DRW: Fix background image display
This make the workbench draw everything in the background routine just like eevee. This is because the workbench uses floating point buffers too and rendering background to this buffer makes it incorrect without proper color management. This could be improved because in xray the background is not blended but dithered as it's drawn after the main pass.
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Notes:
blender-bot
2023-02-14 09:19:09 +01:00
Referenced by commit 085329f114
, Fix T81002: Images drawn with the Python gpu module no longer draw on top in the Image Editor
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@ -65,11 +65,6 @@ static void workbench_solid_draw_background(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_deferred_draw_background(data);
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}
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static void workbench_solid_draw_scene(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_deferred_draw_scene(data);
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workbench_deferred_draw_finish(data);
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}
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@ -113,7 +108,7 @@ DrawEngineType draw_engine_workbench_solid = {
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&workbench_solid_cache_populate,
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&workbench_solid_cache_finish,
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&workbench_solid_draw_background,
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&workbench_solid_draw_scene,
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NULL,
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&workbench_solid_view_update,
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&workbench_solid_id_update,
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&workbench_render_to_image,
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@ -63,11 +63,6 @@ static void workbench_transparent_draw_background(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_draw_background(data);
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}
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static void workbench_transparent_draw_scene(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_draw_scene(data);
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workbench_forward_draw_finish(data);
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}
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@ -95,7 +90,7 @@ DrawEngineType draw_engine_workbench_transparent = {
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&workbench_transparent_cache_populate,
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&workbench_transparent_cache_finish,
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&workbench_transparent_draw_background,
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&workbench_transparent_draw_scene,
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NULL,
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&workbench_transparent_view_update,
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NULL,
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NULL,
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@ -1458,10 +1458,10 @@ void DRW_draw_render_loop_ex(
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}
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if (do_bg_image) {
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GPU_framebuffer_bind(DST.default_framebuffer);
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ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, false, true);
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}
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DRW_draw_callbacks_pre_scene();
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if (DST.draw_ctx.evil_C) {
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ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
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@ -679,7 +679,7 @@ static void view3d_draw_bgpic(Scene *scene, Depsgraph *depsgraph,
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ibuf = ibuf->mipmap[mip - 1];
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}
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GPU_depth_test(false);
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GPU_depth_test(!do_foreground);
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glDepthMask(GL_FALSE);
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GPU_blend(true);
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@ -9,5 +9,6 @@ out vec2 texCoord_interp;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
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gl_Position.z = 1.0;
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texCoord_interp = texCoord;
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}
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