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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c89
1 files changed, 72 insertions, 17 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 929929c7dd0..94d0ffcc9ee 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -94,6 +94,7 @@
#include "GPU_draw.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
+#include "GPU_compositing.h"
#include "view3d_intern.h" /* own include */
@@ -1374,7 +1375,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
}
if (rv3d->gpuoffscreen)
- GPU_offscreen_bind(rv3d->gpuoffscreen);
+ GPU_offscreen_bind(rv3d->gpuoffscreen, true);
else
glScissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
@@ -1397,7 +1398,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
draw_object_backbufsel(scene, v3d, rv3d, base->object);
if (rv3d->gpuoffscreen)
- GPU_offscreen_unbind(rv3d->gpuoffscreen);
+ GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
else
ar->swap = 0; /* mark invalid backbuf for wm draw */
@@ -1423,10 +1424,10 @@ void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int form
RegionView3D *rv3d = ar->regiondata;
if (rv3d->gpuoffscreen) {
- GPU_offscreen_bind(rv3d->gpuoffscreen);
+ GPU_offscreen_bind(rv3d->gpuoffscreen, true);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadPixels(x, y, w, h, format, type, data);
- GPU_offscreen_unbind(rv3d->gpuoffscreen);
+ GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
}
else {
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
@@ -2532,7 +2533,10 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
/* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */
- ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat, false, false);
+ ED_view3d_draw_offscreen(
+ scene, v3d, &ar, winsize, winsize, viewmat, winmat,
+ false, false, true,
+ NULL, NULL, NULL);
GPU_lamp_shadow_buffer_unbind(shadow->lamp);
v3d->drawtype = drawtype;
@@ -3049,13 +3053,18 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
/* ED_view3d_draw_offscreen_init should be called before this to initialize
* stuff like shadow buffers
*/
-void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
- float viewmat[4][4], float winmat[4][4],
- bool do_bgpic, bool do_sky)
+void ED_view3d_draw_offscreen(
+ Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
+ float viewmat[4][4], float winmat[4][4],
+ bool do_bgpic, bool do_sky, bool is_persp,
+ GPUOffScreen *ofs,
+ GPUFX *fx, GPUFXSettings *fx_settings)
{
struct bThemeState theme_state;
int bwinx, bwiny;
rcti brect;
+ bool do_compositing = false;
+ RegionView3D *rv3d = ar->regiondata;
glPushMatrix();
@@ -3082,9 +3091,15 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
* warning! can be slow so only free animated images - campbell */
GPU_free_images_anim();
}
- /* setup view matrices */
+
+ /* setup view matrices before fx or unbinding the offscreen buffers will cause issues */
view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
-
+
+ /* framebuffer fx needed, we need to draw offscreen first */
+ if (v3d->fx_settings.fx_flag && fx) {
+ do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
+ }
+
/* clear opengl buffers */
if (do_sky) {
view3d_main_area_clear(scene, v3d, ar, true);
@@ -3097,6 +3112,13 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
/* main drawing call */
view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true);
+ /* post process */
+ if (do_compositing) {
+ if (!winmat)
+ is_persp = rv3d->is_persp;
+ GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
+ }
+
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* draw grease-pencil stuff */
ED_region_pixelspace(ar);
@@ -3131,7 +3153,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in
ImBuf *ibuf;
GPUOffScreen *ofs;
bool draw_sky = (alpha_mode == R_ADDSKY);
-
+
/* state changes make normal drawing go weird otherwise */
glPushAttrib(GL_LIGHTING_BIT);
@@ -3144,11 +3166,13 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in
ED_view3d_draw_offscreen_init(scene, v3d);
- GPU_offscreen_bind(ofs);
+ GPU_offscreen_bind(ofs, true);
/* render 3d view */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
CameraParams params;
+ GPUFXSettings fx_settings = {0};
+ Object *camera = v3d->camera;
BKE_camera_params_init(&params);
/* fallback for non camera objects */
@@ -3158,10 +3182,18 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in
BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
BKE_camera_params_compute_matrix(&params);
- ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, params.winmat, draw_background, draw_sky);
+ BKE_camera_to_gpu_dof(camera, &fx_settings);
+
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, params.winmat,
+ draw_background, draw_sky, !params.is_ortho,
+ ofs, NULL, &fx_settings);
}
else {
- ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL, draw_background, draw_sky);
+ ED_view3d_draw_offscreen(
+ scene, v3d, ar, sizex, sizey, NULL, NULL,
+ draw_background, draw_sky, true,
+ ofs, NULL, NULL);
}
/* read in pixels & stamp */
@@ -3173,7 +3205,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
/* unbind */
- GPU_offscreen_unbind(ofs);
+ GPU_offscreen_unbind(ofs, true);
GPU_offscreen_free(ofs);
glPopAttrib();
@@ -3451,13 +3483,15 @@ static void update_lods(Scene *scene, float camera_pos[3])
}
#endif
-
static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3D *v3d,
ARegion *ar, const char **grid_unit)
{
RegionView3D *rv3d = ar->regiondata;
unsigned int lay_used = v3d->lay_used;
-
+
+ /* post processing */
+ bool do_compositing = false;
+
/* shadow buffers, before we setup matrices */
if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows(scene, v3d);
@@ -3481,6 +3515,22 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
}
#endif
+ /* framebuffer fx needed, we need to draw offscreen first */
+ if (v3d->fx_settings.fx_flag) {
+ GPUFXSettings fx_settings;
+ BKE_screen_gpu_fx_validate(&v3d->fx_settings);
+ fx_settings = v3d->fx_settings;
+ if (!rv3d->compositor)
+ rv3d->compositor = GPU_fx_compositor_create();
+
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera)
+ BKE_camera_to_gpu_dof(v3d->camera, &fx_settings);
+ else {
+ fx_settings.dof = NULL;
+ }
+ do_compositing = GPU_fx_compositor_initialize_passes(rv3d->compositor, &ar->winrct, &ar->drawrct, &fx_settings);
+ }
+
/* clear the background */
view3d_main_area_clear(scene, v3d, ar, false);
@@ -3492,6 +3542,11 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
/* main drawing call */
view3d_draw_objects(C, scene, v3d, ar, grid_unit, true, false);
+ /* post process */
+ if (do_compositing) {
+ GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL);
+ }
+
/* Disable back anti-aliasing */
if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) {
glDisable(GL_MULTISAMPLE_ARB);