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-rw-r--r--source/blender/draw/CMakeLists.txt16
-rw-r--r--source/blender/draw/DRW_engine.h4
-rw-r--r--source/blender/draw/engines/basic/basic_engine.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c4
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_lib.glsl2
-rw-r--r--source/blender/draw/engines/external/external_engine.c2
-rw-r--r--source/blender/draw/engines/image/image_engine.c304
-rw-r--r--source/blender/draw/engines/image/image_engine.h25
-rw-r--r--source/blender/draw/engines/image/image_private.h69
-rw-r--r--source/blender/draw/engines/image/image_shader.c77
-rw-r--r--source/blender/draw/engines/image/shaders/engine_image_frag.glsl91
-rw-r--r--source/blender/draw/engines/image/shaders/engine_image_vert.glsl31
-rw-r--r--source/blender/draw/engines/overlay/overlay_background.c7
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_uv.c394
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c47
-rw-r--r--source/blender/draw/engines/overlay/overlay_grid.c53
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h60
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c149
-rw-r--r--source/blender/draw/engines/overlay/shaders/background_frag.glsl7
-rw-r--r--source/blender/draw/engines/overlay/shaders/common_overlay_lib.glsl5
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_edges_frag.glsl77
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_edges_geom.glsl63
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl32
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl18
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl22
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_stretching_vert.glsl98
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl12
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl33
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl44
-rw-r--r--source/blender/draw/engines/overlay/shaders/grid_vert.glsl7
-rw-r--r--source/blender/draw/intern/DRW_render.h8
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c10
-rw-r--r--source/blender/draw/intern/draw_common.c5
-rw-r--r--source/blender/draw/intern/draw_common.h4
-rw-r--r--source/blender/draw/intern/draw_fluid.c8
-rw-r--r--source/blender/draw/intern/draw_manager.c314
-rw-r--r--source/blender/draw/intern/draw_manager_text.c130
-rw-r--r--source/blender/draw/intern/draw_view.c60
-rw-r--r--source/blender/draw/intern/draw_view.h1
-rw-r--r--source/blender/draw/intern/shaders/common_globals_lib.glsl2
-rw-r--r--source/blender/draw/tests/shaders_test.cc20
41 files changed, 2209 insertions, 108 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 8aea2f8e969..8fbf30507a5 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -77,6 +77,8 @@ set(SRC
intern/draw_select_buffer.c
intern/draw_view.c
engines/basic/basic_engine.c
+ engines/image/image_engine.c
+ engines/image/image_shader.c
engines/eevee/eevee_bloom.c
engines/eevee/eevee_data.c
engines/eevee/eevee_depth_of_field.c
@@ -132,6 +134,7 @@ set(SRC
engines/overlay/overlay_edit_curve.c
engines/overlay/overlay_edit_mesh.c
engines/overlay/overlay_edit_text.c
+ engines/overlay/overlay_edit_uv.c
engines/overlay/overlay_engine.c
engines/overlay/overlay_extra.c
engines/overlay/overlay_facing.c
@@ -319,6 +322,7 @@ data_to_c_simple(engines/basic/shaders/conservative_depth_geom.glsl SRC)
data_to_c_simple(engines/basic/shaders/depth_vert.glsl SRC)
data_to_c_simple(engines/basic/shaders/depth_frag.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/common_overlay_lib.glsl SRC)
data_to_c_simple(engines/overlay/shaders/antialiasing_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/antialiasing_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_dof_vert.glsl SRC)
@@ -362,6 +366,15 @@ data_to_c_simple(engines/overlay/shaders/edit_mesh_skin_root_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_particle_strand_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_particle_point_vert.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_edges_vert.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_edges_geom.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_edges_frag.glsl SRC)
+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_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)
data_to_c_simple(engines/overlay/shaders/extra_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_groundline_vert.glsl SRC)
@@ -402,6 +415,9 @@ data_to_c_simple(engines/overlay/shaders/wireframe_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/wireframe_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/xray_fade_frag.glsl SRC)
+data_to_c_simple(engines/image/shaders/engine_image_frag.glsl SRC)
+data_to_c_simple(engines/image/shaders/engine_image_vert.glsl SRC)
+
list(APPEND INC
)
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index 6db3bb39643..ca5c2c94b40 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -99,6 +99,10 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
const bool do_color_management,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
+void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
+ struct ARegion *region,
+ struct GPUViewport *viewport,
+ const struct bContext *evil_C);
void DRW_draw_select_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c
index 94c380b3b50..89b659cfa8a 100644
--- a/source/blender/draw/engines/basic/basic_engine.c
+++ b/source/blender/draw/engines/basic/basic_engine.c
@@ -46,7 +46,7 @@ extern char datatoc_common_view_lib_glsl[];
/* *********** LISTS *********** */
/* GPUViewport.storage
- * Is freed everytime the viewport engine changes */
+ * Is freed every time the viewport engine changes. */
typedef struct BASIC_StorageList {
struct BASIC_PrivateData *g_data;
} BASIC_StorageList;
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index f23cca41215..4904f34a00b 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -388,8 +388,8 @@ LightCache *EEVEE_lightcache_create(const int grid_len,
static bool eevee_lightcache_static_load(LightCache *lcache)
{
/* We use fallback if a texture is not setup and there is no data to restore it. */
- if ((!lcache->grid_tx.tex && !lcache->grid_tx.data) ||
- (!lcache->cube_tx.tex && !lcache->cube_tx.data)) {
+ if ((!lcache->grid_tx.tex && !lcache->grid_tx.data) || !lcache->grid_data ||
+ (!lcache->cube_tx.tex && !lcache->cube_tx.data) || !lcache->cube_data) {
return false;
}
/* If cache is too big for this GPU. */
diff --git a/source/blender/draw/engines/eevee/shaders/closure_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_lib.glsl
index e572245ace9..b56a186ab3f 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_lib.glsl
@@ -36,7 +36,7 @@ struct Closure {
Closure nodetree_exec(void);
/* clang-format off */
-/* Avoid multiline defines. */
+/* Avoid multi-line defines. */
#ifdef VOLUMETRICS
# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), vec3(0), 0.0)
#elif !defined(USE_SSS)
diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c
index 36d295d1dde..f7303f8cc6f 100644
--- a/source/blender/draw/engines/external/external_engine.c
+++ b/source/blender/draw/engines/external/external_engine.c
@@ -52,7 +52,7 @@ extern char datatoc_common_view_lib_glsl[];
/* *********** LISTS *********** */
/* GPUViewport.storage
- * Is freed everytime the viewport engine changes */
+ * Is freed every time the viewport engine changes. */
typedef struct EXTERNAL_Storage {
int dummy;
} EXTERNAL_Storage;
diff --git a/source/blender/draw/engines/image/image_engine.c b/source/blender/draw/engines/image/image_engine.c
new file mode 100644
index 00000000000..9f1278b473b
--- /dev/null
+++ b/source/blender/draw/engines/image/image_engine.c
@@ -0,0 +1,304 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2020, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_editors
+ *
+ * Draw engine to draw the Image/UV editor
+ */
+
+#include "DRW_render.h"
+
+#include "BKE_image.h"
+#include "BKE_object.h"
+
+#include "DNA_camera_types.h"
+
+#include "IMB_imbuf_types.h"
+
+#include "ED_image.h"
+
+#include "GPU_batch.h"
+
+#include "image_engine.h"
+#include "image_private.h"
+
+#define SIMA_DRAW_FLAG_SHOW_ALPHA (1 << 0)
+#define SIMA_DRAW_FLAG_APPLY_ALPHA (1 << 1)
+#define SIMA_DRAW_FLAG_SHUFFLING (1 << 2)
+#define SIMA_DRAW_FLAG_DEPTH (1 << 3)
+#define SIMA_DRAW_FLAG_TILED (1 << 4)
+#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 5)
+
+static void image_cache_image_add(DRWShadingGroup *grp, Image *image)
+{
+ const bool is_tiled_texture = image && image->source == IMA_SRC_TILED;
+ float obmat[4][4];
+ unit_m4(obmat);
+
+ GPUBatch *geom = DRW_cache_quad_get();
+
+ if (is_tiled_texture) {
+ LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
+ const int tile_x = ((tile->tile_number - 1001) % 10);
+ const int tile_y = ((tile->tile_number - 1001) / 10);
+ obmat[3][1] = (float)tile_y;
+ obmat[3][0] = (float)tile_x;
+ DRW_shgroup_call_obmat(grp, geom, obmat);
+ }
+ }
+ else {
+ DRW_shgroup_call_obmat(grp, geom, obmat);
+ }
+}
+
+static void image_gpu_texture_get(Image *image,
+ ImageUser *iuser,
+ ImBuf *ibuf,
+ GPUTexture **r_gpu_texture,
+ bool *r_owns_texture,
+ GPUTexture **r_tex_tile_data)
+{
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
+
+ if (image) {
+ if (BKE_image_is_multilayer(image)) {
+ /* update multiindex and pass for the current eye */
+ BKE_image_multilayer_index(image->rr, &sima->iuser);
+ }
+ else {
+ BKE_image_multiview_index(image, &sima->iuser);
+ }
+
+ if (ibuf) {
+ if (sima->flag & SI_SHOW_ZBUF && (ibuf->zbuf || ibuf->zbuf_float || (ibuf->channels == 1))) {
+ if (ibuf->zbuf) {
+ BLI_assert(!"Integer based depth buffers not supported");
+ }
+ else if (ibuf->zbuf_float) {
+ *r_gpu_texture = GPU_texture_create_2d(
+ __func__, ibuf->x, ibuf->y, 0, GPU_R16F, ibuf->zbuf_float);
+ *r_owns_texture = true;
+ }
+ else if (ibuf->rect_float && ibuf->channels == 1) {
+ *r_gpu_texture = GPU_texture_create_2d(
+ __func__, ibuf->x, ibuf->y, 0, GPU_R16F, ibuf->rect_float);
+ *r_owns_texture = true;
+ }
+ }
+ else if (image->source == IMA_SRC_TILED) {
+ *r_gpu_texture = BKE_image_get_gpu_tiles(image, iuser, ibuf);
+ *r_tex_tile_data = BKE_image_get_gpu_tilemap(image, iuser, NULL);
+ *r_owns_texture = false;
+ }
+ else {
+ *r_gpu_texture = BKE_image_get_gpu_texture(image, iuser, ibuf);
+ *r_owns_texture = false;
+ }
+ }
+ }
+}
+
+static void image_cache_image(IMAGE_Data *vedata, Image *image, ImageUser *iuser, ImBuf *ibuf)
+{
+ IMAGE_PassList *psl = vedata->psl;
+ IMAGE_StorageList *stl = vedata->stl;
+ IMAGE_PrivateData *pd = stl->pd;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene = draw_ctx->scene;
+ SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
+
+ GPUTexture *tex_tile_data = NULL;
+ image_gpu_texture_get(image, iuser, ibuf, &pd->texture, &pd->owns_texture, &tex_tile_data);
+
+ if (pd->texture) {
+ static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static float shuffle[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static float far_near[2] = {100.0f, 0.0f};
+
+ if (scene->camera && scene->camera->type == OB_CAMERA) {
+ far_near[1] = ((Camera *)scene->camera->data)->clip_start;
+ far_near[0] = ((Camera *)scene->camera->data)->clip_end;
+ }
+
+ const bool use_premul_alpha = image->alpha_mode == IMA_ALPHA_PREMUL;
+ const bool is_tiled_texture = tex_tile_data != NULL;
+ const bool do_repeat = (!is_tiled_texture) && ((sima->flag & SI_DRAW_TILE) != 0);
+ const bool is_zoom_out = sima->zoom < 1.0f;
+
+ /* use interpolation filtering when zooming out */
+ eGPUSamplerState state = 0;
+ SET_FLAG_FROM_TEST(state, is_zoom_out, GPU_SAMPLER_FILTER);
+
+ int draw_flags = 0;
+ SET_FLAG_FROM_TEST(draw_flags, do_repeat, SIMA_DRAW_FLAG_DO_REPEAT);
+
+ if ((sima->flag & SI_USE_ALPHA) != 0) {
+ /* Show RGBA */
+ draw_flags |= SIMA_DRAW_FLAG_SHOW_ALPHA | SIMA_DRAW_FLAG_APPLY_ALPHA;
+ }
+ else if ((sima->flag & SI_SHOW_ALPHA) != 0) {
+ draw_flags |= SIMA_DRAW_FLAG_SHUFFLING;
+ copy_v4_fl4(shuffle, 0.0f, 0.0f, 0.0f, 1.0f);
+ }
+ else if ((sima->flag & SI_SHOW_ZBUF) != 0) {
+ draw_flags |= SIMA_DRAW_FLAG_DEPTH | SIMA_DRAW_FLAG_SHUFFLING;
+ copy_v4_fl4(shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
+ }
+ else if ((sima->flag & SI_SHOW_R) != 0) {
+ draw_flags |= SIMA_DRAW_FLAG_APPLY_ALPHA | SIMA_DRAW_FLAG_SHUFFLING;
+ copy_v4_fl4(shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
+ }
+ else if ((sima->flag & SI_SHOW_G) != 0) {
+ draw_flags |= SIMA_DRAW_FLAG_APPLY_ALPHA | SIMA_DRAW_FLAG_SHUFFLING;
+ copy_v4_fl4(shuffle, 0.0f, 1.0f, 0.0f, 0.0f);
+ }
+ else if ((sima->flag & SI_SHOW_B) != 0) {
+ draw_flags |= SIMA_DRAW_FLAG_APPLY_ALPHA | SIMA_DRAW_FLAG_SHUFFLING;
+ copy_v4_fl4(shuffle, 0.0f, 0.0f, 1.0f, 0.0f);
+ }
+ else /* RGB */ {
+ draw_flags |= SIMA_DRAW_FLAG_APPLY_ALPHA;
+ }
+
+ GPUShader *shader = IMAGE_shader_image_get();
+ DRWShadingGroup *shgrp = DRW_shgroup_create(shader, psl->image_pass);
+ if (tex_tile_data != NULL) {
+ draw_flags |= SIMA_DRAW_FLAG_TILED;
+ DRW_shgroup_uniform_texture_ex(shgrp, "imageTileArray", pd->texture, state);
+ DRW_shgroup_uniform_texture(shgrp, "imageTileData", tex_tile_data);
+ }
+ else {
+ DRW_shgroup_uniform_texture_ex(shgrp, "imageTexture", pd->texture, state);
+ }
+ DRW_shgroup_uniform_vec2_copy(shgrp, "farNearDistances", far_near);
+ DRW_shgroup_uniform_vec4_copy(shgrp, "color", color);
+ DRW_shgroup_uniform_vec4_copy(shgrp, "shuffle", shuffle);
+ DRW_shgroup_uniform_int_copy(shgrp, "drawFlags", draw_flags);
+ DRW_shgroup_uniform_bool_copy(shgrp, "imgPremultiplied", use_premul_alpha);
+ image_cache_image_add(shgrp, image);
+ }
+}
+
+/* -------------------------------------------------------------------- */
+/** \name Engine Callbacks
+ * \{ */
+static void IMAGE_engine_init(void *ved)
+{
+ IMAGE_shader_library_ensure();
+ IMAGE_Data *vedata = (IMAGE_Data *)ved;
+ IMAGE_StorageList *stl = vedata->stl;
+ if (!stl->pd) {
+ stl->pd = MEM_callocN(sizeof(IMAGE_PrivateData), __func__);
+ }
+ IMAGE_PrivateData *pd = stl->pd;
+
+ pd->ibuf = NULL;
+ pd->lock = NULL;
+ pd->texture = NULL;
+}
+
+static void IMAGE_cache_init(void *ved)
+{
+ IMAGE_Data *vedata = (IMAGE_Data *)ved;
+ IMAGE_StorageList *stl = vedata->stl;
+ IMAGE_PrivateData *pd = stl->pd;
+ IMAGE_PassList *psl = vedata->psl;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
+
+ {
+ /* Write depth is needed for background overlay rendering. Near depth is used for
+ * transparency checker and Far depth is used for indicating the image size. */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS |
+ DRW_STATE_BLEND_ALPHA_PREMUL;
+ psl->image_pass = DRW_pass_create("Image", state);
+ }
+
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ GPU_framebuffer_bind(dfbl->default_fb);
+ static float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color_depth(dfbl->default_fb, clear_col, 1.0);
+
+ {
+ Image *image = ED_space_image(sima);
+ ImBuf *ibuf = ED_space_image_acquire_buffer(sima, &pd->lock, 0);
+ image_cache_image(vedata, image, &sima->iuser, ibuf);
+ pd->ibuf = ibuf;
+ }
+}
+
+static void IMAGE_cache_populate(void *UNUSED(vedata), Object *UNUSED(ob))
+{
+ /* Function intentional left empty. `cache_populate` is required to be implemented. */
+}
+
+static void image_draw_finish(IMAGE_Data *ved)
+{
+ IMAGE_Data *vedata = (IMAGE_Data *)ved;
+ IMAGE_StorageList *stl = vedata->stl;
+ IMAGE_PrivateData *pd = stl->pd;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
+
+ ED_space_image_release_buffer(sima, pd->ibuf, pd->lock);
+
+ if (pd->texture && pd->owns_texture) {
+ GPU_texture_free(pd->texture);
+ pd->owns_texture = false;
+ }
+ pd->texture = NULL;
+}
+
+static void IMAGE_draw_scene(void *ved)
+{
+ IMAGE_Data *vedata = (IMAGE_Data *)ved;
+ IMAGE_PassList *psl = vedata->psl;
+
+ DRW_draw_pass(psl->image_pass);
+
+ image_draw_finish(vedata);
+}
+
+static void IMAGE_engine_free(void)
+{
+ IMAGE_shader_free();
+}
+
+/* \} */
+static const DrawEngineDataSize IMAGE_data_size = DRW_VIEWPORT_DATA_SIZE(IMAGE_Data);
+
+DrawEngineType draw_engine_image_type = {
+ NULL, /* next */
+ NULL, /* prev */
+ N_("UV/Image"), /* idname */
+ &IMAGE_data_size, /* vedata_size */
+ &IMAGE_engine_init, /* engine_init */
+ &IMAGE_engine_free, /* engine_free */
+ &IMAGE_cache_init, /* cache_init */
+ &IMAGE_cache_populate, /* cache_populate */
+ NULL, /* cache_finish */
+ &IMAGE_draw_scene, /* draw_scene */
+ NULL, /* view_update */
+ NULL, /* id_update */
+ NULL, /* render_to_image */
+};
diff --git a/source/blender/draw/engines/image/image_engine.h b/source/blender/draw/engines/image/image_engine.h
new file mode 100644
index 00000000000..0098d863ef9
--- /dev/null
+++ b/source/blender/draw/engines/image/image_engine.h
@@ -0,0 +1,25 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2020, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_editors
+ */
+
+#pragma once
+
+extern DrawEngineType draw_engine_image_type;
diff --git a/source/blender/draw/engines/image/image_private.h b/source/blender/draw/engines/image/image_private.h
new file mode 100644
index 00000000000..d11d868d4d2
--- /dev/null
+++ b/source/blender/draw/engines/image/image_private.h
@@ -0,0 +1,69 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2020, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Forward declarations */
+struct rcti;
+struct GPUBatch;
+struct Image;
+struct ImBuf;
+struct GPUTexture;
+
+/* *********** LISTS *********** */
+
+/* GPUViewport.storage
+ * Is freed everytime the viewport engine changes */
+typedef struct IMAGE_PassList {
+ DRWPass *image_pass;
+} IMAGE_PassList;
+
+typedef struct IMAGE_PrivateData {
+ void *lock;
+ struct ImBuf *ibuf;
+
+ struct GPUTexture *texture;
+ bool owns_texture;
+} IMAGE_PrivateData;
+
+typedef struct IMAGE_StorageList {
+ IMAGE_PrivateData *pd;
+} IMAGE_StorageList;
+
+typedef struct IMAGE_Data {
+ void *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ IMAGE_PassList *psl;
+ IMAGE_StorageList *stl;
+} IMAGE_Data;
+
+/* image_shader.c */
+GPUShader *IMAGE_shader_image_get(void);
+void IMAGE_shader_library_ensure(void);
+void IMAGE_shader_free(void);
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/draw/engines/image/image_shader.c b/source/blender/draw/engines/image/image_shader.c
new file mode 100644
index 00000000000..433c79e20cf
--- /dev/null
+++ b/source/blender/draw/engines/image/image_shader.c
@@ -0,0 +1,77 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2020, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_dynstr.h"
+
+#include "GPU_batch.h"
+
+#include "image_engine.h"
+#include "image_private.h"
+
+extern char datatoc_common_colormanagement_lib_glsl[];
+extern char datatoc_common_globals_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
+
+extern char datatoc_engine_image_frag_glsl[];
+extern char datatoc_engine_image_vert_glsl[];
+
+typedef struct IMAGE_Shaders {
+ GPUShader *image_sh;
+} IMAGE_Shaders;
+
+static struct {
+ IMAGE_Shaders shaders;
+ DRWShaderLibrary *lib;
+} e_data = {0}; /* Engine data */
+
+void IMAGE_shader_library_ensure(void)
+{
+ if (e_data.lib == NULL) {
+ e_data.lib = DRW_shader_library_create();
+ /* NOTE: Theses needs to be ordered by dependencies. */
+ DRW_SHADER_LIB_ADD(e_data.lib, common_colormanagement_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_globals_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
+ }
+}
+
+GPUShader *IMAGE_shader_image_get(void)
+{
+ IMAGE_Shaders *sh_data = &e_data.shaders;
+ if (!sh_data->image_sh) {
+ sh_data->image_sh = DRW_shader_create_with_shaderlib(
+ datatoc_engine_image_vert_glsl, NULL, datatoc_engine_image_frag_glsl, e_data.lib, NULL);
+ }
+ return sh_data->image_sh;
+}
+
+void IMAGE_shader_free(void)
+{
+ GPUShader **sh_data_as_array = (GPUShader **)&e_data.shaders;
+ for (int i = 0; i < (sizeof(IMAGE_Shaders) / sizeof(GPUShader *)); i++) {
+ DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
+ }
+
+ DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
+} \ No newline at end of file
diff --git a/source/blender/draw/engines/image/shaders/engine_image_frag.glsl b/source/blender/draw/engines/image/shaders/engine_image_frag.glsl
new file mode 100644
index 00000000000..5c5d9362dfc
--- /dev/null
+++ b/source/blender/draw/engines/image/shaders/engine_image_frag.glsl
@@ -0,0 +1,91 @@
+#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
+
+/* Keep in sync with image_engine.c */
+#define SIMA_DRAW_FLAG_SHOW_ALPHA (1 << 0)
+#define SIMA_DRAW_FLAG_APPLY_ALPHA (1 << 1)
+#define SIMA_DRAW_FLAG_SHUFFLING (1 << 2)
+#define SIMA_DRAW_FLAG_DEPTH (1 << 3)
+#define SIMA_DRAW_FLAG_TILED (1 << 4)
+#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 5)
+
+uniform sampler2DArray imageTileArray;
+uniform sampler1DArray imageTileData;
+uniform sampler2D imageTexture;
+
+uniform bool imgPremultiplied;
+uniform int drawFlags;
+uniform vec2 farNearDistances;
+uniform vec4 color;
+uniform vec4 shuffle;
+
+#define FAR_DISTANCE farNearDistances.x
+#define NEAR_DISTANCE farNearDistances.y
+
+in vec2 uvs;
+
+out vec4 fragColor;
+
+/* TODO(fclem) deduplicate code. */
+bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
+{
+ vec2 tile_pos = floor(co.xy);
+
+ if (tile_pos.x < 0 || tile_pos.y < 0 || tile_pos.x >= 10) {
+ return false;
+ }
+
+ float tile = 10.0 * tile_pos.y + tile_pos.x;
+ if (tile >= textureSize(map, 0).x) {
+ return false;
+ }
+
+ /* Fetch tile information. */
+ float tile_layer = texelFetch(map, ivec2(tile, 0), 0).x;
+ if (tile_layer < 0.0) {
+ return false;
+ }
+
+ vec4 tile_info = texelFetch(map, ivec2(tile, 1), 0);
+
+ co = vec3(((co.xy - tile_pos) * tile_info.zw) + tile_info.xy, tile_layer);
+ return true;
+}
+
+void main()
+{
+ vec4 tex_color;
+ /* Read texture */
+ if ((drawFlags & SIMA_DRAW_FLAG_TILED) != 0) {
+ vec3 co = vec3(uvs, 0.0);
+ if (node_tex_tile_lookup(co, imageTileArray, imageTileData)) {
+ tex_color = texture(imageTileArray, co);
+ }
+ else {
+ tex_color = vec4(1.0, 0.0, 1.0, 1.0);
+ }
+ }
+ else {
+ vec2 uvs_clamped = ((drawFlags & SIMA_DRAW_FLAG_DO_REPEAT) != 0) ?
+ fract(uvs) :
+ clamp(uvs, vec2(0.0), vec2(1.0));
+ tex_color = texture(imageTexture, uvs_clamped);
+ }
+
+ if ((drawFlags & SIMA_DRAW_FLAG_APPLY_ALPHA) != 0) {
+ if (!imgPremultiplied && tex_color.a != 0.0 && tex_color.a != 1.0) {
+ tex_color.rgb *= tex_color.a;
+ }
+ }
+ if ((drawFlags & SIMA_DRAW_FLAG_DEPTH) != 0) {
+ tex_color = smoothstep(FAR_DISTANCE, NEAR_DISTANCE, tex_color);
+ }
+
+ if ((drawFlags & SIMA_DRAW_FLAG_SHUFFLING) != 0) {
+ tex_color = color * dot(tex_color, shuffle);
+ }
+ if ((drawFlags & SIMA_DRAW_FLAG_SHOW_ALPHA) == 0) {
+ tex_color.a = 1.0;
+ }
+
+ fragColor = tex_color;
+}
diff --git a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
new file mode 100644
index 00000000000..3f1fb154d44
--- /dev/null
+++ b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
@@ -0,0 +1,31 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 5)
+
+uniform int drawFlags;
+
+in vec3 pos;
+out vec2 uvs;
+
+void main()
+{
+ /* `pos` contains the coordinates of a quad (-1..1). but we need the coordinates of an image
+ * plane (0..1) */
+ vec3 image_pos = pos * 0.5 + 0.5;
+
+ if ((drawFlags & SIMA_DRAW_FLAG_DO_REPEAT) != 0) {
+ gl_Position = vec4(pos.xy, 0.0, 1.0);
+ uvs = point_view_to_object(image_pos).xy;
+ }
+ else {
+ vec3 world_pos = point_object_to_world(image_pos);
+ vec4 position = point_world_to_ndc(world_pos);
+ /* Move drawn pixels to the front. In the overlay engine the depth is used
+ * to detect if a transparency texture or the background color should be drawn.
+ * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
+ * actual pixels are at 0.75, 1.0 is used for the background. */
+ position.z = 0.75;
+ gl_Position = position;
+ uvs = world_pos.xy;
+ }
+}
diff --git a/source/blender/draw/engines/overlay/overlay_background.c b/source/blender/draw/engines/overlay/overlay_background.c
index f52ae691a35..cb09d916a0f 100644
--- a/source/blender/draw/engines/overlay/overlay_background.c
+++ b/source/blender/draw/engines/overlay/overlay_background.c
@@ -31,6 +31,7 @@
#define BG_GRADIENT 1
#define BG_CHECKER 2
#define BG_RADIAL 3
+#define BG_SOLID_CHECKER 4
void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
{
@@ -40,7 +41,7 @@ void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
const RegionView3D *rv3d = draw_ctx->rv3d;
- const BoundBox *bb = rv3d->clipbb;
+ const BoundBox *bb = rv3d ? rv3d->clipbb : NULL;
const View3D *v3d = draw_ctx->v3d;
bool draw_clipping_bounds = (pd->clipping_state != 0);
@@ -50,9 +51,11 @@ void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
if (DRW_state_is_opengl_render() && !DRW_state_draw_background()) {
background_type = BG_SOLID;
- zero_v3(color_override);
color_override[3] = 1.0f;
}
+ else if (pd->is_image_editor) {
+ background_type = BG_SOLID_CHECKER;
+ }
else if (!DRW_state_draw_background()) {
background_type = BG_CHECKER;
}
diff --git a/source/blender/draw/engines/overlay/overlay_edit_uv.c b/source/blender/draw/engines/overlay/overlay_edit_uv.c
new file mode 100644
index 00000000000..109db6433e0
--- /dev/null
+++ b/source/blender/draw/engines/overlay/overlay_edit_uv.c
@@ -0,0 +1,394 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2019, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+#include "DRW_render.h"
+
+#include "draw_cache_impl.h"
+#include "draw_manager_text.h"
+
+#include "BKE_image.h"
+
+#include "DNA_mesh_types.h"
+
+#include "ED_image.h"
+
+#include "GPU_batch.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "overlay_private.h"
+
+typedef struct OVERLAY_StretchingAreaTotals {
+ void *next, *prev;
+ float *total_area;
+ float *total_area_uv;
+} OVERLAY_StretchingAreaTotals;
+
+static OVERLAY_UVLineStyle edit_uv_line_style_from_space_image(const SpaceImage *sima)
+{
+ const bool is_uv_editor = sima->mode == SI_MODE_UV;
+ if (is_uv_editor) {
+ switch (sima->dt_uv) {
+ case SI_UVDT_OUTLINE:
+ return OVERLAY_UV_LINE_STYLE_OUTLINE;
+ case SI_UVDT_BLACK:
+ return OVERLAY_UV_LINE_STYLE_BLACK;
+ case SI_UVDT_WHITE:
+ return OVERLAY_UV_LINE_STYLE_WHITE;
+ case SI_UVDT_DASH:
+ return OVERLAY_UV_LINE_STYLE_DASH;
+ default:
+ return OVERLAY_UV_LINE_STYLE_BLACK;
+ }
+ }
+ else {
+ return OVERLAY_UV_LINE_STYLE_SHADOW;
+ }
+}
+
+/* -------------------------------------------------------------------- */
+/** \name Internal API
+ * \{ */
+
+void OVERLAY_edit_uv_init(OVERLAY_Data *vedata)
+{
+ OVERLAY_StorageList *stl = vedata->stl;
+ OVERLAY_PrivateData *pd = stl->pd;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
+ const Scene *scene = draw_ctx->scene;
+ const ToolSettings *ts = scene->toolsettings;
+
+ Image *image = sima->image;
+ /* By design no image is an image type. This so editor shows UV's by default. */
+ const bool is_image_type =
+ (image == NULL) || ELEM(image->type, IMA_TYPE_IMAGE, IMA_TYPE_MULTILAYER, IMA_TYPE_UV_TEST);
+ const bool is_uv_editor = sima->mode == SI_MODE_UV;
+ 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_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;
+ const bool is_tiled_image = image && (image->source == IMA_SRC_TILED);
+ const bool do_faces = ((sima->flag & SI_NO_DRAWFACES) == 0);
+ const bool do_face_dots = (ts->uv_flag & UV_SYNC_SELECTION) ?
+ (ts->selectmode & SCE_SELECT_FACE) != 0 :
+ (ts->uv_selectmode == UV_SELECT_FACE);
+ const bool do_uvstretching_overlay = is_image_type && is_uv_editor && is_edit_mode &&
+ ((sima->flag & SI_DRAW_STRETCH) != 0);
+ pd->edit_uv.do_faces = do_faces && !do_uvstretching_overlay;
+ pd->edit_uv.do_face_dots = do_faces && do_face_dots;
+
+ pd->edit_uv.do_uv_overlay = do_uv_overlay;
+ pd->edit_uv.do_uv_shadow_overlay =
+ is_image_type &&
+ ((is_paint_mode &&
+ ((draw_ctx->object_mode & (OB_MODE_TEXTURE_PAINT | OB_MODE_EDIT)) != 0)) ||
+ (is_view_mode && ((draw_ctx->object_mode & (OB_MODE_TEXTURE_PAINT)) != 0)) ||
+ (do_uv_overlay && (show_modified_uvs)));
+ pd->edit_uv.do_uv_stretching_overlay = do_uvstretching_overlay;
+ pd->edit_uv.uv_opacity = sima->uv_opacity;
+ pd->edit_uv.do_tiled_image_overlay = is_image_type && is_tiled_image;
+
+ pd->edit_uv.dash_length = 4.0f * UI_DPI_FAC;
+ pd->edit_uv.line_style = edit_uv_line_style_from_space_image(sima);
+ pd->edit_uv.do_smooth_wire = ((U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) > 0);
+
+ pd->edit_uv.draw_type = sima->dt_uvstretch;
+ BLI_listbase_clear(&pd->edit_uv.totals);
+ 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]);
+}
+
+void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata)
+{
+ OVERLAY_StorageList *stl = vedata->stl;
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_PrivateData *pd = stl->pd;
+
+ if (pd->edit_uv.do_uv_overlay || pd->edit_uv.do_uv_shadow_overlay) {
+ /* uv edges */
+ {
+ DRW_PASS_CREATE(psl->edit_uv_edges_ps,
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_BLEND_ALPHA);
+ GPUShader *sh = OVERLAY_shader_edit_uv_edges_get();
+ if (pd->edit_uv.do_uv_shadow_overlay) {
+ pd->edit_uv_shadow_edges_grp = DRW_shgroup_create(sh, psl->edit_uv_edges_ps);
+ DRW_shgroup_uniform_block(pd->edit_uv_shadow_edges_grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_int_copy(
+ pd->edit_uv_shadow_edges_grp, "lineStyle", OVERLAY_UV_LINE_STYLE_SHADOW);
+ DRW_shgroup_uniform_float_copy(
+ pd->edit_uv_shadow_edges_grp, "alpha", pd->edit_uv.uv_opacity);
+ DRW_shgroup_uniform_float(
+ pd->edit_uv_shadow_edges_grp, "dashLength", &pd->edit_uv.dash_length, 1);
+ DRW_shgroup_uniform_bool(
+ pd->edit_uv_shadow_edges_grp, "doSmoothWire", &pd->edit_uv.do_smooth_wire, 1);
+ }
+
+ if (pd->edit_uv.do_uv_overlay) {
+ pd->edit_uv_edges_grp = DRW_shgroup_create(sh, psl->edit_uv_edges_ps);
+ DRW_shgroup_uniform_block(pd->edit_uv_edges_grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_int_copy(pd->edit_uv_edges_grp, "lineStyle", pd->edit_uv.line_style);
+ DRW_shgroup_uniform_float_copy(pd->edit_uv_edges_grp, "alpha", pd->edit_uv.uv_opacity);
+ DRW_shgroup_uniform_float(
+ pd->edit_uv_edges_grp, "dashLength", &pd->edit_uv.dash_length, 1);
+ DRW_shgroup_uniform_bool(
+ pd->edit_uv_edges_grp, "doSmoothWire", &pd->edit_uv.do_smooth_wire, 1);
+ }
+ }
+ }
+
+ if (pd->edit_uv.do_uv_overlay) {
+ /* uv verts */
+ {
+ DRW_PASS_CREATE(psl->edit_uv_verts_ps,
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_BLEND_ALPHA);
+ GPUShader *sh = OVERLAY_shader_edit_uv_verts_get();
+ pd->edit_uv_verts_grp = DRW_shgroup_create(sh, psl->edit_uv_verts_ps);
+
+ const float point_size = UI_GetThemeValuef(TH_FACEDOT_SIZE);
+
+ DRW_shgroup_uniform_block(pd->edit_uv_verts_grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_float_copy(
+ pd->edit_uv_verts_grp, "pointSize", (point_size + 1.5f) * M_SQRT2);
+ DRW_shgroup_uniform_float_copy(pd->edit_uv_verts_grp, "outlineWidth", 0.75f);
+ }
+
+ /* uv faces */
+ if (pd->edit_uv.do_faces) {
+ DRW_PASS_CREATE(psl->edit_uv_faces_ps,
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_BLEND_ALPHA);
+ GPUShader *sh = OVERLAY_shader_edit_uv_face_get();
+ pd->edit_uv_faces_grp = DRW_shgroup_create(sh, psl->edit_uv_faces_ps);
+ DRW_shgroup_uniform_block(pd->edit_uv_faces_grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_float(pd->edit_uv_faces_grp, "uvOpacity", &pd->edit_uv.uv_opacity, 1);
+ }
+
+ /* uv face dots */
+ if (pd->edit_uv.do_face_dots) {
+ const float point_size = UI_GetThemeValuef(TH_FACEDOT_SIZE);
+ GPUShader *sh = OVERLAY_shader_edit_uv_face_dots_get();
+ pd->edit_uv_face_dots_grp = DRW_shgroup_create(sh, psl->edit_uv_verts_ps);
+ DRW_shgroup_uniform_block(pd->edit_uv_face_dots_grp, "globalsBlock", G_draw.block_ubo);
+ DRW_shgroup_uniform_float_copy(pd->edit_uv_face_dots_grp, "pointSize", point_size);
+ }
+ }
+
+ /* uv stretching */
+ if (pd->edit_uv.do_uv_stretching_overlay) {
+ DRW_PASS_CREATE(psl->edit_uv_stretching_ps,
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_BLEND_ALPHA);
+ if (pd->edit_uv.draw_type == SI_UVDT_STRETCH_ANGLE) {
+ 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);
+ }
+ else /* SI_UVDT_STRETCH_AREA */ {
+ GPUShader *sh = OVERLAY_shader_edit_uv_stretching_area_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_float(
+ pd->edit_uv_stretching_grp, "totalAreaRatio", &pd->edit_uv.total_area_ratio, 1);
+ DRW_shgroup_uniform_float(
+ pd->edit_uv_stretching_grp, "totalAreaRatioInv", &pd->edit_uv.total_area_ratio_inv, 1);
+ }
+ }
+
+ if (pd->edit_uv.do_tiled_image_overlay) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
+ Image *image = sima->image;
+ GPUBatch *geom = DRW_cache_quad_wires_get();
+ float obmat[4][4];
+ unit_m4(obmat);
+
+ DRW_PASS_CREATE(psl->edit_uv_tiled_image_borders_ps,
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS);
+ GPUShader *sh = OVERLAY_shader_edit_uv_tiled_image_borders_get();
+
+ float theme_color[4], selected_color[4];
+ UI_GetThemeColorShade4fv(TH_BACK, 60, theme_color);
+ UI_GetThemeColor4fv(TH_FACE_SELECT, selected_color);
+ srgb_to_linearrgb_v4(theme_color, theme_color);
+ srgb_to_linearrgb_v4(selected_color, selected_color);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->edit_uv_tiled_image_borders_ps);
+ DRW_shgroup_uniform_vec4_copy(grp, "color", theme_color);
+ DRW_shgroup_uniform_vec3_copy(grp, "offset", (float[3]){0.0f, 0.0f, 0.0f});
+
+ LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
+ const int tile_x = ((tile->tile_number - 1001) % 10);
+ const int tile_y = ((tile->tile_number - 1001) / 10);
+ obmat[3][1] = (float)tile_y;
+ obmat[3][0] = (float)tile_x;
+ DRW_shgroup_call_obmat(grp, geom, obmat);
+ }
+
+ /* Active tile border */
+ ImageTile *active_tile = BLI_findlink(&image->tiles, image->active_tile_index);
+ obmat[3][0] = (float)((active_tile->tile_number - 1001) % 10);
+ obmat[3][1] = (float)((active_tile->tile_number - 1001) / 10);
+ grp = DRW_shgroup_create(sh, psl->edit_uv_tiled_image_borders_ps);
+ DRW_shgroup_uniform_vec4_copy(grp, "color", selected_color);
+ DRW_shgroup_call_obmat(grp, geom, obmat);
+
+ struct DRWTextStore *dt = DRW_text_cache_ensure();
+ uchar color[4];
+ /* Color Management: Exception here as texts are drawn in sRGB space directly. */
+ UI_GetThemeColorShade4ubv(TH_BACK, 60, color);
+ char text[16];
+ LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
+ BLI_snprintf(text, 5, "%d", tile->tile_number);
+ float tile_location[3] = {
+ ((tile->tile_number - 1001) % 10), ((tile->tile_number - 1001) / 10), 0.0f};
+ DRW_text_cache_add(dt,
+ tile_location,
+ text,
+ strlen(text),
+ 10,
+ 10,
+ DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_ASCII,
+ color);
+ }
+ }
+}
+
+void OVERLAY_edit_uv_cache_populate(OVERLAY_Data *vedata, Object *ob)
+{
+ OVERLAY_StorageList *stl = vedata->stl;
+ OVERLAY_PrivateData *pd = stl->pd;
+ GPUBatch *geom;
+ const bool is_edit_object = DRW_object_is_in_edit_mode(ob);
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool draw_shadows = (draw_ctx->object_mode != OB_MODE_OBJECT) &&
+ (ob->mode == draw_ctx->object_mode);
+ if (is_edit_object) {
+ if (pd->edit_uv.do_uv_overlay) {
+ geom = DRW_mesh_batch_cache_get_edituv_edges(ob->data);
+ if (geom) {
+ DRW_shgroup_call_obmat(pd->edit_uv_edges_grp, geom, NULL);
+ }
+ geom = DRW_mesh_batch_cache_get_edituv_verts(ob->data);
+ if (geom) {
+ DRW_shgroup_call_obmat(pd->edit_uv_verts_grp, geom, NULL);
+ }
+ if (pd->edit_uv.do_faces) {
+ geom = DRW_mesh_batch_cache_get_edituv_faces(ob->data);
+ if (geom) {
+ DRW_shgroup_call_obmat(pd->edit_uv_faces_grp, geom, NULL);
+ }
+ }
+ if (pd->edit_uv.do_face_dots) {
+ geom = DRW_mesh_batch_cache_get_edituv_facedots(ob->data);
+ if (geom) {
+ DRW_shgroup_call_obmat(pd->edit_uv_face_dots_grp, geom, NULL);
+ }
+ }
+ }
+
+ if (pd->edit_uv.do_uv_stretching_overlay) {
+ Mesh *me = ob->data;
+
+ if (pd->edit_uv.draw_type == SI_UVDT_STRETCH_ANGLE) {
+ geom = DRW_mesh_batch_cache_get_edituv_faces_stretch_angle(me);
+ }
+ else /* SI_UVDT_STRETCH_AREA */ {
+ OVERLAY_StretchingAreaTotals *totals = MEM_mallocN(sizeof(OVERLAY_StretchingAreaTotals),
+ __func__);
+ BLI_addtail(&pd->edit_uv.totals, totals);
+ geom = DRW_mesh_batch_cache_get_edituv_faces_stretch_area(
+ me, &totals->total_area, &totals->total_area_uv);
+ }
+
+ if (geom) {
+ DRW_shgroup_call_obmat(pd->edit_uv_stretching_grp, geom, NULL);
+ }
+ }
+ }
+
+ if (draw_shadows) {
+ if (pd->edit_uv.do_uv_shadow_overlay) {
+ geom = DRW_mesh_batch_cache_get_uv_edges(ob->data);
+ if (geom) {
+ DRW_shgroup_call_obmat(pd->edit_uv_shadow_edges_grp, geom, NULL);
+ }
+ }
+ }
+}
+
+static void edit_uv_stretching_update_ratios(OVERLAY_Data *vedata)
+{
+ OVERLAY_StorageList *stl = vedata->stl;
+ OVERLAY_PrivateData *pd = stl->pd;
+
+ if (pd->edit_uv.draw_type == SI_UVDT_STRETCH_AREA) {
+ float total_area = 0.0f;
+ float total_area_uv = 0.0f;
+
+ LISTBASE_FOREACH (OVERLAY_StretchingAreaTotals *, totals, &pd->edit_uv.totals) {
+ total_area += *totals->total_area;
+ total_area_uv += *totals->total_area_uv;
+ }
+
+ if (total_area > FLT_EPSILON && total_area_uv > FLT_EPSILON) {
+ pd->edit_uv.total_area_ratio = total_area / total_area_uv;
+ pd->edit_uv.total_area_ratio_inv = total_area_uv / total_area;
+ }
+ }
+ BLI_freelistN(&pd->edit_uv.totals);
+}
+
+void OVERLAY_edit_uv_draw(OVERLAY_Data *vedata)
+{
+ OVERLAY_PassList *psl = vedata->psl;
+ OVERLAY_StorageList *stl = vedata->stl;
+ OVERLAY_PrivateData *pd = stl->pd;
+
+ if (pd->edit_uv.do_tiled_image_overlay) {
+ DRW_draw_pass(psl->edit_uv_tiled_image_borders_ps);
+ }
+
+ if (pd->edit_uv.do_uv_stretching_overlay) {
+ edit_uv_stretching_update_ratios(vedata);
+ DRW_draw_pass(psl->edit_uv_stretching_ps);
+ }
+ if (pd->edit_uv.do_uv_overlay) {
+ if (pd->edit_uv.do_faces) {
+ DRW_draw_pass(psl->edit_uv_faces_ps);
+ }
+ DRW_draw_pass(psl->edit_uv_edges_ps);
+
+ DRW_draw_pass(psl->edit_uv_verts_ps);
+ }
+ else if (pd->edit_uv.do_uv_shadow_overlay) {
+ DRW_draw_pass(psl->edit_uv_edges_ps);
+ }
+}
+
+/* \{ */
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index 1312408498a..9cdd371ec4e 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -29,9 +29,13 @@
#include "ED_view3d.h"
+#include "UI_interface.h"
+
#include "BKE_object.h"
#include "BKE_paint.h"
+#include "DNA_space_types.h"
+
#include "overlay_engine.h"
#include "overlay_private.h"
@@ -48,6 +52,10 @@ static void OVERLAY_engine_init(void *vedata)
const View3D *v3d = draw_ctx->v3d;
const Scene *scene = draw_ctx->scene;
const ToolSettings *ts = scene->toolsettings;
+ const SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
+ BLI_assert(v3d || sima);
+
+ OVERLAY_shader_library_ensure();
if (!stl->pd) {
/* Alloc transient pointers */
@@ -55,6 +63,14 @@ static void OVERLAY_engine_init(void *vedata)
}
OVERLAY_PrivateData *pd = stl->pd;
+ pd->is_image_editor = sima != NULL;
+
+ if (pd->is_image_editor) {
+ pd->clipping_state = 0;
+ OVERLAY_grid_init(data);
+ OVERLAY_edit_uv_init(data);
+ return;
+ }
pd->hide_overlays = (v3d->flag2 & V3D_HIDE_OVERLAYS) != 0;
pd->ctx_mode = CTX_data_mode_enum_ex(
@@ -122,6 +138,13 @@ static void OVERLAY_cache_init(void *vedata)
OVERLAY_StorageList *stl = data->stl;
OVERLAY_PrivateData *pd = stl->pd;
+ if (pd->is_image_editor) {
+ OVERLAY_background_cache_init(vedata);
+ OVERLAY_grid_cache_init(vedata);
+ OVERLAY_edit_uv_cache_init(vedata);
+ return;
+ }
+
switch (pd->ctx_mode) {
case CTX_MODE_EDIT_MESH:
OVERLAY_edit_mesh_cache_init(vedata);
@@ -240,6 +263,14 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
{
OVERLAY_Data *data = vedata;
OVERLAY_PrivateData *pd = data->stl->pd;
+
+ if (pd->is_image_editor) {
+ if (ob->type == OB_MESH) {
+ OVERLAY_edit_uv_cache_populate(vedata, ob);
+ }
+ return;
+ }
+
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_select = DRW_state_is_select();
const bool renderable = DRW_object_is_renderable(ob);
@@ -414,6 +445,12 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
static void OVERLAY_cache_finish(void *vedata)
{
+ OVERLAY_Data *data = vedata;
+ OVERLAY_PrivateData *pd = data->stl->pd;
+ if (pd->is_image_editor) {
+ return;
+ }
+
/* TODO(fclem) Only do this when really needed. */
{
/* HACK we allocate the in front depth here to avoid the overhead when if is not needed. */
@@ -445,6 +482,16 @@ static void OVERLAY_draw_scene(void *vedata)
GPU_framebuffer_clear_color(dfbl->overlay_only_fb, clear_col);
}
+ if (pd->is_image_editor) {
+ OVERLAY_background_draw(data);
+ OVERLAY_grid_draw(data);
+ if (DRW_state_is_fbo()) {
+ GPU_framebuffer_bind(dfbl->overlay_fb);
+ }
+ OVERLAY_edit_uv_draw(data);
+ return;
+ }
+
OVERLAY_image_background_draw(vedata);
OVERLAY_background_draw(vedata);
diff --git a/source/blender/draw/engines/overlay/overlay_grid.c b/source/blender/draw/engines/overlay/overlay_grid.c
index e3079870d8f..7445dfc2e3d 100644
--- a/source/blender/draw/engines/overlay/overlay_grid.c
+++ b/source/blender/draw/engines/overlay/overlay_grid.c
@@ -26,6 +26,7 @@
#include "DEG_depsgraph_query.h"
+#include "ED_image.h"
#include "ED_view3d.h"
#include "overlay_private.h"
@@ -42,14 +43,31 @@ enum {
CLIP_ZNEG = (1 << 8),
GRID_BACK = (1 << 9),
GRID_CAMERA = (1 << 10),
+ PLANE_IMAGE = (1 << 11),
};
void OVERLAY_grid_init(OVERLAY_Data *vedata)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
OVERLAY_ShadingData *shd = &pd->shdata;
-
const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ shd->grid_flag = 0;
+ shd->zneg_flag = 0;
+ shd->zpos_flag = 0;
+ shd->grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
+
+ if (pd->is_image_editor) {
+ SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
+ shd->grid_flag = ED_space_image_has_buffer(sima) ? 0 : PLANE_IMAGE | SHOW_GRID;
+ shd->grid_distance = 1.0f;
+ shd->grid_mesh_size = 1.0f;
+ for (int step = 0; step < 8; step++) {
+ shd->grid_steps[step] = powf(4, step) * (1.0f / 16.0f);
+ }
+ return;
+ }
+
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
RegionView3D *rv3d = draw_ctx->rv3d;
@@ -60,10 +78,6 @@ void OVERLAY_grid_init(OVERLAY_Data *vedata)
const bool show_floor = (pd->v3d_gridflag & V3D_SHOW_FLOOR) != 0;
const bool show_ortho_grid = (pd->v3d_gridflag & V3D_SHOW_ORTHO_GRID) != 0;
- shd->grid_flag = 0;
- shd->zneg_flag = 0;
- shd->zpos_flag = 0;
-
if (pd->hide_overlays || !(pd->v3d_gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z |
V3D_SHOW_FLOOR | V3D_SHOW_ORTHO_GRID))) {
return;
@@ -163,14 +177,16 @@ void OVERLAY_grid_init(OVERLAY_Data *vedata)
}
shd->grid_distance = dist / 2.0f;
- shd->grid_line_size = max_ff(0.0f, U.pixelsize - 1.0f) * 0.5f;
ED_view3d_grid_steps(scene, v3d, rv3d, shd->grid_steps);
}
void OVERLAY_grid_cache_init(OVERLAY_Data *vedata)
{
- OVERLAY_ShadingData *shd = &vedata->stl->pd->shdata;
+ OVERLAY_StorageList *stl = vedata->stl;
+ OVERLAY_PrivateData *pd = stl->pd;
+ OVERLAY_ShadingData *shd = &pd->shdata;
+
OVERLAY_PassList *psl = vedata->psl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
@@ -182,12 +198,29 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *vedata)
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->grid_ps, state);
-
- GPUShader *sh = OVERLAY_shader_grid();
+ DRWShadingGroup *grp;
+ GPUShader *sh;
struct GPUBatch *geom = DRW_cache_grid_get();
+ if (pd->is_image_editor) {
+ /* add quad background */
+ sh = OVERLAY_shader_grid_image();
+ grp = DRW_shgroup_create(sh, psl->grid_ps);
+ DRW_shgroup_call(grp, DRW_cache_quad_get(), NULL);
+ float color_back[4];
+ interp_v4_v4v4(color_back, G_draw.block.colorBackground, G_draw.block.colorGrid, 0.5);
+ DRW_shgroup_uniform_vec4_copy(grp, "color", color_back);
+
+ /* add wire border */
+ grp = DRW_shgroup_create(sh, psl->grid_ps);
+ DRW_shgroup_call(grp, DRW_cache_quad_wires_get(), NULL);
+ DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.colorGrid);
+ }
+
+ sh = OVERLAY_shader_grid();
+
/* Create 3 quads to render ordered transparency Z axis */
- DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->grid_ps);
+ grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_uniform_int(grp, "gridFlag", &shd->zneg_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->zplane_axes, 1);
DRW_shgroup_uniform_float(grp, "gridDistance", &shd->grid_distance, 1);
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 86c1f077571..c1d29cf7450 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -34,6 +34,9 @@ extern "C" {
# define USE_GEOM_SHADER_WORKAROUND 0
#endif
+/* Needed for eSpaceImage_UVDT_Stretch */
+#include "DNA_space_types.h"
+
typedef struct OVERLAY_FramebufferList {
struct GPUFrameBuffer *overlay_default_fb;
struct GPUFrameBuffer *overlay_line_fb;
@@ -55,6 +58,14 @@ typedef struct OVERLAY_TextureList {
#define NOT_IN_FRONT 0
#define IN_FRONT 1
+typedef enum OVERLAY_UVLineStyle {
+ OVERLAY_UV_LINE_STYLE_OUTLINE = 0,
+ OVERLAY_UV_LINE_STYLE_DASH = 1,
+ OVERLAY_UV_LINE_STYLE_BLACK = 2,
+ OVERLAY_UV_LINE_STYLE_WHITE = 3,
+ OVERLAY_UV_LINE_STYLE_SHADOW = 4,
+} OVERLAY_UVLineStyle;
+
typedef struct OVERLAY_PassList {
DRWPass *antialiasing_ps;
DRWPass *armature_ps[2];
@@ -79,6 +90,11 @@ typedef struct OVERLAY_PassList {
DRWPass *edit_text_overlay_ps;
DRWPass *edit_text_darken_ps;
DRWPass *edit_text_wire_ps[2];
+ DRWPass *edit_uv_edges_ps;
+ DRWPass *edit_uv_verts_ps;
+ DRWPass *edit_uv_faces_ps;
+ DRWPass *edit_uv_stretching_ps;
+ DRWPass *edit_uv_tiled_image_borders_ps;
DRWPass *extra_ps[2];
DRWPass *extra_blend_ps;
DRWPass *extra_centers_ps;
@@ -247,6 +263,12 @@ typedef struct OVERLAY_PrivateData {
DRWShadingGroup *edit_particle_point_grp;
DRWShadingGroup *edit_text_overlay_grp;
DRWShadingGroup *edit_text_wire_grp[2];
+ DRWShadingGroup *edit_uv_verts_grp;
+ DRWShadingGroup *edit_uv_edges_grp;
+ DRWShadingGroup *edit_uv_shadow_edges_grp;
+ DRWShadingGroup *edit_uv_faces_grp;
+ DRWShadingGroup *edit_uv_face_dots_grp;
+ DRWShadingGroup *edit_uv_stretching_grp;
DRWShadingGroup *extra_grid_grp;
DRWShadingGroup *facing_grp[2];
DRWShadingGroup *motion_path_lines_grp;
@@ -289,6 +311,7 @@ typedef struct OVERLAY_PrivateData {
View3DOverlay overlay;
enum eContextObjectMode ctx_mode;
+ bool is_image_editor;
bool clear_in_front;
bool use_in_front;
bool wireframe_mode;
@@ -328,6 +351,29 @@ typedef struct OVERLAY_PrivateData {
int select_mode;
} edit_particle;
struct {
+ bool do_uv_overlay;
+ bool do_uv_shadow_overlay;
+ bool do_uv_stretching_overlay;
+ bool do_tiled_image_overlay;
+
+ bool do_faces;
+ bool do_face_dots;
+
+ float uv_opacity;
+ /* edge drawing */
+ OVERLAY_UVLineStyle line_style;
+ float dash_length;
+ int do_smooth_wire;
+
+ /* stretching overlay */
+ float aspect[2];
+ eSpaceImage_UVDT_Stretch draw_type;
+ ListBase totals;
+ float total_area_ratio;
+ float total_area_ratio_inv;
+
+ } edit_uv;
+ struct {
bool transparent;
bool show_relations;
bool do_pose_xray;
@@ -475,6 +521,11 @@ void OVERLAY_edit_particle_cache_init(OVERLAY_Data *vedata);
void OVERLAY_edit_particle_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_edit_particle_draw(OVERLAY_Data *vedata);
+void OVERLAY_edit_uv_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata);
+void OVERLAY_edit_uv_cache_populate(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_edit_uv_draw(OVERLAY_Data *vedata);
+
void OVERLAY_extra_cache_init(OVERLAY_Data *vedata);
void OVERLAY_extra_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_extra_blend_draw(OVERLAY_Data *vedata);
@@ -573,6 +624,7 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
void OVERLAY_wireframe_draw(OVERLAY_Data *vedata);
void OVERLAY_wireframe_in_front_draw(OVERLAY_Data *vedata);
+void OVERLAY_shader_library_ensure(void);
GPUShader *OVERLAY_shader_antialiasing(void);
GPUShader *OVERLAY_shader_armature_degrees_of_freedom_wire(void);
GPUShader *OVERLAY_shader_armature_degrees_of_freedom_solid(void);
@@ -602,6 +654,13 @@ GPUShader *OVERLAY_shader_edit_mesh_skin_root(void);
GPUShader *OVERLAY_shader_edit_mesh_vert(void);
GPUShader *OVERLAY_shader_edit_particle_strand(void);
GPUShader *OVERLAY_shader_edit_particle_point(void);
+GPUShader *OVERLAY_shader_edit_uv_edges_get(void);
+GPUShader *OVERLAY_shader_edit_uv_face_get(void);
+GPUShader *OVERLAY_shader_edit_uv_face_dots_get(void);
+GPUShader *OVERLAY_shader_edit_uv_verts_get(void);
+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_extra(bool is_select);
GPUShader *OVERLAY_shader_extra_groundline(void);
GPUShader *OVERLAY_shader_extra_wire(bool use_object, bool is_select);
@@ -610,6 +669,7 @@ GPUShader *OVERLAY_shader_extra_point(void);
GPUShader *OVERLAY_shader_facing(void);
GPUShader *OVERLAY_shader_gpencil_canvas(void);
GPUShader *OVERLAY_shader_grid(void);
+GPUShader *OVERLAY_shader_grid_image(void);
GPUShader *OVERLAY_shader_image(void);
GPUShader *OVERLAY_shader_motion_path_line(void);
GPUShader *OVERLAY_shader_motion_path_vert(void);
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index e3cb052890b..4530d6e8adf 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -70,6 +70,15 @@ extern char datatoc_edit_mesh_analysis_vert_glsl[];
extern char datatoc_edit_mesh_analysis_frag_glsl[];
extern char datatoc_edit_particle_strand_vert_glsl[];
extern char datatoc_edit_particle_point_vert_glsl[];
+extern char datatoc_edit_uv_verts_vert_glsl[];
+extern char datatoc_edit_uv_verts_frag_glsl[];
+extern char datatoc_edit_uv_edges_vert_glsl[];
+extern char datatoc_edit_uv_edges_geom_glsl[];
+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_tiled_image_borders_vert_glsl[];
extern char datatoc_extra_frag_glsl[];
extern char datatoc_extra_vert_glsl[];
extern char datatoc_extra_groundline_vert_glsl[];
@@ -113,6 +122,7 @@ extern char datatoc_xray_fade_frag_glsl[];
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
@@ -120,6 +130,7 @@ extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
extern char datatoc_gpencil_common_lib_glsl[];
+extern char datatoc_common_overlay_lib_glsl[];
extern char datatoc_common_colormanagement_lib_glsl[];
extern char datatoc_common_fullscreen_vert_glsl[];
extern char datatoc_common_fxaa_lib_glsl[];
@@ -164,6 +175,13 @@ typedef struct OVERLAY_Shaders {
GPUShader *edit_mesh_analysis;
GPUShader *edit_particle_strand;
GPUShader *edit_particle_point;
+ GPUShader *edit_uv_verts;
+ GPUShader *edit_uv_faces;
+ GPUShader *edit_uv_edges;
+ GPUShader *edit_uv_face_dots;
+ GPUShader *edit_uv_stretching_angle;
+ GPUShader *edit_uv_stretching_area;
+ GPUShader *edit_uv_tiled_image_borders;
GPUShader *extra;
GPUShader *extra_select;
GPUShader *extra_groundline;
@@ -175,6 +193,7 @@ typedef struct OVERLAY_Shaders {
GPUShader *facing;
GPUShader *gpencil_canvas;
GPUShader *grid;
+ GPUShader *grid_image;
GPUShader *image;
GPUShader *motion_path_line;
GPUShader *motion_path_vert;
@@ -203,8 +222,20 @@ typedef struct OVERLAY_Shaders {
static struct {
OVERLAY_Shaders sh_data[GPU_SHADER_CFG_LEN];
+ DRWShaderLibrary *lib;
} e_data = {{{NULL}}};
+void OVERLAY_shader_library_ensure(void)
+{
+ if (e_data.lib == NULL) {
+ e_data.lib = DRW_shader_library_create();
+ /* NOTE: Theses needs to be ordered by dependencies. */
+ DRW_SHADER_LIB_ADD(e_data.lib, common_globals_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_overlay_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
+ }
+}
+
GPUShader *OVERLAY_shader_antialiasing(void)
{
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
@@ -1012,6 +1043,20 @@ GPUShader *OVERLAY_shader_grid(void)
return sh_data->grid;
}
+GPUShader *OVERLAY_shader_grid_image(void)
+{
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
+ if (!sh_data->grid_image) {
+ sh_data->grid_image = DRW_shader_create_with_shaderlib(
+ datatoc_edit_uv_tiled_image_borders_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ e_data.lib,
+ "#define blender_srgb_to_framebuffer_space(a) a\n");
+ }
+ return sh_data->grid_image;
+}
+
GPUShader *OVERLAY_shader_image(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
@@ -1449,6 +1494,108 @@ GPUShader *OVERLAY_shader_xray_fade(void)
return sh_data->xray_fade;
}
+/* -------------------------------------------------------------------- */
+/** \name Edit UV shaders
+ * \{ */
+
+GPUShader *OVERLAY_shader_edit_uv_edges_get(void)
+{
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
+ if (!sh_data->edit_uv_edges) {
+ sh_data->edit_uv_edges = DRW_shader_create_with_shaderlib(datatoc_edit_uv_edges_vert_glsl,
+ datatoc_edit_uv_edges_geom_glsl,
+ datatoc_edit_uv_edges_frag_glsl,
+ e_data.lib,
+ NULL);
+ }
+ return sh_data->edit_uv_edges;
+}
+
+GPUShader *OVERLAY_shader_edit_uv_face_get(void)
+{
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
+ if (!sh_data->edit_uv_faces) {
+ sh_data->edit_uv_faces = DRW_shader_create_with_shaderlib(
+ datatoc_edit_uv_faces_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ e_data.lib,
+ "#define blender_srgb_to_framebuffer_space(a) a\n");
+ }
+ return sh_data->edit_uv_faces;
+}
+
+GPUShader *OVERLAY_shader_edit_uv_face_dots_get(void)
+{
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
+ if (!sh_data->edit_uv_face_dots) {
+ sh_data->edit_uv_face_dots = DRW_shader_create_with_shaderlib(
+ datatoc_edit_uv_face_dots_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ e_data.lib,
+ "#define blender_srgb_to_framebuffer_space(a) a\n");
+ }
+ return sh_data->edit_uv_face_dots;
+}
+
+GPUShader *OVERLAY_shader_edit_uv_verts_get(void)
+{
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
+ if (!sh_data->edit_uv_verts) {
+ sh_data->edit_uv_verts = DRW_shader_create_with_shaderlib(
+ datatoc_edit_uv_verts_vert_glsl, NULL, datatoc_edit_uv_verts_frag_glsl, e_data.lib, NULL);
+ }
+
+ return sh_data->edit_uv_verts;
+}
+
+GPUShader *OVERLAY_shader_edit_uv_stretching_area_get(void)
+{
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
+ if (!sh_data->edit_uv_stretching_area) {
+ sh_data->edit_uv_stretching_area = DRW_shader_create_with_shaderlib(
+ datatoc_edit_uv_stretching_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_2D_smooth_color_frag_glsl,
+ e_data.lib,
+ "#define blender_srgb_to_framebuffer_space(a) a\n");
+ }
+
+ return sh_data->edit_uv_stretching_area;
+}
+
+GPUShader *OVERLAY_shader_edit_uv_stretching_angle_get(void)
+{
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
+ if (!sh_data->edit_uv_stretching_angle) {
+ sh_data->edit_uv_stretching_angle = DRW_shader_create_with_shaderlib(
+ datatoc_edit_uv_stretching_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_2D_smooth_color_frag_glsl,
+ e_data.lib,
+ "#define blender_srgb_to_framebuffer_space(a) a\n#define STRETCH_ANGLE\n");
+ }
+
+ return sh_data->edit_uv_stretching_angle;
+}
+
+GPUShader *OVERLAY_shader_edit_uv_tiled_image_borders_get(void)
+{
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
+ if (!sh_data->edit_uv_tiled_image_borders) {
+ sh_data->edit_uv_tiled_image_borders = DRW_shader_create_with_shaderlib(
+ datatoc_edit_uv_tiled_image_borders_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ e_data.lib,
+ "#define blender_srgb_to_framebuffer_space(a) a\n");
+ }
+ return sh_data->edit_uv_tiled_image_borders;
+}
+
+/* \} */
+
static OVERLAY_InstanceFormats g_formats = {NULL};
OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void)
@@ -1521,6 +1668,8 @@ OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void)
void OVERLAY_shader_free(void)
{
+ DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
+
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_data_index];
GPUShader **sh_data_as_array = (GPUShader **)sh_data;
diff --git a/source/blender/draw/engines/overlay/shaders/background_frag.glsl b/source/blender/draw/engines/overlay/shaders/background_frag.glsl
index d5aaaf75b79..71bfd2f8e73 100644
--- a/source/blender/draw/engines/overlay/shaders/background_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/background_frag.glsl
@@ -13,6 +13,7 @@ out vec4 fragColor;
#define BG_GRADIENT 1
#define BG_CHECKER 2
#define BG_RADIAL 3
+#define BG_SOLID_CHECKER 4
#define SQRT2 1.4142135623730950488
/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
@@ -43,7 +44,11 @@ void main()
vec3 col_high;
vec3 col_low;
- switch (bgType) {
+ /* BG_SOLID_CHECKER selects BG_SOLID when no pixel has been drawn otherwise use the BG_CHERKER.
+ */
+ int bg_type = bgType == BG_SOLID_CHECKER ? (depth == 1.0 ? BG_SOLID : BG_CHECKER) : bgType;
+
+ switch (bg_type) {
case BG_SOLID:
bg_col = colorBackground.rgb;
break;
diff --git a/source/blender/draw/engines/overlay/shaders/common_overlay_lib.glsl b/source/blender/draw/engines/overlay/shaders/common_overlay_lib.glsl
new file mode 100644
index 00000000000..65aeb81a4ef
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/common_overlay_lib.glsl
@@ -0,0 +1,5 @@
+#define OVERLAY_UV_LINE_STYLE_OUTLINE 0
+#define OVERLAY_UV_LINE_STYLE_DASH 1
+#define OVERLAY_UV_LINE_STYLE_BLACK 2
+#define OVERLAY_UV_LINE_STYLE_WHITE 3
+#define OVERLAY_UV_LINE_STYLE_SHADOW 4
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_frag.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_frag.glsl
new file mode 100644
index 00000000000..b81fdd2c712
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_frag.glsl
@@ -0,0 +1,77 @@
+#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
+#pragma BLENDER_REQUIRE(common_overlay_lib.glsl)
+
+uniform int lineStyle;
+uniform bool doSmoothWire;
+uniform float alpha;
+uniform float dashLength;
+
+in float selectionFac_f;
+noperspective in float edgeCoord_f;
+noperspective in vec2 stipplePos_f;
+flat in vec2 stippleStart_f;
+
+layout(location = 0) out vec4 fragColor;
+
+#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
+
+/**
+ * We want to know how much a pixel is covered by a line.
+ * We replace the square pixel with acircle of the same area and try to find the intersection area.
+ * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
+ * The formula for the area uses inverse trig function and is quite complexe. Instead,
+ * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
+ */
+#define DISC_RADIUS (M_1_SQRTPI * 1.05)
+#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
+#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
+
+void main()
+{
+ vec4 inner_color = vec4(vec3(0.0), 1.0);
+ vec4 outer_color = vec4(0.0);
+
+ vec2 dd = fwidth(stipplePos_f);
+ float line_distance = distance(stipplePos_f, stippleStart_f) / max(dd.x, dd.y);
+
+ if (lineStyle == OVERLAY_UV_LINE_STYLE_OUTLINE) {
+ inner_color = mix(colorWireEdit, colorEdgeSelect, selectionFac_f);
+ outer_color = vec4(vec3(0.0), 1.0);
+ }
+ else if (lineStyle == OVERLAY_UV_LINE_STYLE_DASH) {
+ if (fract(line_distance / dashLength) < 0.5) {
+ inner_color = mix(vec4(1.0), colorEdgeSelect, selectionFac_f);
+ }
+ }
+ else if (lineStyle == OVERLAY_UV_LINE_STYLE_BLACK) {
+ vec4 base_color = vec4(vec3(0.0), 1.0);
+ inner_color = mix(base_color, colorEdgeSelect, selectionFac_f);
+ }
+ else if (lineStyle == OVERLAY_UV_LINE_STYLE_WHITE) {
+ vec4 base_color = vec4(1.0);
+ inner_color = mix(base_color, colorEdgeSelect, selectionFac_f);
+ }
+ else if (lineStyle == OVERLAY_UV_LINE_STYLE_SHADOW) {
+ inner_color = colorUVShadow;
+ }
+
+ float dist = abs(edgeCoord_f) - max(sizeEdge - 0.5, 0.0);
+ float dist_outer = dist - max(sizeEdge, 1.0);
+ float mix_w;
+ float mix_w_outer;
+
+ if (doSmoothWire) {
+ mix_w = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist);
+ mix_w_outer = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist_outer);
+ }
+ else {
+ mix_w = step(0.5, dist);
+ mix_w_outer = step(0.5, dist_outer);
+ }
+
+ vec4 final_color = mix(outer_color, inner_color, 1.0 - mix_w * outer_color.a);
+ final_color.a *= 1.0 - (outer_color.a > 0.0 ? mix_w_outer : mix_w);
+ final_color.a *= alpha;
+
+ fragColor = final_color;
+} \ No newline at end of file
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_geom.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_geom.glsl
new file mode 100644
index 00000000000..4f8d553a220
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_geom.glsl
@@ -0,0 +1,63 @@
+#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
+#pragma BLENDER_REQUIRE(common_overlay_lib.glsl)
+
+layout(lines) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+in float selectionFac[2];
+flat in vec2 stippleStart[2];
+noperspective in vec2 stipplePos[2];
+
+uniform int lineStyle;
+uniform bool doSmoothWire;
+
+out float selectionFac_f;
+noperspective out float edgeCoord_f;
+noperspective out vec2 stipplePos_f;
+flat out vec2 stippleStart_f;
+
+void do_vertex(
+ vec4 pos, float selection_fac, vec2 stipple_start, vec2 stipple_pos, float coord, vec2 offset)
+{
+ selectionFac_f = selection_fac;
+ edgeCoord_f = coord;
+ stippleStart_f = stipple_start;
+ stipplePos_f = stipple_pos;
+
+ gl_Position = pos;
+ /* Multiply offset by 2 because gl_Position range is [-1..1]. */
+ gl_Position.xy += offset * 2.0;
+ EmitVertex();
+}
+
+void main()
+{
+ vec2 ss_pos[2];
+ vec4 pos0 = gl_in[0].gl_Position;
+ vec4 pos1 = gl_in[1].gl_Position;
+ ss_pos[0] = pos0.xy / pos0.w;
+ ss_pos[1] = pos1.xy / pos1.w;
+
+ float half_size = sizeEdge;
+ /* Enlarge edge for outline drawing. */
+ /* Factor of 3.0 out of nowhere! Seems to fix issues with float imprecision. */
+ half_size += (lineStyle == OVERLAY_UV_LINE_STYLE_OUTLINE) ?
+ max(sizeEdge * (doSmoothWire ? 1.0 : 3.0), 1.0) :
+ 0.0;
+ /* Add 1 px for AA */
+ if (doSmoothWire) {
+ half_size += 0.5;
+ }
+
+ vec2 line = ss_pos[0] - ss_pos[1];
+ vec2 line_dir = normalize(line);
+ vec2 line_perp = vec2(-line_dir.y, line_dir.x);
+ vec2 edge_ofs = line_perp * sizeViewportInv * ceil(half_size);
+
+ do_vertex(pos0, selectionFac[0], stippleStart[0], stipplePos[0], half_size, edge_ofs.xy);
+ do_vertex(pos0, selectionFac[0], stippleStart[0], stipplePos[0], -half_size, -edge_ofs.xy);
+ do_vertex(pos1, selectionFac[1], stippleStart[1], stipplePos[1], half_size, edge_ofs.xy);
+ do_vertex(pos1, selectionFac[1], stippleStart[1], stipplePos[1], -half_size, -edge_ofs.xy);
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
new file mode 100644
index 00000000000..4661cf248e6
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
@@ -0,0 +1,32 @@
+#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+in vec3 pos;
+in vec2 u;
+in int flag;
+
+out float selectionFac;
+noperspective out vec2 stipplePos;
+flat out vec2 stippleStart;
+
+void main()
+{
+ vec3 world_pos = point_object_to_world(vec3(u, 0.0));
+ gl_Position = point_world_to_ndc(world_pos);
+ /* Snap vertices to the pixel grid to reduce artifacts. */
+ vec2 half_viewport_res = sizeViewport.xy * 0.5;
+ vec2 half_pixel_offset = sizeViewportInv * 0.5;
+ gl_Position.xy = floor(gl_Position.xy * half_viewport_res) / half_viewport_res +
+ half_pixel_offset;
+
+ bool is_select = (flag & VERT_UV_SELECT) != 0;
+ selectionFac = is_select ? 1.0 : 0.0;
+ /* Move selected edges to the top
+ * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
+ * actual pixels are at 0.75, 1.0 is used for the background. */
+ float depth = is_select ? 0.25 : 0.35;
+ gl_Position.z = depth;
+
+ /* Avoid precision loss. */
+ stippleStart = stipplePos = 500.0 + 500.0 * (gl_Position.xy / gl_Position.w);
+}
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl
new file mode 100644
index 00000000000..61152c83a29
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl
@@ -0,0 +1,18 @@
+#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+uniform float pointSize;
+
+in vec2 u;
+in int flag;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ vec3 world_pos = point_object_to_world(vec3(u, 0.0));
+ gl_Position = point_world_to_ndc(world_pos);
+
+ finalColor = ((flag & FACE_UV_SELECT) != 0) ? colorVertexSelect : vec4(colorWire.rgb, 1.0);
+ gl_PointSize = pointSize;
+}
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl
new file mode 100644
index 00000000000..cf1018ae5f9
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl
@@ -0,0 +1,22 @@
+#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+uniform float uvOpacity;
+
+in vec2 u;
+in int flag;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ vec3 world_pos = point_object_to_world(vec3(u, 0.0));
+ gl_Position = point_world_to_ndc(world_pos);
+
+ bool is_selected = (flag & FACE_UV_SELECT) != 0;
+ bool is_active = (flag & FACE_UV_ACTIVE) != 0;
+
+ finalColor = (is_selected) ? colorFaceSelect : colorFace;
+ finalColor = (is_active) ? colorEditMeshActive : finalColor;
+ finalColor.a *= uvOpacity;
+}
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_stretching_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_stretching_vert.glsl
new file mode 100644
index 00000000000..ce97f1e27ac
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_stretching_vert.glsl
@@ -0,0 +1,98 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+uniform vec2 aspect;
+in vec2 pos;
+
+#ifdef STRETCH_ANGLE
+in vec2 uv_angles;
+in float angle;
+
+#else
+in float ratio;
+uniform float totalAreaRatio;
+uniform float totalAreaRatioInv;
+
+#endif
+
+noperspective out vec4 finalColor;
+
+vec3 weight_to_rgb(float weight)
+{
+ vec3 r_rgb;
+ float blend = ((weight / 2.0) + 0.5);
+
+ if (weight <= 0.25) { /* blue->cyan */
+ r_rgb[0] = 0.0;
+ r_rgb[1] = blend * weight * 4.0;
+ r_rgb[2] = blend;
+ }
+ else if (weight <= 0.50) { /* cyan->green */
+ r_rgb[0] = 0.0;
+ r_rgb[1] = blend;
+ r_rgb[2] = blend * (1.0 - ((weight - 0.25) * 4.0));
+ }
+ else if (weight <= 0.75) { /* green->yellow */
+ r_rgb[0] = blend * ((weight - 0.50) * 4.0);
+ r_rgb[1] = blend;
+ r_rgb[2] = 0.0;
+ }
+ else if (weight <= 1.0) { /* yellow->red */
+ r_rgb[0] = blend;
+ r_rgb[1] = blend * (1.0 - ((weight - 0.75) * 4.0));
+ r_rgb[2] = 0.0;
+ }
+ else {
+ /* exceptional value, unclamped or nan,
+ * avoid uninitialized memory use */
+ r_rgb[0] = 1.0;
+ r_rgb[1] = 0.0;
+ r_rgb[2] = 1.0;
+ }
+
+ return r_rgb;
+}
+
+#define M_PI 3.1415926535897932
+
+vec2 angle_to_v2(float angle)
+{
+ return vec2(cos(angle), sin(angle));
+}
+
+/* Adapted from BLI_math_vector.h */
+float angle_normalized_v2v2(vec2 v1, vec2 v2)
+{
+ v1 = normalize(v1 * aspect);
+ v2 = normalize(v2 * aspect);
+ /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
+ bool q = (dot(v1, v2) >= 0.0);
+ vec2 v = (q) ? (v1 - v2) : (v1 + v2);
+ float a = 2.0 * asin(length(v) / 2.0);
+ return (q) ? a : M_PI - a;
+}
+
+float area_ratio_to_stretch(float ratio, float tot_ratio, float inv_tot_ratio)
+{
+ ratio *= (ratio > 0.0f) ? tot_ratio : -inv_tot_ratio;
+ return (ratio > 1.0f) ? (1.0f / ratio) : ratio;
+}
+
+void main()
+{
+ vec3 world_pos = point_object_to_world(vec3(pos, 0.0));
+ gl_Position = point_world_to_ndc(world_pos);
+
+#ifdef STRETCH_ANGLE
+ vec2 v1 = angle_to_v2(uv_angles.x * M_PI);
+ vec2 v2 = angle_to_v2(uv_angles.y * M_PI);
+ float uv_angle = angle_normalized_v2v2(v1, v2) / M_PI;
+ float stretch = 1.0 - abs(uv_angle - angle);
+ stretch = stretch;
+ stretch = 1.0 - stretch * stretch;
+#else
+ float stretch = 1.0 - area_ratio_to_stretch(ratio, totalAreaRatio, totalAreaRatioInv);
+
+#endif
+
+ finalColor = vec4(weight_to_rgb(stretch), 1.0);
+}
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl
new file mode 100644
index 00000000000..c762858a910
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl
@@ -0,0 +1,12 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+in vec3 pos;
+
+void main()
+{
+ /* `pos` contains the coordinates of a quad (-1..1). but we need the coordinates of an image
+ * plane (0..1) */
+ vec3 image_pos = pos * 0.5 + 0.5;
+ vec4 position = point_object_to_ndc(image_pos);
+ gl_Position = position;
+}
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl
new file mode 100644
index 00000000000..11694de38ca
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl
@@ -0,0 +1,33 @@
+
+uniform vec4 outlineColor;
+
+in vec4 radii;
+in vec4 fillColor;
+out vec4 fragColor;
+
+void main()
+{
+ float dist = length(gl_PointCoord - vec2(0.5));
+
+ // transparent outside of point
+ // --- 0 ---
+ // smooth transition
+ // --- 1 ---
+ // pure outline color
+ // --- 2 ---
+ // smooth transition
+ // --- 3 ---
+ // pure fill color
+ // ...
+ // dist = 0 at center of point
+
+ float midStroke = 0.5 * (radii[1] + radii[2]);
+
+ if (dist > midStroke) {
+ fragColor.rgb = outlineColor.rgb;
+ fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
+ }
+ else {
+ fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist));
+ }
+}
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
new file mode 100644
index 00000000000..327a35ce6b2
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
@@ -0,0 +1,44 @@
+#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+uniform float pointSize;
+uniform float outlineWidth;
+
+in vec2 u;
+in int flag;
+
+out vec4 fillColor;
+out vec4 outlineColor;
+out vec4 radii;
+
+/* TODO Theme? */
+const vec4 pinned_col = vec4(1.0, 0.0, 0.0, 1.0);
+
+void main()
+{
+ bool is_selected = (flag & (VERT_UV_SELECT | FACE_UV_SELECT)) != 0;
+ bool is_pinned = (flag & VERT_UV_PINNED) != 0;
+ vec4 deselect_col = (is_pinned) ? pinned_col : vec4(colorWire.rgb, 1.0);
+ fillColor = (is_selected) ? colorVertexSelect : deselect_col;
+ outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 0.0);
+
+ vec3 world_pos = point_object_to_world(vec3(u, 0.0));
+ /* Move selected vertices to the top
+ * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
+ * actual pixels are at 0.75, 1.0 is used for the background. */
+ float depth = is_selected ? 0.05 : 0.15;
+ gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0);
+ gl_PointSize = pointSize;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * pointSize;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+ radii[2] = radius - outlineWidth;
+ radii[3] = radius - outlineWidth - 1.0;
+
+ // convert to PointCoord units
+ radii /= pointSize;
+}
diff --git a/source/blender/draw/engines/overlay/shaders/grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/grid_vert.glsl
index dd0e771ad93..6df4ead9f2a 100644
--- a/source/blender/draw/engines/overlay/shaders/grid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/grid_vert.glsl
@@ -12,7 +12,7 @@ uniform int gridFlag;
#define PLANE_YZ (1 << 6)
#define CLIP_Z_POS (1 << 7)
#define CLIP_Z_NEG (1 << 8)
-
+#define PLANE_IMAGE (1 << 11)
in vec3 pos;
out vec3 local_pos;
@@ -28,9 +28,12 @@ void main()
else if ((gridFlag & PLANE_XZ) != 0) {
vert_pos = vec3(pos.x, 0.0, pos.y);
}
- else {
+ else if ((gridFlag & PLANE_YZ) != 0) {
vert_pos = vec3(0.0, pos.x, pos.y);
}
+ else /* PLANE_IMAGE */ {
+ vert_pos = vec3(pos.xy * 0.5 + 0.5, 0.0);
+ }
local_pos = vert_pos;
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index e154a52b32f..8e3562216e9 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -736,9 +736,11 @@ bool DRW_state_draw_background(void);
/* Avoid too many lookups while drawing */
typedef struct DRWContextState {
- struct ARegion *region; /* 'CTX_wm_region(C)' */
- struct RegionView3D *rv3d; /* 'CTX_wm_region_view3d(C)' */
- struct View3D *v3d; /* 'CTX_wm_view3d(C)' */
+
+ struct ARegion *region; /* 'CTX_wm_region(C)' */
+ struct RegionView3D *rv3d; /* 'CTX_wm_region_view3d(C)' */
+ struct View3D *v3d; /* 'CTX_wm_view3d(C)' */
+ struct SpaceLink *space_data; /* 'CTX_wm_space_data(C)' */
struct Scene *scene; /* 'CTX_data_scene(C)' */
struct ViewLayer *view_layer; /* 'CTX_data_view_layer(C)' */
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index c7ba707d403..d090832dc4b 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -1559,8 +1559,14 @@ void DRW_mesh_batch_cache_create_requested(struct TaskGraph *task_graph,
scene,
ts,
use_hide);
- /* TODO(jbakker): Work-around for threading issues in 2.90. See T79533, T79038. Needs to be
- * solved or made permanent in 2.91. Underlying issue still needs to be researched. */
+
+ /* Ensure that all requested batches have finished.
+ * Ideally we want to remove this sync, but there are cases where this doesn't work.
+ * See T79038 for example.
+ *
+ * An idea to improve this is to separate the Object mode from the edit mode draw caches. And
+ * based on the mode the correct one will be updated. Other option is to look into using
+ * drw_batch_cache_generate_requested_delayed. */
BLI_task_graph_work_and_wait(task_graph);
#ifdef DEBUG
drw_mesh_batch_cache_check_available(task_graph, me);
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index ea5421f3965..56f31a69396 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -178,6 +178,9 @@ void DRW_globals_update(void)
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, gb->colorOutline);
UI_GetThemeColorShadeAlpha4fv(TH_LIGHT, 0, 255, gb->colorLightNoAlpha);
+ /* UV colors */
+ UI_GetThemeColor4fv(TH_UV_SHADOW, gb->colorUVShadow);
+
gb->sizePixel = U.pixelsize;
gb->sizeObjectCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.0f) * U.pixelsize;
gb->sizeLightCenter = (UI_GetThemeValuef(TH_OBCENTER_DIA) + 1.5f) * U.pixelsize;
@@ -210,7 +213,7 @@ void DRW_globals_update(void)
/* TODO more accurate transform. */
srgb_to_linearrgb_v4(color, color);
color += 4;
- } while (color != gb->UBO_LAST_COLOR);
+ } while (color <= gb->UBO_LAST_COLOR);
}
if (G_draw.block_ubo == NULL) {
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index 645848e7fe0..e3967678319 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -33,7 +33,7 @@ struct RegionView3D;
struct ViewLayer;
#define UBO_FIRST_COLOR colorWire
-#define UBO_LAST_COLOR colorFaceFront
+#define UBO_LAST_COLOR colorUVShadow
/* Used as ubo but colors can be directly referenced as well */
/* Keep in sync with: common_globals_lib.glsl (globalsBlock) */
@@ -141,6 +141,8 @@ typedef struct GlobalsUboStorage {
float colorFaceBack[4];
float colorFaceFront[4];
+ float colorUVShadow[4];
+
/* NOTE! Put all color before UBO_LAST_COLOR */
float screenVecs[2][4]; /* padded as vec4 */
float sizeViewport[2], sizeViewportInv[2]; /* packed as vec4 in glsl */
diff --git a/source/blender/draw/intern/draw_fluid.c b/source/blender/draw/intern/draw_fluid.c
index af14f11e6e9..809512bd7dd 100644
--- a/source/blender/draw/intern/draw_fluid.c
+++ b/source/blender/draw/intern/draw_fluid.c
@@ -183,6 +183,10 @@ static GPUTexture *create_volume_texture(const int dim[3],
GPUTexture *tex = NULL;
int final_dim[3] = {UNPACK3(dim)};
+ if (data == NULL) {
+ return NULL;
+ }
+
while (1) {
tex = GPU_texture_create_3d("volume", UNPACK3(final_dim), 1, format, NULL);
@@ -292,6 +296,10 @@ static GPUTexture *create_density_texture(FluidDomainSettings *fds, int highres)
data = manta_smoke_get_density(fds->fluid);
}
+ if (data == NULL) {
+ return NULL;
+ }
+
GPUTexture *tex = create_volume_texture(dim, GPU_R8, data);
swizzle_texture_channel_single(tex);
return tex;
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index e6d51bce54e..203f8af130d 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -78,6 +78,7 @@
#include "RE_pipeline.h"
#include "UI_resources.h"
+#include "UI_view2d.h"
#include "WM_api.h"
#include "wm_window.h"
@@ -94,6 +95,7 @@
#include "engines/eevee/eevee_engine.h"
#include "engines/external/external_engine.h"
#include "engines/gpencil/gpencil_engine.h"
+#include "engines/image/image_engine.h"
#include "engines/overlay/overlay_engine.h"
#include "engines/select/select_engine.h"
#include "engines/workbench/workbench_engine.h"
@@ -126,6 +128,25 @@ static void drw_state_ensure_not_reused(DRWManager *dst)
}
#endif
+static bool drw_draw_show_annotation(void)
+{
+ if (DST.draw_ctx.space_data == NULL) {
+ View3D *v3d = DST.draw_ctx.v3d;
+ return (v3d && ((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) &&
+ ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0));
+ }
+
+ switch (DST.draw_ctx.space_data->spacetype) {
+ case SPACE_IMAGE: {
+ SpaceImage *sima = (SpaceImage *)DST.draw_ctx.space_data;
+ return (sima->flag & SI_SHOW_GPENCIL) != 0;
+ }
+ default:
+ BLI_assert("");
+ return false;
+ }
+}
+
/* -------------------------------------------------------------------- */
/** \name Threading
* \{ */
@@ -287,6 +308,7 @@ struct DupliObject *DRW_object_get_dupli(const Object *UNUSED(ob))
/** \name Color Management
* \{ */
+/* TODO(fclem) This should be a render engine callback to determine if we need CM or not. */
static void drw_viewport_colormanagement_set(void)
{
Scene *scene = DST.draw_ctx.scene;
@@ -296,21 +318,43 @@ static void drw_viewport_colormanagement_set(void)
ColorManagedViewSettings view_settings;
float dither = 0.0f;
- /* TODO(fclem) This should be a render engine callback to determine if we need CM or not. */
- bool use_workbench = BKE_scene_uses_blender_workbench(scene);
-
- bool use_scene_lights = (!v3d ||
- ((v3d->shading.type == OB_MATERIAL) &&
- (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
- ((v3d->shading.type == OB_RENDER) &&
- (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)));
- bool use_scene_world =
- (!v3d ||
- ((v3d->shading.type == OB_MATERIAL) && (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
- ((v3d->shading.type == OB_RENDER) && (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER)));
- bool use_view_transform = v3d && (v3d->shading.type >= OB_MATERIAL);
- bool use_render_settings = v3d && ((use_workbench && use_view_transform) || use_scene_lights ||
- use_scene_world);
+ bool use_render_settings = false;
+ bool use_view_transform = false;
+
+ if (v3d) {
+ bool use_workbench = BKE_scene_uses_blender_workbench(scene);
+
+ bool use_scene_lights = (!v3d ||
+ ((v3d->shading.type == OB_MATERIAL) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
+ ((v3d->shading.type == OB_RENDER) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)));
+ bool use_scene_world = (!v3d ||
+ ((v3d->shading.type == OB_MATERIAL) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
+ ((v3d->shading.type == OB_RENDER) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER)));
+ use_view_transform = v3d && (v3d->shading.type >= OB_MATERIAL);
+ use_render_settings = v3d && ((use_workbench && use_view_transform) || use_scene_lights ||
+ use_scene_world);
+ }
+ else if (DST.draw_ctx.space_data && DST.draw_ctx.space_data->spacetype == SPACE_IMAGE) {
+ SpaceImage *sima = (SpaceImage *)DST.draw_ctx.space_data;
+ Image *image = sima->image;
+
+ /* Use inverse logic as there isn't a setting for `Color And Alpha`. */
+ const eSpaceImage_Flag display_channels_mode = sima->flag;
+ const bool display_color_channel = (display_channels_mode & (SI_SHOW_ALPHA | SI_SHOW_ZBUF)) ==
+ 0;
+ if (display_color_channel && image && (image->source != IMA_SRC_GENERATED) &&
+ ((image->flag & IMA_VIEW_AS_RENDER) != 0)) {
+ use_render_settings = true;
+ }
+ }
+ else {
+ use_render_settings = true;
+ use_view_transform = false;
+ }
if (use_render_settings) {
/* Use full render settings, for renders with scene lighting. */
@@ -495,6 +539,8 @@ static void draw_unit_state_create(void)
static void drw_viewport_var_init(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
+ ARegion *region = DST.draw_ctx.region;
+
/* Refresh DST.size */
if (DST.viewport) {
int size[2];
@@ -585,6 +631,24 @@ static void drw_viewport_var_init(void)
DST.view_active = DST.view_default;
DST.view_previous = NULL;
}
+ else if (region) {
+ View2D *v2d = &region->v2d;
+ float viewmat[4][4];
+ float winmat[4][4];
+
+ rctf region_space = {0.0f, 1.0f, 0.0f, 1.0f};
+ BLI_rctf_transform_calc_m4_pivot_min(&v2d->cur, &region_space, viewmat);
+
+ unit_m4(winmat);
+ winmat[0][0] = 2.0f;
+ winmat[1][1] = 2.0f;
+ winmat[3][0] = -1.0f;
+ winmat[3][1] = -1.0f;
+
+ DST.view_default = DRW_view_create(viewmat, winmat, NULL, NULL, NULL);
+ DST.view_active = DST.view_default;
+ DST.view_previous = NULL;
+ }
else {
zero_v3(DST.screenvecs[0]);
zero_v3(DST.screenvecs[1]);
@@ -596,7 +660,7 @@ static void drw_viewport_var_init(void)
}
/* fclem: Is this still needed ? */
- if (DST.draw_ctx.object_edit) {
+ if (DST.draw_ctx.object_edit && rv3d) {
ED_view3d_init_mats_rv3d(DST.draw_ctx.object_edit, rv3d);
}
@@ -1163,6 +1227,19 @@ static void drw_engines_enable_basic(void)
use_drw_engine(&draw_engine_basic_type);
}
+static void drw_engines_enable_editors(void)
+{
+ SpaceLink *space_data = DST.draw_ctx.space_data;
+ if (!space_data) {
+ return;
+ }
+
+ if (space_data->spacetype == SPACE_IMAGE) {
+ use_drw_engine(&draw_engine_image_type);
+ use_drw_engine(&draw_engine_overlay_type);
+ }
+}
+
static void drw_engines_enable(ViewLayer *UNUSED(view_layer),
RenderEngineType *engine_type,
bool gpencil_engine_needed)
@@ -1299,8 +1376,7 @@ void DRW_draw_callbacks_post_scene(void)
View3D *v3d = DST.draw_ctx.v3d;
Depsgraph *depsgraph = DST.draw_ctx.depsgraph;
- const bool do_annotations = (v3d && ((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) &&
- ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0));
+ const bool do_annotations = drw_draw_show_annotation();
if (DST.draw_ctx.evil_C) {
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
@@ -1387,21 +1463,30 @@ struct DRWTextStore *DRW_text_cache_ensure(void)
* for each relevant engine / mode engine. */
void DRW_draw_view(const bContext *C)
{
- Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
- ARegion *region = CTX_wm_region(C);
View3D *v3d = CTX_wm_view3d(C);
- Scene *scene = DEG_get_evaluated_scene(depsgraph);
- RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
- GPUViewport *viewport = WM_draw_region_get_bound_viewport(region);
+ if (v3d) {
+ Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
+ ARegion *region = CTX_wm_region(C);
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
+ GPUViewport *viewport = WM_draw_region_get_bound_viewport(region);
- /* Reset before using it. */
- drw_state_prepare_clean_for_draw(&DST);
- DST.options.draw_text = ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 &&
- (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) != 0);
- DST.options.draw_background = (scene->r.alphamode == R_ADDSKY) ||
- (v3d->shading.type != OB_RENDER);
- DST.options.do_color_management = true;
- DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, viewport, C);
+ /* Reset before using it. */
+ drw_state_prepare_clean_for_draw(&DST);
+ DST.options.draw_text = ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 &&
+ (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) != 0);
+ DST.options.draw_background = (scene->r.alphamode == R_ADDSKY) ||
+ (v3d->shading.type != OB_RENDER);
+ DST.options.do_color_management = true;
+ DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, viewport, C);
+ }
+ else {
+ Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
+ ARegion *ar = CTX_wm_region(C);
+ GPUViewport *viewport = WM_draw_region_get_bound_viewport(ar);
+ drw_state_prepare_clean_for_draw(&DST);
+ DRW_draw_render_loop_2d_ex(depsgraph, ar, viewport, C);
+ }
}
/**
@@ -1909,6 +1994,171 @@ void DRW_cache_restart(void)
copy_v2_v2(DST.inv_size, inv_size);
}
+void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
+ ARegion *region,
+ GPUViewport *viewport,
+ const bContext *evil_C)
+{
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
+
+ DST.draw_ctx.evil_C = evil_C;
+ DST.viewport = viewport;
+
+ /* Setup viewport */
+ DST.draw_ctx = (DRWContextState){
+ .region = region,
+ .scene = scene,
+ .view_layer = view_layer,
+ .obact = OBACT(view_layer),
+ .depsgraph = depsgraph,
+ .space_data = CTX_wm_space_data(evil_C),
+
+ /* reuse if caller sets */
+ .evil_C = DST.draw_ctx.evil_C,
+ };
+
+ drw_context_state_init();
+ drw_viewport_var_init();
+ drw_viewport_colormanagement_set();
+
+ /* TODO(jbakker): Only populate when editor needs to draw object.
+ * for the image editor this is when showing UV's.*/
+ const bool do_populate_loop = true;
+ const bool do_annotations = drw_draw_show_annotation();
+
+ /* Get list of enabled engines */
+ drw_engines_enable_editors();
+ drw_engines_data_validate();
+
+ /* Update ubos */
+ DRW_globals_update();
+
+ drw_debug_init();
+
+ /* No framebuffer allowed before drawing. */
+ BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
+ GPU_framebuffer_bind(DST.default_framebuffer);
+ GPU_framebuffer_clear_depth_stencil(DST.default_framebuffer, 1.0f, 0xFF);
+
+ /* Init engines */
+ drw_engines_init();
+ drw_task_graph_init();
+
+ /* Cache filling */
+ {
+ PROFILE_START(stime);
+ drw_engines_cache_init();
+
+ /* Only iterate over objects when overlay uses object data. */
+ if (do_populate_loop) {
+ DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
+ drw_engines_cache_populate(ob);
+ }
+ DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
+ }
+
+ drw_engines_cache_finish();
+
+ DRW_render_instance_buffer_finish();
+
+#ifdef USE_PROFILE
+ double *cache_time = GPU_viewport_cache_time_get(DST.viewport);
+ PROFILE_END_UPDATE(*cache_time, stime);
+#endif
+ }
+ drw_task_graph_deinit();
+
+ DRW_stats_begin();
+
+ GPU_framebuffer_bind(DST.default_framebuffer);
+
+ /* Start Drawing */
+ DRW_state_reset();
+
+ if (DST.draw_ctx.evil_C) {
+ ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_PRE_VIEW);
+ }
+
+ drw_engines_draw_scene();
+
+ /* Fix 3D view being "laggy" on macos and win+nvidia. (See T56996, T61474) */
+ GPU_flush();
+
+ if (DST.draw_ctx.evil_C) {
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DRW_state_reset();
+
+ GPU_framebuffer_bind(dfbl->overlay_fb);
+
+ if (do_annotations) {
+ GPU_depth_test(false);
+ GPU_matrix_push_projection();
+ wmOrtho2(
+ region->v2d.cur.xmin, region->v2d.cur.xmax, region->v2d.cur.ymin, region->v2d.cur.ymax);
+ ED_annotation_draw_view2d(DST.draw_ctx.evil_C, true);
+ GPU_matrix_pop_projection();
+
+ GPU_depth_test(true);
+ }
+
+ GPU_depth_test(false);
+ ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_POST_VIEW);
+ GPU_depth_test(true);
+ /* Callback can be nasty and do whatever they want with the state.
+ * Don't trust them! */
+ DRW_state_reset();
+
+ GPU_depth_test(false);
+ drw_engines_draw_text();
+ GPU_depth_test(true);
+
+ if (do_annotations) {
+ GPU_depth_test(false);
+ ED_annotation_draw_view2d(DST.draw_ctx.evil_C, false);
+ GPU_depth_test(true);
+ }
+ }
+
+ DRW_draw_cursor_2d();
+ ED_region_pixelspace(DST.draw_ctx.region);
+
+ {
+ GPU_depth_test(false);
+ DRW_draw_gizmo_2d();
+ GPU_depth_test(true);
+ }
+
+ DRW_stats_reset();
+
+ if (G.debug_value > 20 && G.debug_value < 30) {
+ GPU_depth_test(false);
+ /* local coordinate visible rect inside region, to accommodate overlapping ui */
+ const rcti *rect = ED_region_visible_rect(DST.draw_ctx.region);
+ DRW_stats_draw(rect);
+ GPU_depth_test(true);
+ }
+
+ if (WM_draw_region_get_bound_viewport(region)) {
+ /* Don't unbind the framebuffer yet in this case and let
+ * GPU_viewport_unbind do it, so that we can still do further
+ * drawing of action zones on top. */
+ }
+ else {
+ GPU_framebuffer_restore();
+ }
+
+ DRW_state_reset();
+ drw_engines_disable();
+
+ drw_viewport_cache_resize();
+
+#ifdef DEBUG
+ /* Avoid accidental reuse. */
+ drw_state_ensure_not_reused(&DST);
+#endif
+}
+
static struct DRWSelectBuffer {
struct GPUFrameBuffer *framebuffer_depth_only;
struct GPUTexture *texture_depth;
@@ -2637,6 +2887,8 @@ void DRW_engines_register(void)
DRW_engine_register(&draw_engine_select_type);
DRW_engine_register(&draw_engine_basic_type);
+ DRW_engine_register(&draw_engine_image_type);
+
/* setup callbacks */
{
BKE_mball_batch_cache_dirty_tag_cb = DRW_mball_batch_cache_dirty_tag;
diff --git a/source/blender/draw/intern/draw_manager_text.c b/source/blender/draw/intern/draw_manager_text.c
index adcac15ab85..e3d0dab6767 100644
--- a/source/blender/draw/intern/draw_manager_text.c
+++ b/source/blender/draw/intern/draw_manager_text.c
@@ -24,6 +24,7 @@
#include "BLI_math.h"
#include "BLI_memiter.h"
+#include "BLI_rect.h"
#include "BLI_string.h"
#include "BKE_editmesh.h"
@@ -122,76 +123,105 @@ void DRW_text_cache_add(DRWTextStore *dt,
}
}
-void DRW_text_cache_draw(DRWTextStore *dt, ARegion *region, struct View3D *v3d)
+static void drw_text_cache_draw_ex(DRWTextStore *dt, ARegion *region)
{
- RegionView3D *rv3d = region->regiondata;
ViewCachedString *vos;
- int tot = 0;
-
- /* project first and test */
BLI_memiter_handle it;
- BLI_memiter_iter_init(dt->cache_strings, &it);
- while ((vos = BLI_memiter_iter_step(&it))) {
- if (ED_view3d_project_short_ex(
- region,
- (vos->flag & DRW_TEXT_CACHE_GLOBALSPACE) ? rv3d->persmat : rv3d->persmatob,
- (vos->flag & DRW_TEXT_CACHE_LOCALCLIP) != 0,
- vos->vec,
- vos->sco,
- V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR) ==
- V3D_PROJ_RET_OK) {
- tot++;
- }
- else {
- vos->sco[0] = IS_CLIPPED;
- }
- }
+ int col_pack_prev = 0;
- if (tot) {
- int col_pack_prev = 0;
+ float original_proj[4][4];
+ GPU_matrix_projection_get(original_proj);
+ wmOrtho2_region_pixelspace(region);
- /* Disable clipping for text */
- if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
- GPU_clip_distances(0);
- }
+ GPU_matrix_push();
+ GPU_matrix_identity_set();
- float original_proj[4][4];
- GPU_matrix_projection_get(original_proj);
- wmOrtho2_region_pixelspace(region);
+ const int font_id = BLF_default();
- GPU_matrix_push();
- GPU_matrix_identity_set();
+ const uiStyle *style = UI_style_get();
- const int font_id = BLF_default();
+ BLF_size(font_id, style->widget.points * U.pixelsize, U.dpi);
- const uiStyle *style = UI_style_get();
+ BLI_memiter_iter_init(dt->cache_strings, &it);
+ while ((vos = BLI_memiter_iter_step(&it))) {
+ if (vos->sco[0] != IS_CLIPPED) {
+ if (col_pack_prev != vos->col.pack) {
+ BLF_color4ubv(font_id, vos->col.ub);
+ col_pack_prev = vos->col.pack;
+ }
+
+ BLF_position(
+ font_id, (float)(vos->sco[0] + vos->xoffs), (float)(vos->sco[1] + vos->yoffs), 2.0f);
+
+ ((vos->flag & DRW_TEXT_CACHE_ASCII) ? BLF_draw_ascii : BLF_draw)(
+ font_id,
+ (vos->flag & DRW_TEXT_CACHE_STRING_PTR) ? *((const char **)vos->str) : vos->str,
+ vos->str_len);
+ }
+ }
- BLF_size(font_id, style->widget.points * U.pixelsize, U.dpi);
+ GPU_matrix_pop();
+ GPU_matrix_projection_set(original_proj);
+}
+void DRW_text_cache_draw(DRWTextStore *dt, ARegion *region, struct View3D *v3d)
+{
+ ViewCachedString *vos;
+ if (v3d) {
+ RegionView3D *rv3d = region->regiondata;
+ int tot = 0;
+ /* project first and test */
+ BLI_memiter_handle it;
BLI_memiter_iter_init(dt->cache_strings, &it);
while ((vos = BLI_memiter_iter_step(&it))) {
- if (vos->sco[0] != IS_CLIPPED) {
- if (col_pack_prev != vos->col.pack) {
- BLF_color4ubv(font_id, vos->col.ub);
- col_pack_prev = vos->col.pack;
- }
+ if (ED_view3d_project_short_ex(
+ region,
+ (vos->flag & DRW_TEXT_CACHE_GLOBALSPACE) ? rv3d->persmat : rv3d->persmatob,
+ (vos->flag & DRW_TEXT_CACHE_LOCALCLIP) != 0,
+ vos->vec,
+ vos->sco,
+ V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR) ==
+ V3D_PROJ_RET_OK) {
+ tot++;
+ }
+ else {
+ vos->sco[0] = IS_CLIPPED;
+ }
+ }
- BLF_position(
- font_id, (float)(vos->sco[0] + vos->xoffs), (float)(vos->sco[1] + vos->yoffs), 2.0f);
+ if (tot) {
+ /* Disable clipping for text */
+ const bool rv3d_clipping_enabled = RV3D_CLIPPING_ENABLED(v3d, rv3d);
+ if (rv3d_clipping_enabled) {
+ GPU_clip_distances(0);
+ }
+
+ drw_text_cache_draw_ex(dt, region);
- ((vos->flag & DRW_TEXT_CACHE_ASCII) ? BLF_draw_ascii : BLF_draw)(
- font_id,
- (vos->flag & DRW_TEXT_CACHE_STRING_PTR) ? *((const char **)vos->str) : vos->str,
- vos->str_len);
+ if (rv3d_clipping_enabled) {
+ GPU_clip_distances(6);
}
}
+ }
+ else {
+ /* project first */
+ BLI_memiter_handle it;
+ BLI_memiter_iter_init(dt->cache_strings, &it);
+ View2D *v2d = &region->v2d;
+ float viewmat[4][4];
+ rctf region_space = {0.0f, region->winx, 0.0f, region->winy};
+ BLI_rctf_transform_calc_m4_pivot_min(&v2d->cur, &region_space, viewmat);
- GPU_matrix_pop();
- GPU_matrix_projection_set(original_proj);
+ while ((vos = BLI_memiter_iter_step(&it))) {
+ float p[3];
+ copy_v3_v3(p, vos->vec);
+ mul_m4_v3(viewmat, p);
- if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
- GPU_clip_distances(6);
+ vos->sco[0] = p[0];
+ vos->sco[1] = p[1];
}
+
+ drw_text_cache_draw_ex(dt, region);
}
}
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index d01e1a51080..3033cf70b29 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -35,6 +35,7 @@
#include "GPU_shader.h"
#include "UI_resources.h"
+#include "UI_view2d.h"
#include "WM_types.h"
@@ -196,6 +197,65 @@ void DRW_draw_cursor(void)
}
}
+/* -------------------------------------------------------------------- */
+
+/** \name 2D Cursor
+ * \{ */
+
+static bool is_cursor_visible_2d(const DRWContextState *draw_ctx)
+{
+ SpaceInfo *space_data = (SpaceInfo *)draw_ctx->space_data;
+ if (space_data == NULL) {
+ return false;
+ }
+ if (space_data->spacetype == SPACE_IMAGE) {
+ SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
+ return sima->mode == SI_MODE_UV;
+ }
+ return false;
+}
+
+void DRW_draw_cursor_2d(void)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ARegion *region = draw_ctx->region;
+
+ GPU_color_mask(true, true, true, true);
+ GPU_depth_mask(false);
+ GPU_depth_test(GPU_DEPTH_NONE);
+
+ if (is_cursor_visible_2d(draw_ctx)) {
+ SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
+ int co[2];
+ UI_view2d_view_to_region(&region->v2d, sima->cursor[0], sima->cursor[1], &co[0], &co[1]);
+
+ /* Draw nice Anti Aliased cursor. */
+ GPU_line_width(1.0f);
+ GPU_blend(true);
+ GPU_line_smooth(true);
+
+ /* Draw lines */
+ float original_proj[4][4];
+ GPU_matrix_projection_get(original_proj);
+ GPU_matrix_push();
+ ED_region_pixelspace(region);
+ GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
+ GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
+
+ GPUBatch *cursor_batch = DRW_cache_cursor_get(true);
+ GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
+ GPU_batch_set_shader(cursor_batch, shader);
+
+ GPU_batch_draw(cursor_batch);
+
+ GPU_blend(false);
+ GPU_line_smooth(false);
+ GPU_matrix_pop();
+ GPU_matrix_projection_set(original_proj);
+ }
+}
+/* \} */
+
/* **************************** 3D Gizmo ******************************** */
void DRW_draw_gizmo_3d(void)
diff --git a/source/blender/draw/intern/draw_view.h b/source/blender/draw/intern/draw_view.h
index a01a2d0dcce..24fabaae05e 100644
--- a/source/blender/draw/intern/draw_view.h
+++ b/source/blender/draw/intern/draw_view.h
@@ -25,5 +25,6 @@
void DRW_draw_region_info(void);
void DRW_clear_background(void);
void DRW_draw_cursor(void);
+void DRW_draw_cursor_2d(void);
void DRW_draw_gizmo_3d(void);
void DRW_draw_gizmo_2d(void);
diff --git a/source/blender/draw/intern/shaders/common_globals_lib.glsl b/source/blender/draw/intern/shaders/common_globals_lib.glsl
index bd1b1fb6f3a..691f1d5e519 100644
--- a/source/blender/draw/intern/shaders/common_globals_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_globals_lib.glsl
@@ -103,6 +103,8 @@ layout(std140) uniform globalsBlock
vec4 colorFaceBack;
vec4 colorFaceFront;
+ vec4 colorUVShadow;
+
vec4 screenVecs[2];
vec4 sizeViewport; /* Inverted size in zw. */
diff --git a/source/blender/draw/tests/shaders_test.cc b/source/blender/draw/tests/shaders_test.cc
index b73c94208b5..8feccc9588e 100644
--- a/source/blender/draw/tests/shaders_test.cc
+++ b/source/blender/draw/tests/shaders_test.cc
@@ -11,6 +11,7 @@
#include "engines/eevee/eevee_private.h"
#include "engines/gpencil/gpencil_engine.h"
+#include "engines/image/image_private.h"
#include "engines/overlay/overlay_private.h"
#include "engines/workbench/workbench_private.h"
@@ -151,8 +152,19 @@ TEST_F(DrawTest, gpencil_glsl_shaders)
GPENCIL_shader_free();
}
+TEST_F(DrawTest, image_glsl_shaders)
+{
+ IMAGE_shader_library_ensure();
+
+ EXPECT_NE(IMAGE_shader_image_get(), nullptr);
+
+ IMAGE_shader_free();
+}
+
TEST_F(DrawTest, overlay_glsl_shaders)
{
+ OVERLAY_shader_library_ensure();
+
for (int i = 0; i < 2; i++) {
eGPUShaderConfig sh_cfg = i == 0 ? GPU_SHADER_CFG_DEFAULT : GPU_SHADER_CFG_CLIPPED;
DRW_draw_state_init_gtests(sh_cfg);
@@ -189,6 +201,13 @@ TEST_F(DrawTest, overlay_glsl_shaders)
EXPECT_NE(OVERLAY_shader_edit_mesh_vert(), nullptr);
EXPECT_NE(OVERLAY_shader_edit_particle_strand(), nullptr);
EXPECT_NE(OVERLAY_shader_edit_particle_point(), nullptr);
+ EXPECT_NE(OVERLAY_shader_edit_uv_edges_get(), nullptr);
+ EXPECT_NE(OVERLAY_shader_edit_uv_face_get(), nullptr);
+ EXPECT_NE(OVERLAY_shader_edit_uv_face_dots_get(), nullptr);
+ EXPECT_NE(OVERLAY_shader_edit_uv_verts_get(), nullptr);
+ EXPECT_NE(OVERLAY_shader_edit_uv_stretching_area_get(), nullptr);
+ 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_extra(false), nullptr);
EXPECT_NE(OVERLAY_shader_extra(true), nullptr);
EXPECT_NE(OVERLAY_shader_extra_groundline(), nullptr);
@@ -201,6 +220,7 @@ TEST_F(DrawTest, overlay_glsl_shaders)
EXPECT_NE(OVERLAY_shader_facing(), nullptr);
EXPECT_NE(OVERLAY_shader_gpencil_canvas(), nullptr);
EXPECT_NE(OVERLAY_shader_grid(), nullptr);
+ EXPECT_NE(OVERLAY_shader_grid_image(), nullptr);
EXPECT_NE(OVERLAY_shader_image(), nullptr);
EXPECT_NE(OVERLAY_shader_motion_path_line(), nullptr);
EXPECT_NE(OVERLAY_shader_motion_path_vert(), nullptr);