ImageTileWrapper is a wrapper around ImageTile to centralize tile calculations when using CPP. Currentry used by the image engine and will be used for the 3d texturing brush project.
524 lines
21 KiB
C++
524 lines
21 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*/
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#pragma once
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#include "BKE_image_partial_update.hh"
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#include "IMB_imbuf_types.h"
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#include "BLI_float4x4.hh"
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#include "BLI_math_vec_types.hh"
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#include "image_batches.hh"
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#include "image_private.hh"
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namespace blender::draw::image_engine {
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constexpr float EPSILON_UV_BOUNDS = 0.00001f;
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/**
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* \brief Screen space method using a single texture spawning the whole screen.
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*/
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struct OneTextureMethod {
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IMAGE_InstanceData *instance_data;
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OneTextureMethod(IMAGE_InstanceData *instance_data) : instance_data(instance_data)
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{
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}
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/** \brief Update the texture slot uv and screen space bounds. */
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void update_screen_space_bounds(const ARegion *region)
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{
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/* Create a single texture that covers the visible screen space. */
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BLI_rctf_init(
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&instance_data->texture_infos[0].clipping_bounds, 0, region->winx, 0, region->winy);
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instance_data->texture_infos[0].visible = true;
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/* Mark the other textures as invalid. */
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for (int i = 1; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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BLI_rctf_init_minmax(&instance_data->texture_infos[i].clipping_bounds);
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instance_data->texture_infos[i].visible = false;
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}
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}
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void update_screen_uv_bounds()
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{
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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update_screen_uv_bounds(instance_data->texture_infos[0]);
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}
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}
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void update_screen_uv_bounds(TextureInfo &info)
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{
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/* Although this works, computing an inverted matrix adds some precision issues and leads to
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* tearing artifacts. This should be modified to use the scaling and transformation from the
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* not inverted matrix. */
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float4x4 mat(instance_data->ss_to_texture);
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float4x4 mat_inv = mat.inverted();
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float3 min_uv = mat_inv * float3(0.0f, 0.0f, 0.0f);
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float3 max_uv = mat_inv * float3(1.0f, 1.0f, 0.0f);
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rctf new_clipping_bounds;
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BLI_rctf_init(&new_clipping_bounds, min_uv[0], max_uv[0], min_uv[1], max_uv[1]);
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if (!BLI_rctf_compare(&info.clipping_uv_bounds, &new_clipping_bounds, EPSILON_UV_BOUNDS)) {
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info.clipping_uv_bounds = new_clipping_bounds;
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info.dirty = true;
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}
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}
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};
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using namespace blender::bke::image::partial_update;
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using namespace blender::bke::image;
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template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractDrawingMode {
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private:
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DRWPass *create_image_pass() const
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{
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DRWState state = static_cast<DRWState>(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS |
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DRW_STATE_BLEND_ALPHA_PREMUL);
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return DRW_pass_create("Image", state);
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}
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DRWPass *create_depth_pass() const
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{
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/* Depth is needed for background overlay rendering. Near depth is used for
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* transparency checker and Far depth is used for indicating the image size. */
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DRWState state = static_cast<DRWState>(DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
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return DRW_pass_create("Depth", state);
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}
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void add_shgroups(const IMAGE_InstanceData *instance_data) const
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{
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const ShaderParameters &sh_params = instance_data->sh_params;
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GPUShader *shader = IMAGE_shader_image_get();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DRWShadingGroup *shgrp = DRW_shgroup_create(shader, instance_data->passes.image_pass);
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DRW_shgroup_uniform_vec2_copy(shgrp, "farNearDistances", sh_params.far_near);
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DRW_shgroup_uniform_vec4_copy(shgrp, "shuffle", sh_params.shuffle);
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DRW_shgroup_uniform_int_copy(shgrp, "drawFlags", sh_params.flags);
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DRW_shgroup_uniform_bool_copy(shgrp, "imgPremultiplied", sh_params.use_premul_alpha);
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DRW_shgroup_uniform_texture(shgrp, "depth_texture", dtxl->depth);
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float image_mat[4][4];
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unit_m4(image_mat);
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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const TextureInfo &info = instance_data->texture_infos[i];
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if (!info.visible) {
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continue;
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}
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DRWShadingGroup *shgrp_sub = DRW_shgroup_create_sub(shgrp);
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DRW_shgroup_uniform_texture_ex(shgrp_sub, "imageTexture", info.texture, GPU_SAMPLER_DEFAULT);
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DRW_shgroup_call_obmat(shgrp_sub, info.batch, image_mat);
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}
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}
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/**
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* \brief add depth drawing calls.
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*
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* The depth is used to identify if the tile exist or transparent.
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*/
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void add_depth_shgroups(IMAGE_InstanceData &instance_data,
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Image *image,
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ImageUser *image_user) const
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{
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GPUShader *shader = IMAGE_shader_depth_get();
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DRWShadingGroup *shgrp = DRW_shgroup_create(shader, instance_data.passes.depth_pass);
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float image_mat[4][4];
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unit_m4(image_mat);
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ImageUser tile_user = {0};
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if (image_user) {
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tile_user = *image_user;
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}
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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const TextureInfo &info = instance_data.texture_infos[i];
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if (!info.visible) {
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continue;
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}
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LISTBASE_FOREACH (ImageTile *, image_tile_ptr, &image->tiles) {
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const ImageTileWrapper image_tile(image_tile_ptr);
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const int tile_x = image_tile.get_tile_x_offset();
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const int tile_y = image_tile.get_tile_y_offset();
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tile_user.tile = image_tile.get_tile_number();
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/* NOTE: `BKE_image_has_ibuf` doesn't work as it fails for render results. That could be a
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* bug or a feature. For now we just acquire to determine if there is a texture. */
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void *lock;
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ImBuf *tile_buffer = BKE_image_acquire_ibuf(image, &tile_user, &lock);
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if (tile_buffer != nullptr) {
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instance_data.float_buffers.mark_used(tile_buffer);
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DRWShadingGroup *shsub = DRW_shgroup_create_sub(shgrp);
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float4 min_max_uv(tile_x, tile_y, tile_x + 1, tile_y + 1);
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DRW_shgroup_uniform_vec4_copy(shsub, "min_max_uv", min_max_uv);
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DRW_shgroup_call_obmat(shsub, info.batch, image_mat);
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}
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BKE_image_release_ibuf(image, tile_buffer, lock);
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}
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}
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}
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/**
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* \brief Update GPUTextures for drawing the image.
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*
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* GPUTextures that are marked dirty are rebuild. GPUTextures that aren't marked dirty are
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* updated with changed region of the image.
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*/
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void update_textures(IMAGE_InstanceData &instance_data,
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Image *image,
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ImageUser *image_user) const
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{
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PartialUpdateChecker<ImageTileData> checker(
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image, image_user, instance_data.partial_update.user);
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PartialUpdateChecker<ImageTileData>::CollectResult changes = checker.collect_changes();
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switch (changes.get_result_code()) {
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case ePartialUpdateCollectResult::FullUpdateNeeded:
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instance_data.mark_all_texture_slots_dirty();
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instance_data.float_buffers.clear();
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break;
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case ePartialUpdateCollectResult::NoChangesDetected:
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break;
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case ePartialUpdateCollectResult::PartialChangesDetected:
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/* Partial update when wrap repeat is enabled is not supported. */
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if (instance_data.flags.do_tile_drawing) {
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instance_data.float_buffers.clear();
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instance_data.mark_all_texture_slots_dirty();
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}
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else {
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do_partial_update(changes, instance_data);
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}
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break;
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}
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do_full_update_for_dirty_textures(instance_data, image_user);
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}
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/**
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* Update the float buffer in the region given by the partial update checker.
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*/
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void do_partial_update_float_buffer(
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ImBuf *float_buffer, PartialUpdateChecker<ImageTileData>::CollectResult &iterator) const
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{
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ImBuf *src = iterator.tile_data.tile_buffer;
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BLI_assert(float_buffer->rect_float != nullptr);
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BLI_assert(float_buffer->rect == nullptr);
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BLI_assert(src->rect_float == nullptr);
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BLI_assert(src->rect != nullptr);
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/* Calculate the overlap between the updated region and the buffer size. Partial Update Checker
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* always returns a tile (256x256). Which could lay partially outside the buffer when using
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* different resolutions.
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*/
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rcti buffer_rect;
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BLI_rcti_init(&buffer_rect, 0, float_buffer->x, 0, float_buffer->y);
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rcti clipped_update_region;
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const bool has_overlap = BLI_rcti_isect(
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&buffer_rect, &iterator.changed_region.region, &clipped_update_region);
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if (!has_overlap) {
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return;
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}
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IMB_float_from_rect_ex(float_buffer, src, &clipped_update_region);
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}
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void do_partial_update(PartialUpdateChecker<ImageTileData>::CollectResult &iterator,
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IMAGE_InstanceData &instance_data) const
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{
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while (iterator.get_next_change() == ePartialUpdateIterResult::ChangeAvailable) {
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/* Quick exit when tile_buffer isn't available. */
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if (iterator.tile_data.tile_buffer == nullptr) {
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continue;
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}
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ImBuf *tile_buffer = ensure_float_buffer(instance_data, iterator.tile_data.tile_buffer);
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if (tile_buffer != iterator.tile_data.tile_buffer) {
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do_partial_update_float_buffer(tile_buffer, iterator);
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}
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const float tile_width = static_cast<float>(iterator.tile_data.tile_buffer->x);
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const float tile_height = static_cast<float>(iterator.tile_data.tile_buffer->y);
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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const TextureInfo &info = instance_data.texture_infos[i];
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/* Dirty images will receive a full update. No need to do a partial one now. */
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if (info.dirty) {
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continue;
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}
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if (!info.visible) {
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continue;
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}
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GPUTexture *texture = info.texture;
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const float texture_width = GPU_texture_width(texture);
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const float texture_height = GPU_texture_height(texture);
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/* TODO: early bound check. */
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ImageTileWrapper tile_accessor(iterator.tile_data.tile);
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float tile_offset_x = static_cast<float>(tile_accessor.get_tile_x_offset());
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float tile_offset_y = static_cast<float>(tile_accessor.get_tile_y_offset());
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rcti *changed_region_in_texel_space = &iterator.changed_region.region;
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rctf changed_region_in_uv_space;
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BLI_rctf_init(&changed_region_in_uv_space,
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static_cast<float>(changed_region_in_texel_space->xmin) /
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static_cast<float>(iterator.tile_data.tile_buffer->x) +
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tile_offset_x,
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static_cast<float>(changed_region_in_texel_space->xmax) /
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static_cast<float>(iterator.tile_data.tile_buffer->x) +
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tile_offset_x,
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static_cast<float>(changed_region_in_texel_space->ymin) /
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static_cast<float>(iterator.tile_data.tile_buffer->y) +
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tile_offset_y,
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static_cast<float>(changed_region_in_texel_space->ymax) /
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static_cast<float>(iterator.tile_data.tile_buffer->y) +
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tile_offset_y);
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rctf changed_overlapping_region_in_uv_space;
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const bool region_overlap = BLI_rctf_isect(&info.clipping_uv_bounds,
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&changed_region_in_uv_space,
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&changed_overlapping_region_in_uv_space);
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if (!region_overlap) {
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continue;
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}
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/* Convert the overlapping region to texel space and to ss_pixel space...
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* TODO: first convert to ss_pixel space as integer based. and from there go back to texel
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* space. But perhaps this isn't needed and we could use an extraction offset somehow. */
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rcti gpu_texture_region_to_update;
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BLI_rcti_init(
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&gpu_texture_region_to_update,
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floor((changed_overlapping_region_in_uv_space.xmin - info.clipping_uv_bounds.xmin) *
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texture_width / BLI_rctf_size_x(&info.clipping_uv_bounds)),
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floor((changed_overlapping_region_in_uv_space.xmax - info.clipping_uv_bounds.xmin) *
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texture_width / BLI_rctf_size_x(&info.clipping_uv_bounds)),
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ceil((changed_overlapping_region_in_uv_space.ymin - info.clipping_uv_bounds.ymin) *
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texture_height / BLI_rctf_size_y(&info.clipping_uv_bounds)),
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ceil((changed_overlapping_region_in_uv_space.ymax - info.clipping_uv_bounds.ymin) *
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texture_height / BLI_rctf_size_y(&info.clipping_uv_bounds)));
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rcti tile_region_to_extract;
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BLI_rcti_init(
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&tile_region_to_extract,
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floor((changed_overlapping_region_in_uv_space.xmin - tile_offset_x) * tile_width),
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floor((changed_overlapping_region_in_uv_space.xmax - tile_offset_x) * tile_width),
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ceil((changed_overlapping_region_in_uv_space.ymin - tile_offset_y) * tile_height),
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ceil((changed_overlapping_region_in_uv_space.ymax - tile_offset_y) * tile_height));
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/* Create an image buffer with a size.
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* Extract and scale into an imbuf. */
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const int texture_region_width = BLI_rcti_size_x(&gpu_texture_region_to_update);
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const int texture_region_height = BLI_rcti_size_y(&gpu_texture_region_to_update);
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ImBuf extracted_buffer;
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IMB_initImBuf(
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&extracted_buffer, texture_region_width, texture_region_height, 32, IB_rectfloat);
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int offset = 0;
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for (int y = gpu_texture_region_to_update.ymin; y < gpu_texture_region_to_update.ymax;
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y++) {
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float yf = y / (float)texture_height;
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float v = info.clipping_uv_bounds.ymax * yf + info.clipping_uv_bounds.ymin * (1.0 - yf) -
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tile_offset_y;
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for (int x = gpu_texture_region_to_update.xmin; x < gpu_texture_region_to_update.xmax;
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x++) {
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float xf = x / (float)texture_width;
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float u = info.clipping_uv_bounds.xmax * xf +
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info.clipping_uv_bounds.xmin * (1.0 - xf) - tile_offset_x;
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nearest_interpolation_color(tile_buffer,
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nullptr,
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&extracted_buffer.rect_float[offset * 4],
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u * tile_buffer->x,
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v * tile_buffer->y);
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offset++;
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}
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}
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GPU_texture_update_sub(texture,
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GPU_DATA_FLOAT,
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extracted_buffer.rect_float,
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gpu_texture_region_to_update.xmin,
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gpu_texture_region_to_update.ymin,
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0,
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extracted_buffer.x,
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extracted_buffer.y,
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0);
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imb_freerectImbuf_all(&extracted_buffer);
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}
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}
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}
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void do_full_update_for_dirty_textures(IMAGE_InstanceData &instance_data,
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const ImageUser *image_user) const
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{
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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TextureInfo &info = instance_data.texture_infos[i];
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if (!info.dirty) {
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continue;
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}
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if (!info.visible) {
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continue;
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}
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do_full_update_gpu_texture(info, instance_data, image_user);
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}
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}
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void do_full_update_gpu_texture(TextureInfo &info,
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IMAGE_InstanceData &instance_data,
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const ImageUser *image_user) const
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{
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ImBuf texture_buffer;
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const int texture_width = GPU_texture_width(info.texture);
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const int texture_height = GPU_texture_height(info.texture);
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IMB_initImBuf(&texture_buffer, texture_width, texture_height, 0, IB_rectfloat);
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ImageUser tile_user = {0};
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if (image_user) {
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tile_user = *image_user;
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}
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void *lock;
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Image *image = instance_data.image;
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LISTBASE_FOREACH (ImageTile *, image_tile_ptr, &image->tiles) {
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const ImageTileWrapper image_tile(image_tile_ptr);
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tile_user.tile = image_tile.get_tile_number();
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ImBuf *tile_buffer = BKE_image_acquire_ibuf(image, &tile_user, &lock);
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if (tile_buffer != nullptr) {
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do_full_update_texture_slot(instance_data, info, texture_buffer, *tile_buffer, image_tile);
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}
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BKE_image_release_ibuf(image, tile_buffer, lock);
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}
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GPU_texture_update(info.texture, GPU_DATA_FLOAT, texture_buffer.rect_float);
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imb_freerectImbuf_all(&texture_buffer);
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}
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/**
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* \brief Ensure that the float buffer of the given image buffer is available.
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*
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* Returns true when a float buffer was created. Somehow the sequencer cache increases the ref
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* counter, but might use a different mechanism for destructing the image, that doesn't free the
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* rect_float as the reference-counter isn't 0. To work around this we destruct any created local
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* buffers ourself.
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*/
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ImBuf *ensure_float_buffer(IMAGE_InstanceData &instance_data, ImBuf *image_buffer) const
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{
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return instance_data.float_buffers.ensure_float_buffer(image_buffer);
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}
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void do_full_update_texture_slot(IMAGE_InstanceData &instance_data,
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const TextureInfo &texture_info,
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ImBuf &texture_buffer,
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ImBuf &tile_buffer,
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const ImageTileWrapper &image_tile) const
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{
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const int texture_width = texture_buffer.x;
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const int texture_height = texture_buffer.y;
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ImBuf *float_tile_buffer = ensure_float_buffer(instance_data, &tile_buffer);
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/* IMB_transform works in a non-consistent space. This should be documented or fixed!.
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* Construct a variant of the info_uv_to_texture that adds the texel space
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* transformation. */
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float uv_to_texel[4][4];
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copy_m4_m4(uv_to_texel, instance_data.ss_to_texture);
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float scale[3] = {static_cast<float>(texture_width) / static_cast<float>(tile_buffer.x),
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static_cast<float>(texture_height) / static_cast<float>(tile_buffer.y),
|
|
1.0f};
|
|
rescale_m4(uv_to_texel, scale);
|
|
uv_to_texel[3][0] += image_tile.get_tile_x_offset() /
|
|
BLI_rctf_size_x(&texture_info.clipping_uv_bounds);
|
|
uv_to_texel[3][1] += image_tile.get_tile_y_offset() /
|
|
BLI_rctf_size_y(&texture_info.clipping_uv_bounds);
|
|
uv_to_texel[3][0] *= texture_width;
|
|
uv_to_texel[3][1] *= texture_height;
|
|
invert_m4(uv_to_texel);
|
|
|
|
rctf crop_rect;
|
|
rctf *crop_rect_ptr = nullptr;
|
|
eIMBTransformMode transform_mode;
|
|
if (instance_data.flags.do_tile_drawing) {
|
|
transform_mode = IMB_TRANSFORM_MODE_WRAP_REPEAT;
|
|
}
|
|
else {
|
|
BLI_rctf_init(&crop_rect, 0.0, tile_buffer.x, 0.0, tile_buffer.y);
|
|
crop_rect_ptr = &crop_rect;
|
|
transform_mode = IMB_TRANSFORM_MODE_CROP_SRC;
|
|
}
|
|
|
|
IMB_transform(float_tile_buffer,
|
|
&texture_buffer,
|
|
transform_mode,
|
|
IMB_FILTER_NEAREST,
|
|
uv_to_texel,
|
|
crop_rect_ptr);
|
|
}
|
|
|
|
public:
|
|
void cache_init(IMAGE_Data *vedata) const override
|
|
{
|
|
IMAGE_InstanceData *instance_data = vedata->instance_data;
|
|
instance_data->passes.image_pass = create_image_pass();
|
|
instance_data->passes.depth_pass = create_depth_pass();
|
|
}
|
|
|
|
void cache_image(IMAGE_Data *vedata, Image *image, ImageUser *iuser) const override
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
IMAGE_InstanceData *instance_data = vedata->instance_data;
|
|
TextureMethod method(instance_data);
|
|
|
|
instance_data->partial_update.ensure_image(image);
|
|
instance_data->clear_dirty_flag();
|
|
instance_data->float_buffers.reset_usage_flags();
|
|
|
|
/* Step: Find out which screen space textures are needed to draw on the screen. Remove the
|
|
* screen space textures that aren't needed. */
|
|
const ARegion *region = draw_ctx->region;
|
|
method.update_screen_space_bounds(region);
|
|
method.update_screen_uv_bounds();
|
|
|
|
/* Check for changes in the image user compared to the last time. */
|
|
instance_data->update_image_usage(iuser);
|
|
|
|
/* Step: Update the GPU textures based on the changes in the image. */
|
|
instance_data->update_gpu_texture_allocations();
|
|
update_textures(*instance_data, image, iuser);
|
|
|
|
/* Step: Add the GPU textures to the shgroup. */
|
|
instance_data->update_batches();
|
|
if (!instance_data->flags.do_tile_drawing) {
|
|
add_depth_shgroups(*instance_data, image, iuser);
|
|
}
|
|
add_shgroups(instance_data);
|
|
}
|
|
|
|
void draw_finish(IMAGE_Data *vedata) const override
|
|
{
|
|
IMAGE_InstanceData *instance_data = vedata->instance_data;
|
|
instance_data->float_buffers.remove_unused_buffers();
|
|
}
|
|
|
|
void draw_scene(IMAGE_Data *vedata) const override
|
|
{
|
|
IMAGE_InstanceData *instance_data = vedata->instance_data;
|
|
|
|
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};
|
|
float clear_depth = instance_data->flags.do_tile_drawing ? 0.75 : 1.0f;
|
|
GPU_framebuffer_clear_color_depth(dfbl->default_fb, clear_col, clear_depth);
|
|
|
|
DRW_view_set_active(instance_data->view);
|
|
DRW_draw_pass(instance_data->passes.depth_pass);
|
|
GPU_framebuffer_bind(dfbl->color_only_fb);
|
|
DRW_draw_pass(instance_data->passes.image_pass);
|
|
DRW_view_set_active(nullptr);
|
|
GPU_framebuffer_bind(dfbl->default_fb);
|
|
}
|
|
}; // namespace clipping
|
|
|
|
} // namespace blender::draw::image_engine
|