diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-11-22 20:22:34 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-11-22 20:31:03 +0300 |
commit | f30271e3d41d3a2bb2be2ce15ff614a4d1a33f0a (patch) | |
tree | 4bccf9928c78250cfb8ea08c8e43bd487845f5fb /source/blender | |
parent | e16ef56a0dd02f882adaca1f7ea52cc2b02469f8 (diff) |
Image Empties: Potential Fix for T57696
So far this makes a new pass for image empties that does not write to the depth buffer.
Todo:
- Sort empties using `DRW_pass_sort_shgroup_z`.
- Calculate correct bounding boxes.
- fix bounding box memory leak.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D3922
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/modes/object_mode.c | 143 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/object_empty_image_vert.glsl | 28 |
2 files changed, 59 insertions, 112 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index 824068a9800..88e30d65977 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -106,6 +106,7 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; /* *********** LISTS *********** */ typedef struct OBJECT_PassList { struct DRWPass *non_meshes[2]; + struct DRWPass *image_empties[2]; struct DRWPass *spot_shapes[2]; struct DRWPass *ob_center; struct DRWPass *outlines; @@ -147,6 +148,7 @@ typedef struct OBJECT_Data { typedef struct OBJECT_ShadingGroupList { /* Reference only */ struct DRWPass *non_meshes; + struct DRWPass *image_empties; struct DRWPass *spot_shapes; struct DRWPass *bone_solid; struct DRWPass *bone_outline; @@ -167,8 +169,6 @@ typedef struct OBJECT_ShadingGroupList { DRWShadingGroup *single_arrow; DRWShadingGroup *single_arrow_line; DRWShadingGroup *empty_axes; - /* GPUTexture -> EmptyImageShadingGroupData */ - GHash *image_plane_map; /* Force Field */ DRWShadingGroup *field_wind; @@ -856,95 +856,48 @@ static void image_calc_aspect(Image *ima, ImageUser *iuser, float r_image_aspect } } -/* per-image shading groups for image-type empty objects */ -struct EmptyImageShadingGroupData { - DRWShadingGroup *shgrp_image; - DRWShadingGroup *shgrp_wire; - float image_aspect[2]; -}; - static void DRW_shgroup_empty_image( OBJECT_ShadingGroupList *sgl, Object *ob, const float color[3], RegionView3D *rv3d) { /* TODO: 'StereoViews', see draw_empty_image. */ - if (!BKE_image_empty_visible_in_view3d(ob, rv3d)) return; - - if (sgl->image_plane_map == NULL) { - sgl->image_plane_map = BLI_ghash_ptr_new(__func__); - } - - struct EmptyImageShadingGroupData *empty_image_data; + if (!BKE_image_empty_visible_in_view3d(ob, rv3d)) + return; GPUTexture *tex = ob->data ? - GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false, 0.0f) : NULL; - void **val_p; - - /* Create on demand, 'tex' may be NULL. */ - if (BLI_ghash_ensure_p(sgl->image_plane_map, tex, &val_p)) { - empty_image_data = *val_p; - } - else { - empty_image_data = MEM_mallocN(sizeof(*empty_image_data), __func__); - - image_calc_aspect(ob->data, ob->iuser, empty_image_data->image_aspect); - - if (tex) { - DRW_shgroup_instance_format(e_data.empty_image_format, { - {"objectColor", DRW_ATTRIB_FLOAT, 4}, - {"size", DRW_ATTRIB_FLOAT, 1}, - {"offset", DRW_ATTRIB_FLOAT, 2}, - {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16}, - }); - - struct GPUBatch *geom = DRW_cache_image_plane_get(); - DRWShadingGroup *grp = DRW_shgroup_instance_create( - e_data.object_empty_image_sh, sgl->non_meshes, geom, e_data.empty_image_format); - DRW_shgroup_uniform_texture(grp, "image", tex); - DRW_shgroup_uniform_vec2(grp, "aspect", empty_image_data->image_aspect, 1); - DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth); - - empty_image_data->shgrp_image = grp; - } - else { - empty_image_data->shgrp_image = NULL; - } - - { - DRW_shgroup_instance_format(e_data.empty_image_wire_format, { - {"color", DRW_ATTRIB_FLOAT, 4}, - {"size", DRW_ATTRIB_FLOAT, 1}, - {"offset", DRW_ATTRIB_FLOAT, 2}, - {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16} - }); + GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false, 0.0f) : + NULL; - struct GPUBatch *geom = DRW_cache_image_plane_wire_get(); - DRWShadingGroup *grp = DRW_shgroup_instance_create( - e_data.object_empty_image_wire_sh, sgl->non_meshes, geom, e_data.empty_image_wire_format); - DRW_shgroup_uniform_vec2(grp, "aspect", empty_image_data->image_aspect, 1); - DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth); + float image_aspect[2]; + image_calc_aspect(ob->data, ob->iuser, image_aspect); - empty_image_data->shgrp_wire = grp; - } + /* OPTI(fclem) We need sorting only for transparent images. If an image as no alpha channel and + * ob->col[3] == 1.0f, we could remove it from the sorting pass. */ - *val_p = empty_image_data; + if (tex && (ob->col[3] > 0.0f)) { + DRWShadingGroup *grp = DRW_shgroup_create(e_data.object_empty_image_sh, sgl->image_empties); + DRW_shgroup_uniform_texture(grp, "image", tex); + /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */ + DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]); + DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]); + DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth); + DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1); + DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1); + DRW_shgroup_uniform_vec4(grp, "objectColor", ob->col, 1); + DRW_shgroup_call_add(grp, DRW_cache_image_plane_get(), ob->obmat); } - if (empty_image_data->shgrp_image != NULL) { - DRW_shgroup_call_dynamic_add( - empty_image_data->shgrp_image, - ob->col, - &ob->empty_drawsize, - ob->ima_ofs, - ob->obmat); - } - - DRW_shgroup_call_dynamic_add( - empty_image_data->shgrp_wire, - color, - &ob->empty_drawsize, - ob->ima_ofs, - ob->obmat); + { + DRWShadingGroup *grp = DRW_shgroup_create(e_data.object_empty_image_wire_sh, sgl->non_meshes); + /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */ + DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]); + DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]); + DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth); + DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1); + DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1); + DRW_shgroup_uniform_vec4(grp, "color", color, 1); + DRW_shgroup_call_add(grp, DRW_cache_image_plane_wire_get(), ob->obmat); + } } static void OBJECT_cache_init(void *vedata) @@ -1130,6 +1083,10 @@ static void OBJECT_cache_init(void *vedata) DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_POINT | DRW_STATE_WIRE; sgl->non_meshes = psl->non_meshes[i] = DRW_pass_create("Non Meshes Pass", state); + state = DRW_STATE_WRITE_COLOR | + DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_WIRE; + sgl->image_empties = psl->image_empties[i] = DRW_pass_create("Image Empties", state); + /* Empties */ geom = DRW_cache_plain_axes_get(); sgl->plain_axes = shgroup_instance(sgl->non_meshes, geom); @@ -1167,9 +1124,6 @@ static void OBJECT_cache_init(void *vedata) geom = DRW_cache_bone_arrows_get(); sgl->empty_axes = shgroup_instance_empty_axes(sgl->non_meshes, geom); - /* initialize on first use */ - sgl->image_plane_map = NULL; - /* Force Field */ geom = DRW_cache_field_wind_get(); sgl->field_wind = shgroup_instance_scaled(sgl->non_meshes, geom); @@ -2875,9 +2829,16 @@ static void OBJECT_cache_populate(void *vedata, Object *ob) } } -static void OBJECT_draw_scene(void *vedata) +static void OBJECT_cache_finish(void *vedata) { + OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; + + DRW_pass_sort_shgroup_z(stl->g_data->sgl.image_empties); + DRW_pass_sort_shgroup_z(stl->g_data->sgl_ghost.image_empties); +} +static void OBJECT_draw_scene(void *vedata) +{ OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl; OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl; @@ -2909,6 +2870,7 @@ static void OBJECT_draw_scene(void *vedata) DRW_draw_pass(stl->g_data->sgl.bone_outline); DRW_draw_pass(stl->g_data->sgl.non_meshes); DRW_draw_pass(psl->particle); + DRW_draw_pass(stl->g_data->sgl.image_empties); DRW_draw_pass(stl->g_data->sgl.bone_axes); MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl) @@ -2963,12 +2925,6 @@ static void OBJECT_draw_scene(void *vedata) } } - /* This has to be freed only after drawing empties! */ - if (stl->g_data->sgl.image_plane_map) { - BLI_ghash_free(stl->g_data->sgl.image_plane_map, NULL, MEM_freeN); - stl->g_data->sgl.image_plane_map = NULL; - } - volumes_free_smoke_textures(); batch_camera_path_free(&stl->g_data->sgl.camera_path); @@ -2976,6 +2932,7 @@ static void OBJECT_draw_scene(void *vedata) !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_wire) || !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_outline) || !DRW_pass_is_empty(stl->g_data->sgl_ghost.non_meshes) || + !DRW_pass_is_empty(stl->g_data->sgl_ghost.image_empties) || !DRW_pass_is_empty(stl->g_data->sgl_ghost.bone_axes)) { if (DRW_state_is_fbo()) { @@ -3005,6 +2962,7 @@ static void OBJECT_draw_scene(void *vedata) DRW_draw_pass(stl->g_data->sgl_ghost.bone_wire); DRW_draw_pass(stl->g_data->sgl_ghost.bone_outline); DRW_draw_pass(stl->g_data->sgl_ghost.non_meshes); + DRW_draw_pass(stl->g_data->sgl_ghost.image_empties); DRW_draw_pass(stl->g_data->sgl_ghost.bone_axes); if (DRW_state_is_select()) { @@ -3013,11 +2971,6 @@ static void OBJECT_draw_scene(void *vedata) } batch_camera_path_free(&stl->g_data->sgl_ghost.camera_path); - /* This has to be freed only after drawing empties! */ - if (stl->g_data->sgl_ghost.image_plane_map) { - BLI_ghash_free(stl->g_data->sgl_ghost.image_plane_map, NULL, MEM_freeN); - stl->g_data->sgl_ghost.image_plane_map = NULL; - } DRW_draw_pass(psl->ob_center); } @@ -3032,7 +2985,7 @@ DrawEngineType draw_engine_object_type = { &OBJECT_engine_free, &OBJECT_cache_init, &OBJECT_cache_populate, - NULL, + &OBJECT_cache_finish, NULL, &OBJECT_draw_scene, NULL, diff --git a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl index c1a957f0640..3469e37358e 100644 --- a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl +++ b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl @@ -1,21 +1,16 @@ - -uniform mat4 ViewProjectionMatrix; -uniform vec2 aspect; - -/* ---- Instantiated Attribs ---- */ -in vec2 texCoord; -in vec2 pos; -/* ---- Per instance Attribs ---- */ -in mat4 InstanceModelMatrix; - +uniform mat4 ModelViewProjectionMatrix; +uniform float aspectX; +uniform float aspectY; +uniform float size; +uniform vec2 offset; #ifdef USE_WIRE -in vec3 color; +uniform vec3 color; #else -in vec4 objectColor; +uniform vec4 objectColor; #endif -in float size; -in vec2 offset; +in vec2 texCoord; +in vec2 pos; flat out vec4 finalColor; @@ -25,9 +20,8 @@ out vec2 texCoord_interp; void main() { - gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4( - (pos[0] + offset[0]) * (size * aspect[0]), - (pos[1] + offset[1]) * (size * aspect[1]), + gl_Position = ModelViewProjectionMatrix * vec4( + (pos + offset) * (size * vec2(aspectX, aspectY)), 0.0, 1.0); #ifdef USE_WIRE finalColor = vec4(color, 1.0); |