Commit: e18f0a4cfb512d841495071384142a62a9f5eec7
Author: Clément Foucault
Date: Fri Jan 24 19:24:04 2020 +0100
Branches: draw-colormanagement
https://developer.blender.org/rBe18f0a4cfb512d841495071384142a62a9f5eec7
Overlay: Add other background types (checker and gradient)
===================================================================
M source/blender/draw/engines/overlay/overlay_background.c
M source/blender/draw/engines/overlay/shaders/background_frag.glsl
M source/blender/draw/intern/draw_common.c
M source/blender/draw/intern/draw_common.h
M source/blender/draw/intern/shaders/common_globals_lib.glsl
===================================================================
diff --git a/source/blender/draw/engines/overlay/overlay_background.c
b/source/blender/draw/engines/overlay/overlay_background.c
index e4f891dc797..14e6c70d538 100644
--- a/source/blender/draw/engines/overlay/overlay_background.c
+++ b/source/blender/draw/engines/overlay/overlay_background.c
@@ -22,13 +22,31 @@
#include "DRW_render.h"
+#include "UI_resources.h"
+
#include "overlay_private.h"
+#define BG_SOLID 0
+#define BG_GRADIENT 1
+#define BG_CHECKER 2
+
void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ int background_type;
+
+ if (!DRW_state_draw_background()) {
+ background_type = BG_CHECKER;
+ }
+ else if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
+ background_type = BG_GRADIENT;
+ }
+ else {
+ background_type = BG_SOLID;
+ }
+
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_BACKGROUND;
DRW_PASS_CREATE(psl->background_ps, state);
@@ -37,6 +55,7 @@ void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &dtxl->color);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_int_copy(grp, "bgType", background_type);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
diff --git a/source/blender/draw/engines/overlay/shaders/background_frag.glsl
b/source/blender/draw/engines/overlay/shaders/background_frag.glsl
index 7575509adcf..cf9600afbe5 100644
--- a/source/blender/draw/engines/overlay/shaders/background_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/background_frag.glsl
@@ -2,10 +2,29 @@
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
+uniform int bgType;
+
in vec4 uvcoordsvar;
out vec4 fragColor;
+#define BG_SOLID 0
+#define BG_GRADIENT 1
+#define BG_CHECKER 2
+
+/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
+#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
+const vec4 dither_mat4x4[4] = vec4[4](vec4(P(0.0), P(8.0), P(2.0), P(10.0)),
+ vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
+ vec4(P(3.0), P(11.0), P(1.0), P(9.0)),
+ vec4(P(15.0), P(7.0), P(13.0), P(5.0)));
+
+float dither(void)
+{
+ ivec2 co = ivec2(gl_FragCoord.xy) % 4;
+ return dither_mat4x4[co.x][co.y];
+}
+
void main()
{
/* The blend equation is:
@@ -17,14 +36,35 @@ void main()
float alpha = texture(colorBuffer, uvcoordsvar.st).a;
float depth = texture(depthBuffer, uvcoordsvar.st).r;
+ vec3 bg_col;
+
+ switch (bgType) {
+ case BG_SOLID:
+ bg_col = colorBackground.rgb;
+ break;
+ case BG_GRADIENT:
+ /* XXX do interpolation in a non-linear space to have a better visual
result. */
+ vec3 col_high = pow(colorBackground.rgb, vec3(1.0 / 2.2));
+ vec3 col_low = pow(colorBackgroundGradient.rgb, vec3(1.0 / 2.2));
+ bg_col = mix(col_low, col_high, uvcoordsvar.t);
+ /* Convert back to linear. */
+ bg_col = pow(bg_col, vec3(2.2));
+ /* Dither to hide low precision buffer. (Could be improved) */
+ bg_col += dither();
+ break;
+ case BG_CHECKER:
+ float size = 8.0 * sizePixel;
+ ivec2 p = ivec2(floor(gl_FragCoord.xy / size));
+ bool check = mod(p.x, 2) == mod(p.y, 2);
+ bg_col = (check) ? colorCheckerLow.rgb : colorCheckerHigh.rgb;
+ break;
+ }
+
/* Mimic alpha under behavior. Result is premultiplied. */
- fragColor = vec4(colorBackground.rgb, 1.0) * (1.0 - alpha);
+ fragColor = vec4(bg_col, 1.0) * (1.0 - alpha);
/* Special case: If the render is not transparent, do not clear alpha
values. */
if (depth == 1.0 && alpha == 1.0) {
fragColor.a = 1.0;
}
-
- /* TODO Gradient Background. */
- /* TODO Alpha checker Background. */
}
diff --git a/source/blender/draw/intern/draw_common.c
b/source/blender/draw/intern/draw_common.c
index e82c010d906..656b07b25a0 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -88,6 +88,9 @@ void DRW_globals_update(void)
UI_GetThemeColor4fv(TH_FACE_DOT, gb->colorFaceDot);
UI_GetThemeColor4fv(TH_SKIN_ROOT, gb->colorSkinRoot);
UI_GetThemeColor4fv(TH_BACK, gb->colorBackground);
+ UI_GetThemeColor4fv(TH_BACK_GRAD, gb->colorBackgroundGradient);
+ UI_COLOR_RGBA_FROM_U8(0x26, 0x26, 0x26, 0xFF, gb->colorCheckerLow);
+ UI_COLOR_RGBA_FROM_U8(0x33, 0x33, 0x33, 0xFF, gb->colorCheckerHigh);
/* Custom median color to slightly affect the edit mesh colors. */
interp_v4_v4v4(gb->colorEditMeshMiddle, gb->colorVertexSelect,
gb->colorWireEdit, 0.35f);
diff --git a/source/blender/draw/intern/draw_common.h
b/source/blender/draw/intern/draw_common.h
index 97afb5e6aa4..a8cf3e7bbf2 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -79,6 +79,9 @@ typedef struct GlobalsUboStorage {
float colorLightNoAlpha[4];
float colorBackground[4];
+ float colorBackgroundGradient[4];
+ float colorCheckerLow[4];
+ float colorCheckerHigh[4];
float colorEditMeshMiddle[4];
float colorHandleFree[4];
diff --git a/source/blender/draw/intern/shaders/common_globals_lib.glsl
b/source/blender/draw/intern/shaders/common_globals_lib.glsl
index 676492f227d..7ef673b9430 100644
--- a/source/blender/draw/intern/shaders/common_globals_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_globals_lib.glsl
@@ -42,6 +42,9 @@ layout(std140) uniform globalsBlock
vec4 colorLightNoAlpha;
vec4 colorBackground;
+ vec4 colorBackgroundGradient;
+ vec4 colorCheckerLow;
+ vec4 colorCheckerHigh;
vec4 colorEditMeshMiddle;
vec4 colorHandleFree;
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