED;
+ GPUFrameBuffer *previous_framebuffer = NULL;
+ if (is_combined_overlay) {
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ previous_framebuffer = GPU_framebuffer_active_get();
+ GPU_framebuffer_bind(dfbl->default_fb);
+ }
+ DRW_draw_pass(psl->edit_uv_mask_ps);
+ if (previous_framebuffer) {
+ GPU_framebuffer_bind(previous_framebuffer);
+ }
+ }
if (pd->edit_uv.do_uv_stretching_overlay) {
edit_uv_stretching_update_ratios(vedata);
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 3355e1bdf16..3aee391c281 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -34,9 +34,9 @@ extern "C" {
# define USE_GEOM_SHADER_WORKAROUND 0
#endif
-/* Needed for eSpaceImage_UVDT_Stretch */
+/* Needed for eSpaceImage_UVDT_Stretch and eMaskOverlayMode */
+#include "DNA_mask_types.h"
#include "DNA_space_types.h"
-
/* Forward declarations */
struct ImBuf;
@@ -99,6 +99,7 @@ typedef struct OVERLAY_PassList {
DRWPass *edit_uv_stretching_ps;
DRWPass *edit_uv_tiled_image_borders_ps;
DRWPass *edit_uv_stencil_ps;
+ DRWPass *edit_uv_mask_ps;
DRWPass *extra_ps[2];
DRWPass *extra_blend_ps;
DRWPass *extra_centers_ps;
@@ -368,18 +369,23 @@ typedef struct OVERLAY_PrivateData {
bool do_tiled_image_overlay;
bool do_tiled_image_border_overlay;
bool do_stencil_overlay;
+ bool do_mask_overlay;
bool do_faces;
bool do_face_dots;
float uv_opacity;
+
+ int image_size[2];
+ float image_aspect[2];
+
/* edge drawing */
OVERLAY_UVLineStyle line_style;
float dash_length;
int do_smooth_wire;
/* stretching overlay */
- float aspect[2];
+ float uv_aspect[2];
eSpaceImage_UVDT_Stretch draw_type;
ListBase totals;
float total_area_ratio;
@@ -389,6 +395,11 @@ typedef struct OVERLAY_PrivateData {
struct Image *stencil_image;
struct ImBuf *stencil_ibuf;
void *stencil_lock;
+
+ /* mask overlay */
+ Mask *mask;
+ eMaskOverlayMode mask_overlay_mode;
+ GPUTexture *mask_texture;
} edit_uv;
struct {
bool transparent;
@@ -690,6 +701,7 @@ GPUShader *OVERLAY_shader_edit_uv_stretching_area_get(void);
GPUShader *OVERLAY_shader_edit_uv_stretching_angle_get(void);
GPUShader *OVERLAY_shader_edit_uv_tiled_image_borders_get(void);
GPUShader *OVERLAY_shader_edit_uv_stencil_image(void);
+GPUShader *OVERLAY_shader_edit_uv_mask_image(void);
GPUShader *OVERLAY_shader_extra(bool is_select);
GPUShader *OVERLAY_shader_extra_groundline(void);
GPUShader *OVERLAY_shader_extra_wire(bool use_object, bool is_select);
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index f3840679d80..88f4e28c039 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -78,7 +78,7 @@ extern char datatoc_edit_uv_edges_frag_glsl[];
extern char datatoc_edit_uv_faces_vert_glsl[];
extern char datatoc_edit_uv_face_dots_vert_glsl[];
extern char datatoc_edit_uv_stretching_vert_glsl[];
-extern char datatoc_edit_uv_stencil_image_vert_glsl[];
+extern char datatoc_edit_uv_image_vert_glsl[];
extern char datatoc_edit_uv_tiled_image_borders_vert_glsl[];
extern char datatoc_extra_frag_glsl[];
extern char datatoc_extra_vert_glsl[];
@@ -94,6 +94,7 @@ extern char datatoc_facing_vert_glsl[];
extern char datatoc_grid_frag_glsl[];
extern char datatoc_grid_vert_glsl[];
extern char datatoc_image_frag_glsl[];
+extern char datatoc_edit_uv_image_mask_frag_glsl[];
extern char datatoc_image_vert_glsl[];
extern char datatoc_motion_path_line_vert_glsl[];
extern char datatoc_motion_path_line_geom_glsl[];
@@ -185,6 +186,7 @@ typedef struct OVERLAY_Shaders {
GPUShader *edit_uv_stretching_area;
GPUShader *edit_uv_tiled_image_borders;
GPUShader *edit_uv_stencil_image;
+ GPUShader *edit_uv_mask_image;
GPUShader *extra;
GPUShader *extra_select;
GPUShader *extra_groundline;
@@ -1070,11 +1072,25 @@ GPUShader *OVERLAY_shader_edit_uv_stencil_image(void)
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
if (!sh_data->edit_uv_stencil_image) {
sh_data->edit_uv_stencil_image = DRW_shader_create_with_shaderlib(
- datatoc_edit_uv_stencil_image_vert_glsl, NULL, datatoc_image_frag_glsl, e_data.lib, NULL);
+ datatoc_edit_uv_image_vert_glsl, NULL, datatoc_image_frag_glsl, e_data.lib, NULL);
}
return sh_data->edit_uv_stencil_image;
}
+GPUShader *OVERLAY_shader_edit_uv_mask_image(void)
+{
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
+ if (!sh_data->edit_uv_mask_image) {
+ sh_data->edit_uv_mask_image = DRW_shader_create_with_shaderlib(
+ datatoc_edit_uv_image_vert_glsl,
+ NULL,
+ datatoc_edit_uv_image_mask_frag_glsl,
+ e_data.lib,
+ NULL);
+ }
+ return sh_data->edit_uv_mask_image;
+}
+
GPUShader *OVERLAY_shader_image(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_image_mask_frag.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_image_mask_frag.glsl
new file mode 100644
index 00000000000..0b579d6067c
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_image_mask_frag.glsl
@@ -0,0 +1,14 @@
+#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
+
+uniform sampler2D imgTexture;
+uniform vec4 color;
+
+in vec2 uvs;
+out vec4 fragColor;
+
+void main()
+{
+ vec2 uvs_clamped = clamp(uvs, 0.0, 1.0);
+ float mask_value = texture_read_as_linearrgb(imgTexture, true, uvs_clamped).r;
+ fragColor = vec4(color.rgb * mask_value, color.a);
+}
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_stencil_image_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_image_vert.glsl
index d22cc795e66..d22cc795e66 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_uv_stencil_image_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_image_vert.glsl
diff --git a/source/blender/draw/tests/shaders_test.cc b/source/blender/draw/tests/shaders_test.cc
index d365f76aabe..2c8b3d85a0a 100644
--- a/source/blender/draw/tests/shaders_test.cc
+++ b/source/blender/draw/tests/shaders_test.cc
@@ -241,6 +241,7 @@ TEST_F(DrawTest, overlay_glsl_shaders)
EXPECT_NE(OVERLAY_shader_edit_uv_stretching_angle_get(), nullptr);
EXPECT_NE(OVERLAY_shader_edit_uv_tiled_image_borders_get(), nullptr);
EXPECT_NE(OVERLAY_shader_edit_uv_stencil_image(), nullptr);
+ EXPECT_NE(OVERLAY_shader_edit_uv_mask_image(), nullptr);
EXPECT_NE(OVERLAY_shader_extra(false), nullptr);
EXPECT_NE(OVERLAY_shader_extra(true), nullptr);
EXPECT_NE(OVERLAY_shader_extra_groundline(), nullptr);