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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