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-rw-r--r--source/blender/draw/intern/draw_manager.c20
-rw-r--r--source/blender/draw/intern/draw_view.c38
-rw-r--r--source/blender/draw/intern/draw_view.h1
-rw-r--r--source/blender/draw/modes/object_mode.c104
-rw-r--r--source/blender/draw/modes/shaders/object_camera_image_frag.glsl2
5 files changed, 109 insertions, 56 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 6387cecc01f..66cf921d47d 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1171,7 +1171,7 @@ static void drw_engines_cache_finish(void)
MEM_freeN(DST.vedata_array);
}
-static void drw_engines_draw_background(void)
+static bool drw_engines_draw_background(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
@@ -1185,10 +1185,20 @@ static void drw_engines_draw_background(void)
DRW_stats_group_end();
PROFILE_END_UPDATE(data->background_time, stime);
- return;
+ return true;
}
}
+ /* No draw engines draw the background. We clear the background.
+ * We draw the background after drawing of the scene so the camera background
+ * images can be drawn using ALPHA Under. Otherwise the background always
+ * interferred with the alpha blending */
+ DRW_clear_background();
+ return false;
+}
+
+static void drw_draw_background_alpha_under(void)
+{
/* No draw_background found, doing default background */
const bool do_alpha_checker = !DRW_state_draw_background();
DRW_draw_background(do_alpha_checker);
@@ -1685,7 +1695,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
DRW_hair_update();
- drw_engines_draw_background();
+ const bool background_drawn = drw_engines_draw_background();
GPU_framebuffer_bind(DST.default_framebuffer);
@@ -1696,6 +1706,10 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
drw_engines_draw_scene();
+ if (!background_drawn) {
+ drw_draw_background_alpha_under();
+ }
+
/* Fix 3D view being "laggy" on macos and win+nvidia. (See T56996, T61474) */
GPU_flush();
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index 7aa2e007f79..58643eb12a8 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -41,11 +41,9 @@
#include "BKE_object.h"
#include "BKE_paint.h"
-#include "DRW_render.h"
-
#include "view3d_intern.h"
-#include "draw_view.h"
+#include "draw_manager.h"
/* ******************** region info ***************** */
@@ -60,18 +58,17 @@ void DRW_draw_region_info(void)
}
/* ************************* Background ************************** */
+void DRW_clear_background()
+{
+ GPU_clear_color(0.0, 0.0, 0.0, 0.0);
+ GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT);
+}
void DRW_draw_background(bool do_alpha_checker)
{
- /* Just to make sure */
- glDepthMask(GL_TRUE);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glStencilMask(0xFF);
-
+ drw_state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_UNDER_PREMUL);
if (do_alpha_checker) {
/* Transparent render, do alpha checker. */
- GPU_depth_test(false);
-
GPU_matrix_push();
GPU_matrix_identity_set();
GPU_matrix_identity_projection_set();
@@ -79,18 +76,11 @@ void DRW_draw_background(bool do_alpha_checker)
imm_draw_box_checker_2d(-1.0f, -1.0f, 1.0f, 1.0f);
GPU_matrix_pop();
-
- GPU_clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT);
-
- GPU_depth_test(true);
}
- else if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
+ else {
float m[4][4];
unit_m4(m);
- /* Gradient background Color */
- GPU_depth_test(false);
-
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color = GPU_vertformat_attr_add(
@@ -103,8 +93,8 @@ void DRW_draw_background(bool do_alpha_checker)
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR_DITHER);
- UI_GetThemeColor3ubv(TH_BACK_GRAD, col_lo);
UI_GetThemeColor3ubv(TH_BACK, col_hi);
+ UI_GetThemeColor3ubv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_BACK_GRAD : TH_BACK, col_lo);
immBegin(GPU_PRIM_TRI_FAN, 4);
immAttr3ubv(color, col_lo);
@@ -119,16 +109,6 @@ void DRW_draw_background(bool do_alpha_checker)
immUnbindProgram();
GPU_matrix_pop();
-
- GPU_clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT);
-
- GPU_depth_test(true);
- }
- else {
- /* Solid background Color */
- UI_ThemeClearColorAlpha(TH_BACK, 1.0f);
-
- GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT);
}
}
diff --git a/source/blender/draw/intern/draw_view.h b/source/blender/draw/intern/draw_view.h
index 715c3c0d40c..7be186f1c72 100644
--- a/source/blender/draw/intern/draw_view.h
+++ b/source/blender/draw/intern/draw_view.h
@@ -24,6 +24,7 @@
#define __DRAW_VIEW_H__
void DRW_draw_region_info(void);
+void DRW_clear_background(void);
void DRW_draw_background(bool do_alpha_checker);
void DRW_draw_cursor(void);
void DRW_draw_gizmo_3d(void);
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 05a915185df..ec19c731e96 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -122,8 +122,9 @@ typedef struct OBJECT_PassList {
struct DRWPass *bone_axes[2];
struct DRWPass *particle;
struct DRWPass *lightprobes;
- struct DRWPass *camera_images_back;
- struct DRWPass *camera_images_front;
+ struct DRWPass *camera_images_back_alpha_under;
+ struct DRWPass *camera_images_back_alpha_over;
+ struct DRWPass *camera_images_front_alpha_over;
} OBJECT_PassList;
typedef struct OBJECT_FramebufferList {
@@ -991,13 +992,19 @@ static void DRW_shgroup_empty_image(OBJECT_Shaders *sh_data,
}
}
-/* Draw Camera Background Images */
+/* -------------------------------------------------------------------- */
+/** \name Camera Background Images
+ * \{ */
typedef struct CameraEngineData {
DrawData dd;
ListBase bg_data;
} CameraEngineData;
+
typedef struct CameraEngineBGData {
+ CameraBGImage *camera_image;
+ GPUTexture *texture;
float transform_mat[4][4];
+ bool premultiplied;
} CameraEngineBGData;
static void camera_engine_data_free(DrawData *dd)
@@ -1032,6 +1039,26 @@ static void camera_background_images_stereo_setup(Scene *scene,
iuser->flag &= ~IMA_SHOW_STEREO;
}
}
+static void camera_background_images_add_shgroup(DRWPass *pass,
+ CameraEngineBGData *bg_data,
+ GPUShader *shader,
+ GPUBatch *batch)
+{
+ CameraBGImage *camera_image = bg_data->camera_image;
+ DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
+
+ DRW_shgroup_uniform_float_copy(
+ grp, "depth", camera_image->flag & CAM_BGIMG_FLAG_FOREGROUND ? 0.000001f : 0.999999f);
+ DRW_shgroup_uniform_float_copy(grp, "alpha", camera_image->alpha);
+ DRW_shgroup_uniform_texture(grp, "image", bg_data->texture);
+ DRW_shgroup_uniform_bool_copy(grp, "imagePremultiplied", bg_data->premultiplied);
+ DRW_shgroup_uniform_float_copy(
+ grp, "flipX", (camera_image->flag & CAM_BGIMG_FLAG_FLIP_X) ? -1.0 : 1.0);
+ DRW_shgroup_uniform_float_copy(
+ grp, "flipY", (camera_image->flag & CAM_BGIMG_FLAG_FLIP_Y) ? -1.0 : 1.0);
+ DRW_shgroup_uniform_mat4(grp, "TransformMat", bg_data->transform_mat);
+ DRW_shgroup_call(grp, batch, NULL);
+}
static void DRW_shgroup_camera_background_images(OBJECT_Shaders *sh_data,
OBJECT_PassList *psl,
@@ -1255,25 +1282,46 @@ static void DRW_shgroup_camera_background_images(OBJECT_Shaders *sh_data,
scale_m4,
uv2img_space);
- DRWPass *pass = (bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) ? psl->camera_images_front :
- psl->camera_images_back;
- GPUShader *shader = DRW_state_do_color_management() ? sh_data->object_camera_image_cm :
- sh_data->object_camera_image;
- DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
+ /* Keep the references so we can reverse the loop */
+ bg_data->camera_image = bgpic;
+ bg_data->texture = tex;
+ bg_data->premultiplied = premultiplied;
+ }
- DRW_shgroup_uniform_float_copy(
- grp, "depth", (bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) ? 0.000001 : 0.999999);
- DRW_shgroup_uniform_float_copy(grp, "alpha", bgpic->alpha);
- DRW_shgroup_uniform_texture(grp, "image", tex);
- DRW_shgroup_uniform_bool_copy(grp, "imagePremultiplied", premultiplied);
+ /* Mark the rest bg_data's to be reused in the next drawing call */
+ LinkData *last_node = list_node ? list_node->prev : camera_engine_data->bg_data.last;
+ while (list_node != NULL) {
+ CameraEngineBGData *bg_data = (CameraEngineBGData *)list_node->data;
+ bg_data->texture = NULL;
+ bg_data->camera_image = NULL;
+ list_node = list_node->next;
+ }
- DRW_shgroup_uniform_float_copy(
- grp, "flipX", (bgpic->flag & CAM_BGIMG_FLAG_FLIP_X) ? -1.0 : 1.0);
- DRW_shgroup_uniform_float_copy(
- grp, "flipY", (bgpic->flag & CAM_BGIMG_FLAG_FLIP_Y) ? -1.0 : 1.0);
- DRW_shgroup_uniform_mat4(grp, "TransformMat", bg_data->transform_mat);
+ GPUShader *shader = DRW_state_do_color_management() ? sh_data->object_camera_image_cm :
+ sh_data->object_camera_image;
+ /* loop 1: camera images alpha under */
+ for (list_node = last_node; list_node; list_node = list_node->prev) {
+ CameraEngineBGData *bg_data = (CameraEngineBGData *)list_node->data;
+ CameraBGImage *camera_image = bg_data->camera_image;
+ if ((camera_image->flag & CAM_BGIMG_FLAG_FOREGROUND) == 0) {
+ camera_background_images_add_shgroup(
+ psl->camera_images_back_alpha_under, bg_data, shader, batch);
+ }
+ }
- DRW_shgroup_call(grp, batch, NULL);
+ /* loop 2: camera images alpha over */
+ for (list_node = camera_engine_data->bg_data.first; list_node; list_node = list_node->next) {
+ CameraEngineBGData *bg_data = (CameraEngineBGData *)list_node->data;
+ CameraBGImage *camera_image = bg_data->camera_image;
+ if (camera_image == NULL) {
+ break;
+ }
+ camera_background_images_add_shgroup((camera_image->flag & CAM_BGIMG_FLAG_FOREGROUND) ?
+ psl->camera_images_front_alpha_over :
+ psl->camera_images_back_alpha_over,
+ bg_data,
+ shader,
+ batch);
}
}
}
@@ -1286,6 +1334,7 @@ static void camera_background_images_free_textures(void)
}
BLI_freelistN(&e_data.movie_clips);
}
+/* \} */
static void OBJECT_cache_init(void *vedata)
{
@@ -1427,9 +1476,15 @@ static void OBJECT_cache_init(void *vedata)
/* Camera background images */
{
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
- psl->camera_images_back = DRW_pass_create("Camera Images Back", state);
- psl->camera_images_front = DRW_pass_create("Camera Images Front", state);
+ psl->camera_images_back_alpha_over = DRW_pass_create(
+ "Camera Images Back Over",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA_PREMUL);
+ psl->camera_images_back_alpha_under = DRW_pass_create(
+ "Camera Images Back Under",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER | DRW_STATE_BLEND_ALPHA_UNDER_PREMUL);
+ psl->camera_images_front_alpha_over = DRW_pass_create(
+ "Camera Images Front Over",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA_PREMUL);
}
for (int i = 0; i < 2; i++) {
@@ -3666,7 +3721,8 @@ static void OBJECT_draw_scene(void *vedata)
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- DRW_draw_pass(psl->camera_images_back);
+ DRW_draw_pass(psl->camera_images_back_alpha_under);
+ DRW_draw_pass(psl->camera_images_back_alpha_over);
/* Don't draw Transparent passes in MSAA buffer. */
// DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
@@ -3774,7 +3830,7 @@ static void OBJECT_draw_scene(void *vedata)
batch_camera_path_free(&stl->g_data->sgl_ghost.camera_path);
- DRW_draw_pass(psl->camera_images_front);
+ DRW_draw_pass(psl->camera_images_front_alpha_over);
camera_background_images_free_textures();
DRW_draw_pass(psl->ob_center);
diff --git a/source/blender/draw/modes/shaders/object_camera_image_frag.glsl b/source/blender/draw/modes/shaders/object_camera_image_frag.glsl
index 5d8ad3c79ea..7804ebdb8c9 100644
--- a/source/blender/draw/modes/shaders/object_camera_image_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_camera_image_frag.glsl
@@ -19,5 +19,7 @@ void main()
#endif
color.a *= alpha;
+ color.rgb *= color.a;
+
fragColor = color;
}