Age | Commit message (Collapse) | Author |
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This patch will apply the view transform when a movie clip is used as
camera background image. It does this by rendering the image in the
color buffer when it needs the view transform. For other images it uses
the overlay buffer.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7067
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/draw` module. Not all warnings are addressed
in this commit.
No functional changes.
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This is in order to disolve GPU_draw.h into more meaningful code blocks.
All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.
The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.
The Image garbage collection is also ported to `image_gpu.c`.
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This makes it less confusing what functions are for blender
structures.
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This is to match the option name and to avoid confusion with
workbench xray mode.
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This changes to premultiplied blending for all cases and put the premult
in the shader.
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Differential Revision: https://developer.blender.org/D7418
Reviewers: campbellbarton, brecht
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Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
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These headers are not needed right away, but will be in the upcoming
commit.
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Note: Without D6922 stereo is too broken to even test this patch.
With D6922 + this patch the fullscreen modes work (anaglyph/interlace not yet).
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Part of the fix was to get gputexture to use an array to accomodate each
eye. This takes care of viewports showing individual Left or Right
views.
For the combined view the fix was in overlay_image.c:camera_background_images_stereo_setup.
Note 1: Referece images are still not supporting stereo.
Note 2: For painting, and getting image bindcode I'm hardcording a
single-view experience.
Note 3: Without D6922 stereo is too broken to even test this patch.
With D6922 + this patch the fullscreen modes work (anaglyph/interlace
not yet).
Differential Revision: D7143
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Reviewed By: brecht sergey jbakker
Differential Revision: http://developer.blender.org/D6729
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In blender 2.79 you could use a render result as a camera background
image. This is useful during layout/compositing. During Blender 2.80
development there were 2 issues introduced that removed this feature.
* to receive a render result the image required a lock. This lock wasn't passed and therefore no image was read from the result. Generating an GPUTexture from an Blender image also didn't do the locking.
* the iuser->scene field wasn't set what is required for render results.
This change adds an optional `ibuf` parameter to `GPU_texture_from_blender` that can be passed when available.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D6684
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The Camera Background Images uses a alpha under blending. For alpha
under blending to work correctly the framebuffer containing the result
of the render engine needs to be active
(`DefaultFramebufferList.default_fb`) and the source blend color needs
to be premultiplied with alpha.
Due to recent refactoring this wasn't the case and it seemed that the
background image was drawn in front of the scene. This patch sets the
correct state so it seems to be drawn behind the scene.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6365
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- Remove pd->view_default, was a leftover from TAA implementation
- Sanitize active_view switches.
- Sanitize framebuffers switches.
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This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
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