Example #1
0
void IMB_blend_color_float(float dst[4], float src1[4], float src2[4], IMB_BlendMode mode)
{
	switch (mode) {
		case IMB_BLEND_MIX:
			blend_color_mix_float(dst, src1, src2); break;
		case IMB_BLEND_ADD:
			blend_color_add_float(dst, src1, src2); break;
		case IMB_BLEND_SUB:
			blend_color_sub_float(dst, src1, src2); break;
		case IMB_BLEND_MUL:
			blend_color_mul_float(dst, src1, src2); break;
		case IMB_BLEND_LIGHTEN:
			blend_color_lighten_float(dst, src1, src2); break;
		case IMB_BLEND_DARKEN:
			blend_color_darken_float(dst, src1, src2); break;
		case IMB_BLEND_ERASE_ALPHA:
			blend_color_erase_alpha_float(dst, src1, src2); break;
		case IMB_BLEND_ADD_ALPHA:
			blend_color_add_alpha_float(dst, src1, src2); break;
		default:
			dst[0] = src1[0];
			dst[1] = src1[1];
			dst[2] = src1[2];
			dst[3] = src1[3];
			break;
	}
}
Example #2
0
void IMB_blend_color_float(float dst[4], float src1[4], float src2[4], IMB_BlendMode mode)
{
	switch (mode) {
		case IMB_BLEND_MIX:
			blend_color_mix_float(dst, src1, src2); break;
		case IMB_BLEND_ADD:
			blend_color_add_float(dst, src1, src2); break;
		case IMB_BLEND_SUB:
			blend_color_sub_float(dst, src1, src2); break;
		case IMB_BLEND_MUL:
			blend_color_mul_float(dst, src1, src2); break;
		case IMB_BLEND_LIGHTEN:
			blend_color_lighten_float(dst, src1, src2); break;
		case IMB_BLEND_DARKEN:
			blend_color_darken_float(dst, src1, src2); break;
		case IMB_BLEND_ERASE_ALPHA:
			blend_color_erase_alpha_float(dst, src1, src2); break;
		case IMB_BLEND_ADD_ALPHA:
			blend_color_add_alpha_float(dst, src1, src2); break;
		case IMB_BLEND_OVERLAY:
			blend_color_overlay_float(dst, src1, src2); break;
		case IMB_BLEND_HARDLIGHT:
			blend_color_hardlight_float(dst, src1, src2); break;
		case IMB_BLEND_COLORBURN:
			blend_color_burn_float(dst, src1, src2); break;
		case IMB_BLEND_LINEARBURN:
			blend_color_linearburn_float(dst, src1, src2); break;
		case IMB_BLEND_COLORDODGE:
			blend_color_dodge_float(dst, src1, src2); break;
		case IMB_BLEND_SCREEN:
			blend_color_screen_float(dst, src1, src2); break;
		case IMB_BLEND_SOFTLIGHT:
			blend_color_softlight_float(dst, src1, src2); break;
		case IMB_BLEND_PINLIGHT:
			blend_color_pinlight_float(dst, src1, src2); break;
		case IMB_BLEND_LINEARLIGHT:
			blend_color_linearlight_float(dst, src1, src2); break;
		case IMB_BLEND_VIVIDLIGHT:
			blend_color_vividlight_float(dst, src1, src2); break;
		case IMB_BLEND_DIFFERENCE:
			blend_color_difference_float(dst, src1, src2); break;
		case IMB_BLEND_EXCLUSION:
			blend_color_exclusion_float(dst, src1, src2); break;
		case IMB_BLEND_COLOR:
			blend_color_color_float(dst, src1, src2); break;
		case IMB_BLEND_HUE:
			blend_color_hue_float(dst, src1, src2); break;
		case IMB_BLEND_SATURATION:
			blend_color_saturation_float(dst, src1, src2); break;
		case IMB_BLEND_LUMINOSITY:
			blend_color_luminosity_float(dst, src1, src2); break;
		default:
			dst[0] = src1[0];
			dst[1] = src1[1];
			dst[2] = src1[2];
			dst[3] = src1[3];
			break;
	}
}
Example #3
0
static void blend_color_darken_float(float *cp, float *cp1, float *cp2, float fac)
{
	/* See if were darker, if so mix, else dont do anything.
	if the pafloat col is brighter then the original, then ignore */
	if (cp1[0]+cp1[1]+cp1[2] < cp2[0]+cp2[1]+cp2[2]) {
		cp[0]= cp1[0];
		cp[1]= cp1[1];
		cp[2]= cp1[2];
	}
	else
		blend_color_mix_float(cp, cp1, cp2, fac);
}
Example #4
0
void IMB_blend_color_float(float *dst, float *src1, float *src2, float fac, IMB_BlendMode mode)
{
    if (fac==0) {
        dst[0]= src1[0];
        dst[1]= src1[1];
        dst[2]= src1[2];
        dst[3]= src1[3];
        return;
    }

    switch (mode) {
    case IMB_BLEND_MIX:
        blend_color_mix_float(dst, src1, src2, fac);
        break;
    case IMB_BLEND_ADD:
        blend_color_add_float(dst, src1, src2, fac);
        break;
    case IMB_BLEND_SUB:
        blend_color_sub_float(dst, src1, src2, fac);
        break;
    case IMB_BLEND_MUL:
        blend_color_mul_float(dst, src1, src2, fac);
        break;
    case IMB_BLEND_LIGHTEN:
        blend_color_lighten_float(dst, src1, src2, fac);
        break;
    case IMB_BLEND_DARKEN:
        blend_color_darken_float(dst, src1, src2, fac);
        break;
    default:
        dst[0]= src1[0];
        dst[1]= src1[1];
        dst[2]= src1[2];
    }

    if (mode == IMB_BLEND_ERASE_ALPHA) {
        dst[3]= (src1[3] - fac*src2[3]);
        if (dst[3] < 0.0f) dst[3] = 0.0f;
    }
    else { /* this does ADD_ALPHA also */
        dst[3]= (src1[3] + fac*src2[3]);
        if (dst[3] > 1.0f) dst[3] = 1.0f;
    }
}
Example #5
0
static void screen_opengl_render_doit(OGLRender *oglrender, RenderResult *rr)
{
	Scene *scene = oglrender->scene;
	ARegion *ar = oglrender->ar;
	View3D *v3d = oglrender->v3d;
	RegionView3D *rv3d = oglrender->rv3d;
	Object *camera = NULL;
	ImBuf *ibuf;
	float winmat[4][4];
	int sizex = oglrender->sizex;
	int sizey = oglrender->sizey;
	const short view_context = (v3d != NULL);
	bool draw_bgpic = true;
	bool draw_sky = (scene->r.alphamode == R_ADDSKY);
	unsigned char *rect = NULL;
	const char *viewname = RE_GetActiveRenderView(oglrender->re);

	if (oglrender->is_sequencer) {
		SeqRenderData context;
		SpaceSeq *sseq = oglrender->sseq;
		int chanshown = sseq ? sseq->chanshown : 0;
		struct bGPdata *gpd = (sseq && (sseq->flag & SEQ_SHOW_GPENCIL)) ? sseq->gpd : NULL;

		BKE_sequencer_new_render_data(
		        oglrender->bmain->eval_ctx, oglrender->bmain, scene,
		        oglrender->sizex, oglrender->sizey, 100.0f,
		        &context);

		context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
		ibuf = BKE_sequencer_give_ibuf(&context, CFRA, chanshown);

		if (ibuf) {
			float *rectf;
			ImBuf *linear_ibuf;

			BLI_assert((oglrender->sizex == ibuf->x) && (oglrender->sizey == ibuf->y));

			linear_ibuf = IMB_dupImBuf(ibuf);
			IMB_freeImBuf(ibuf);

			if (linear_ibuf->rect_float == NULL) {
				/* internally sequencer working in display space and stores both bytes and float buffers in that space.
				 * It is possible that byte->float onversion didn't happen in sequencer (e.g. when adding image sequence/movie
				 * into sequencer) there'll be only byte buffer. Create float buffer from existing byte buffer, making it linear
				 */

				IMB_float_from_rect(linear_ibuf);
			}
			else {
				/* ensure float buffer is in linear space, not in display space */
				BKE_sequencer_imbuf_from_sequencer_space(scene, linear_ibuf);
			}

			rectf = RE_RenderViewGetRectf(rr, oglrender->view_id);
			memcpy(rectf, linear_ibuf->rect_float, sizeof(float) * 4 * oglrender->sizex * oglrender->sizey);

			IMB_freeImBuf(linear_ibuf);
		}

		if (gpd) {
			int i;
			unsigned char *gp_rect;

			GPU_offscreen_bind(oglrender->ofs, true);

			glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

			wmOrtho2(0, sizex, 0, sizey);
			glTranslatef(sizex / 2, sizey / 2, 0.0f);

			G.f |= G_RENDER_OGL;
			ED_gpencil_draw_ex(scene, gpd, sizex, sizey, scene->r.cfra, SPACE_SEQ);
			G.f &= ~G_RENDER_OGL;

			gp_rect = MEM_mallocN(sizex * sizey * sizeof(unsigned char) * 4, "offscreen rect");
			GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, gp_rect);

			for (i = 0; i < sizex * sizey * 4; i += 4) {
				float  col_src[4];
				rgba_uchar_to_float(col_src, &gp_rect[i]);
				blend_color_mix_float(&rr->rectf[i], &rr->rectf[i], col_src);
			}
			GPU_offscreen_unbind(oglrender->ofs, true);

			MEM_freeN(gp_rect);
		}
	}
	else if (view_context) {
		bool is_persp;
		/* full copy */
		GPUFXSettings fx_settings = v3d->fx_settings;

		ED_view3d_draw_offscreen_init(scene, v3d);

		GPU_offscreen_bind(oglrender->ofs, true); /* bind */

		/* render 3d view */
		if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
			/*int is_ortho = scene->r.mode & R_ORTHO;*/
			camera = BKE_camera_multiview_render(oglrender->scene, v3d->camera, viewname);
			RE_GetCameraWindow(oglrender->re, camera, scene->r.cfra, winmat);
			if (camera->type == OB_CAMERA) {
				Camera *cam = camera->data;
				is_persp = cam->type == CAM_PERSP;
			}
			else
				is_persp = true;
			BKE_camera_to_gpu_dof(camera, &fx_settings);
		}
		else {
			rctf viewplane;
			float clipsta, clipend;

			bool is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
			if (is_ortho) orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
			else perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);

			is_persp = !is_ortho;
		}

		rect = MEM_mallocN(sizex * sizey * sizeof(unsigned char) * 4, "offscreen rect");

		if ((scene->r.mode & R_OSA) == 0) {
			ED_view3d_draw_offscreen(
			        scene, v3d, ar, sizex, sizey, NULL, winmat,
			        draw_bgpic, draw_sky, is_persp,
			        oglrender->ofs, oglrender->fx, &fx_settings, viewname);
			GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);
		}
		else {
			/* simple accumulation, less hassle then FSAA FBO's */
			static float jit_ofs[32][2];
			float winmat_jitter[4][4];
			int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int) * 4, "accum1");
			int i, j;

			BLI_jitter_init(jit_ofs, scene->r.osa);

			/* first sample buffer, also initializes 'rv3d->persmat' */
			ED_view3d_draw_offscreen(
			        scene, v3d, ar, sizex, sizey, NULL, winmat,
			        draw_bgpic, draw_sky, is_persp,
			        oglrender->ofs, oglrender->fx, &fx_settings, viewname);
			GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);

			for (i = 0; i < sizex * sizey * 4; i++)
				accum_buffer[i] = rect[i];

			/* skip the first sample */
			for (j = 1; j < scene->r.osa; j++) {
				copy_m4_m4(winmat_jitter, winmat);
				window_translate_m4(winmat_jitter, rv3d->persmat,
				                    (jit_ofs[j][0] * 2.0f) / sizex,
				                    (jit_ofs[j][1] * 2.0f) / sizey);

				ED_view3d_draw_offscreen(
				        scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
				        draw_bgpic, draw_sky, is_persp,
				        oglrender->ofs, oglrender->fx, &fx_settings, viewname);
				GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);

				for (i = 0; i < sizex * sizey * 4; i++)
					accum_buffer[i] += rect[i];
			}

			for (i = 0; i < sizex * sizey * 4; i++)
				rect[i] = accum_buffer[i] / scene->r.osa;

			MEM_freeN(accum_buffer);
		}

		GPU_offscreen_unbind(oglrender->ofs, true); /* unbind */
	}
	else {
		/* shouldnt suddenly give errors mid-render but possible */
		char err_out[256] = "unknown";
		ImBuf *ibuf_view = ED_view3d_draw_offscreen_imbuf_simple(scene, scene->camera, oglrender->sizex, oglrender->sizey,
		                                                         IB_rect, OB_SOLID, false, true, true,
		                                                         (draw_sky) ? R_ADDSKY : R_ALPHAPREMUL, viewname, err_out);
		camera = scene->camera;

		if (ibuf_view) {
			/* steal rect reference from ibuf */
			rect = (unsigned char *)ibuf_view->rect;
			ibuf_view->mall &= ~IB_rect;

			IMB_freeImBuf(ibuf_view);
		}
		else {
			fprintf(stderr, "%s: failed to get buffer, %s\n", __func__, err_out);
		}
	}

	/* note on color management:
	 *
	 * OpenGL renders into sRGB colors, but render buffers are expected to be
	 * linear So we convert to linear here, so the conversion back to bytes can make it
	 * sRGB (or other display space) again, and so that e.g. openexr saving also saves the
	 * correct linear float buffer.
	 */

	if (rect) {
		int profile_to;
		float *rectf = RE_RenderViewGetRectf(rr, oglrender->view_id);
		
		if (BKE_scene_check_color_management_enabled(scene))
			profile_to = IB_PROFILE_LINEAR_RGB;
		else
			profile_to = IB_PROFILE_SRGB;

		/* sequencer has got trickier conversion happened above
		 * also assume opengl's space matches byte buffer color space */
		IMB_buffer_float_from_byte(rectf, rect,
		                           profile_to, IB_PROFILE_SRGB, true,
		                           oglrender->sizex, oglrender->sizey, oglrender->sizex, oglrender->sizex);

		/* rr->rectf is now filled with image data */

		if ((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
			BKE_image_stamp_buf(scene, camera, rect, rectf, rr->rectx, rr->recty, 4);

		MEM_freeN(rect);
	}
}