Fix for T53599: OpenGL render with transparent background
I had to make Eevee draw its scene in the scene pass (before it was doing it in the background pass). This is not ideal since reference images require a separation between scene and background. But it's the best way to solve it now. Clay is working fine.
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03a589125f
commit
e3ef782af5
Notes:
blender-bot
2023-02-14 07:40:56 +01:00
Referenced by commit 6b2989ae75
, DRW: Fix small changes to transparent background.
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@ -95,6 +95,7 @@ void DRW_draw_render_loop_offscreen(
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struct Depsgraph *graph,
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struct RenderEngineType *engine_type,
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struct ARegion *ar, struct View3D *v3d,
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const bool draw_background,
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struct GPUOffScreen *ofs);
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void DRW_draw_select_loop(
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struct Depsgraph *graph,
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@ -56,7 +56,7 @@ static void eevee_engine_init(void *ved)
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/* Alloc transient pointers */
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stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
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}
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stl->g_data->background_alpha = 1.0f;
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stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
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stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
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DRWFboTexture tex = {&txl->color, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
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@ -414,8 +414,8 @@ DrawEngineType draw_engine_eevee_type = {
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&eevee_cache_init,
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&eevee_cache_populate,
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&eevee_cache_finish,
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NULL,
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&eevee_draw_scene,
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NULL, //&EEVEE_draw_scene
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&eevee_view_update,
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&eevee_id_update,
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};
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@ -431,6 +431,7 @@ bool DRW_state_is_image_render(void);
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bool DRW_state_is_scene_render(void);
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bool DRW_state_show_text(void);
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bool DRW_state_draw_support(void);
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bool DRW_state_draw_background(void);
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struct DRWTextStore *DRW_state_text_cache_get(void);
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@ -354,6 +354,7 @@ static struct DRWGlobalState {
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unsigned int is_depth : 1;
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unsigned int is_image_render : 1;
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unsigned int is_scene_render : 1;
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unsigned int draw_background : 1;
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} options;
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/* Current rendering context */
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@ -3416,7 +3417,10 @@ void DRW_draw_render_loop_ex(
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/* Start Drawing */
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DRW_state_reset();
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drw_engines_draw_background();
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if (DRW_state_draw_background()) {
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drw_engines_draw_background();
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}
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/* WIP, single image drawn over the camera view (replace) */
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bool do_bg_image = false;
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@ -3503,7 +3507,7 @@ void DRW_draw_render_loop(
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void DRW_draw_render_loop_offscreen(
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struct Depsgraph *graph, RenderEngineType *engine_type,
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ARegion *ar, View3D *v3d, GPUOffScreen *ofs)
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ARegion *ar, View3D *v3d, const bool draw_background, GPUOffScreen *ofs)
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{
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RegionView3D *rv3d = ar->regiondata;
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@ -3517,6 +3521,7 @@ void DRW_draw_render_loop_offscreen(
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/* Reset before using it. */
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memset(&DST, 0x0, sizeof(DST));
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DST.options.is_image_render = true;
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DST.options.draw_background = draw_background;
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DRW_draw_render_loop_ex(graph, engine_type, ar, v3d, NULL);
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/* restore */
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@ -3817,6 +3822,17 @@ bool DRW_state_draw_support(void)
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((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0);
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}
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/**
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* Whether we should render the background
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*/
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bool DRW_state_draw_background(void)
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{
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if (DRW_state_is_image_render() == false) {
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return true;
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}
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return DST.options.draw_background;
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}
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/** \} */
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@ -2060,7 +2060,7 @@ void ED_view3d_draw_offscreen(
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/* XXX, should take depsgraph as arg */
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Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer, false);
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BLI_assert(depsgraph != NULL);
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DRW_draw_render_loop_offscreen(depsgraph, eval_ctx->engine_type, ar, v3d, ofs);
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DRW_draw_render_loop_offscreen(depsgraph, eval_ctx->engine_type, ar, v3d, do_sky, ofs);
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}
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/* restore size */
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