Fix T61937: image sequences not updating in workbench display mode.

Need to pass the image user along to get the frame number.
This commit is contained in:
Brecht Van Lommel 2019-03-14 12:37:51 +01:00
parent d8f1b18d9b
commit c6ca842e23
Notes: blender-bot 2023-02-14 10:04:50 +01:00
Referenced by issue #61937, Image sequence offset driver has no effect without node editor
Referenced by issue #61417, Blender 2.8 not showing image as planes meshes, then crashing on render
5 changed files with 43 additions and 25 deletions

View File

@ -793,7 +793,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
}
static WORKBENCH_MaterialData *get_or_create_material_data(
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type, int interp)
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@ -809,6 +809,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
material_template.iuser = iuser;
material_template.interp = interp;
uint hash = workbench_material_get_hash(&material_template, is_ghost);
@ -852,10 +853,11 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
if (draw_as == PART_DRAW_PATH) {
Material *mat;
Image *image;
ImageUser *iuser;
int interp;
workbench_material_get_image_and_mat(ob, part->omat, &image, &interp, &mat);
workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type, interp);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp);
struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) ?
wpd->prepass_solid_hair_sh :
@ -920,10 +922,11 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (geom_array != NULL && geom_array[i] != NULL) {
Material *mat;
Image *image;
ImageUser *iuser;
int interp;
workbench_material_get_image_and_mat(ob, i + 1, &image, &interp, &mat);
workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
material = get_or_create_material_data(vedata, ob, mat, image, color_type, interp);
material = get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
}
@ -936,12 +939,12 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
{
/* Hack */
wpd->shading.xray_alpha = ob->color[3];
material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type, 0);
material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0);
has_transp_mat = true;
}
else {
/* Draw solid color */
material = get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type, 0);
material = get_or_create_material_data(vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0);
}
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
@ -958,7 +961,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (is_sculpt_mode) {
/* Multiple materials are not supported in sculpt mode yet. */
Material *mat = give_current_material(ob, 1);
material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
material = get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
@ -973,11 +976,11 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (mat != NULL && mat->a < 1.0f) {
/* Hack */
wpd->shading.xray_alpha = mat->a;
material = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
material = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
has_transp_mat = true;
}
else {
material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
material = get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
}
DRW_shgroup_call_object_add(material->shgrp, geoms[i], ob);
}

View File

@ -138,7 +138,7 @@ static void workbench_init_object_data(DrawData *dd)
}
WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type, int interp)
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@ -154,6 +154,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
material_template.iuser = iuser;
material_template.interp = interp;
uint hash = workbench_material_get_hash(&material_template, false);
@ -189,7 +190,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
material->shgrp_object_outline = DRW_shgroup_create(
e_data.object_outline_texture_sh, psl->object_outline_pass);
GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false);
GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D, false);
DRW_shgroup_uniform_texture(material->shgrp_object_outline, "image", tex);
}
else {
@ -457,10 +458,11 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
if (draw_as == PART_DRAW_PATH) {
Material *mat;
Image *image;
ImageUser *iuser;
int interp;
workbench_material_get_image_and_mat(ob, part->omat, &image, &interp, &mat);
workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
WORKBENCH_MaterialData *material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, color_type, interp);
WORKBENCH_MaterialData *material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp);
struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR)
? wpd->transparent_accum_hair_sh
@ -538,10 +540,11 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
for (int i = 0; i < materials_len; i++) {
Material *mat;
Image *image;
ImageUser *iuser;
int interp;
workbench_material_get_image_and_mat(ob, i + 1, &image, &interp, &mat);
workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, color_type, interp);
material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp);
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
@ -557,7 +560,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
/* No material split needed */
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type, 0);
material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
if (!is_wire) {
@ -588,7 +591,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
}
Material *mat = give_current_material(ob, i + 1);
material = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
material = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
if (!is_wire) {

View File

@ -220,11 +220,11 @@ int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *i
return color_type;
}
void workbench_material_get_image_and_mat(Object *ob, int mat_nr, Image **r_image, int *r_interp, Material **r_mat)
void workbench_material_get_image_and_mat(Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat)
{
bNode *node;
*r_mat = give_current_material(ob, mat_nr);
ED_object_get_active_image(ob, mat_nr, r_image, NULL, &node, NULL);
ED_object_get_active_image(ob, mat_nr, r_image, r_iuser, &node, NULL);
if (node && *r_image) {
switch (node->type) {
case SH_NODE_TEX_IMAGE:
@ -258,11 +258,11 @@ void workbench_material_shgroup_uniform(
}
if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
ImBuf *ibuf = BKE_image_acquire_ibuf(material->ima, NULL, NULL);
ImBuf *ibuf = BKE_image_acquire_ibuf(material->ima, material->iuser, NULL);
const bool do_color_correction = wpd->use_color_management &&
(ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0);
BKE_image_release_ibuf(material->ima, ibuf, NULL);
GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false);
GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D, false);
DRW_shgroup_uniform_texture(grp, "image", tex);
DRW_shgroup_uniform_bool_copy(grp, "imageSrgb", do_color_correction);
DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
@ -296,4 +296,5 @@ void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBE
dest_material->metallic = source_material->metallic;
dest_material->roughness = source_material->roughness;
dest_material->ima = source_material->ima;
dest_material->iuser = source_material->iuser;
}

View File

@ -278,6 +278,7 @@ typedef struct WORKBENCH_MaterialData {
int color_type;
int interp;
Image *ima;
ImageUser *iuser;
/* Linked shgroup for drawing */
DRWShadingGroup *shgrp;
@ -322,7 +323,7 @@ void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd);
void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd);
WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type, int interp);
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp);
/* workbench_effect_aa.c */
void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx);
@ -350,7 +351,7 @@ void workbench_dof_draw_pass(WORKBENCH_Data *vedata);
/* workbench_materials.c */
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob);
void workbench_material_get_image_and_mat(Object *ob, int mat_nr, Image **r_image, int *r_interp, Material **r_mat);
void workbench_material_get_image_and_mat(Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat);
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost);

View File

@ -159,7 +159,17 @@ bool ED_object_get_active_image(
if (node && is_image_texture_node(node)) {
if (r_ima) *r_ima = (Image *)node->id;
if (r_iuser) *r_iuser = NULL;
if (r_iuser) {
if (node->type == SH_NODE_TEX_IMAGE) {
*r_iuser = &((NodeTexImage *)node->storage)->iuser;
}
else if (node->type == SH_NODE_TEX_ENVIRONMENT) {
*r_iuser = &((NodeTexEnvironment *)node->storage)->iuser;
}
else {
*r_iuser = NULL;
}
}
if (r_node) *r_node = node;
if (r_ntree) *r_ntree = ntree;
return true;