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authorSergey Sharybin <sergey.vfx@gmail.com>2012-03-07 21:45:40 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-03-07 21:45:40 +0400
commitc69e4ef8620c95276edbfa78c5c4fb261b222dd6 (patch)
treefc73f7171190ddade521e9e6506aac7181284dd2 /source/blender/editors/space_view3d
parent4aadffa80ecdc52bbf105e920e5d33acd9682e44 (diff)
Mango request: use active scene clip as background for sequencer scene strip renderer
and opengl renerer when rendering from camera view. Other usages of offscreen drawing shouldn't be affected by this change.
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c81
1 files changed, 65 insertions, 16 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index f72b15614f5..092938caad3 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2252,7 +2252,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
mult_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
- ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat);
+ ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat, FALSE);
GPU_lamp_shadow_buffer_unbind(shadow->lamp);
v3d->drawtype= drawtype;
@@ -2387,13 +2387,15 @@ static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar,
}
void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
- int winx, int winy, float viewmat[][4], float winmat[][4])
+ int winx, int winy, float viewmat[][4], float winmat[][4],
+ int draw_background)
{
RegionView3D *rv3d= ar->regiondata;
Base *base;
float backcol[3];
int bwinx, bwiny;
rcti brect;
+ ImBuf *bg_ibuf = NULL;
glPushMatrix();
@@ -2421,20 +2423,67 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows(scene, v3d);
- /* set background color, fallback on the view background color */
- if (scene->world) {
- if (scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
- linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
- else
- copy_v3_v3(backcol, &scene->world->horr);
- glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
+ /* if scene has got active clip, use it for render backdrop */
+ if (draw_background && scene->clip && rv3d->persp==RV3D_CAMOB && v3d->camera) {
+ MovieClipUser user = {0};
+
+ BKE_movieclip_user_set_frame(&user, CFRA);
+ bg_ibuf = BKE_movieclip_get_ibuf(scene->clip, &user);
}
- else {
- UI_ThemeClearColor(TH_BACK);
+
+ if (!bg_ibuf) {
+ /* set background color, fallback on the view background color
+ * (if active clip is set but frame is failed to load fallback to horizon color as background) */
+ if (scene->world) {
+ if (scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
+ linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
+ else
+ copy_v3_v3(backcol, &scene->world->horr);
+ glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
+ }
+ else {
+ UI_ThemeClearColor(TH_BACK);
+ }
}
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ if (bg_ibuf) {
+ unsigned char *pixels, *cp, *dst_cp;
+ int i;
+
+ if (bg_ibuf->rect_float && !bg_ibuf->rect)
+ IMB_rect_from_float(bg_ibuf);
+
+ dst_cp = pixels = MEM_callocN(4*sizeof(unsigned char)*bg_ibuf->x*bg_ibuf->y, "draw offscreen clip pixels");
+ cp = bg_ibuf->rect;
+ for (i = 0; i < bg_ibuf->x*bg_ibuf->y; i++, cp += 4, dst_cp += 4) {
+ dst_cp[0] = cp[0];
+ dst_cp[1] = cp[1];
+ dst_cp[2] = cp[2];
+ dst_cp[3] = 255;
+ }
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ ED_region_pixelspace(ar);
+
+ glPixelZoom((float)winx / bg_ibuf->x, (float)winy / bg_ibuf->y);
+ glaDrawPixelsTex(0, 0, bg_ibuf->x, bg_ibuf->y, GL_UNSIGNED_BYTE, pixels);
+
+ glPixelZoom(1.0, 1.0);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ IMB_freeImBuf(bg_ibuf);
+ MEM_freeN(pixels);
+ }
+
/* setup view matrices */
view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
@@ -2520,7 +2569,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
/* utility func for ED_view3d_draw_offscreen */
ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar,
- int sizex, int sizey, unsigned int flag, char err_out[256])
+ int sizex, int sizey, unsigned int flag, int draw_background, char err_out[256])
{
RegionView3D *rv3d= ar->regiondata;
ImBuf *ibuf;
@@ -2545,10 +2594,10 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar,
camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
camera_params_compute_matrix(&params);
- ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, params.winmat);
+ ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, params.winmat, draw_background);
}
else {
- ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL);
+ ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL, draw_background);
}
/* read in pixels & stamp */
@@ -2576,7 +2625,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar,
/* creates own 3d views, used by the sequencer */
ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int width, int height,
- unsigned int flag, int drawtype, char err_out[256])
+ unsigned int flag, int drawtype, int draw_background, char err_out[256])
{
View3D v3d= {NULL};
ARegion ar= {NULL};
@@ -2615,7 +2664,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int w
mult_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
- return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag, err_out);
+ return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag, draw_background, err_out);
// seq_view3d_cb(scene, cfra, render_size, seqrectx, seqrecty);
}