[Bf-blender-cvs] [b0476f06312] blender-v2.81-release: Workbench: Background Dithering
Jeroen Bakker
noreply at git.blender.org
Wed Oct 16 15:41:00 CEST 2019
Commit: b0476f06312db95423e6b83a86d7675dbbc94431
Author: Jeroen Bakker
Date: Wed Oct 16 15:30:57 2019 +0200
Branches: blender-v2.81-release
https://developer.blender.org/rBb0476f06312db95423e6b83a86d7675dbbc94431
Workbench: Background Dithering
Background dithering was introduced to solve banding issues on gradient backgrounds.
This patch will enable dithering based on the texture that is used for drawing.
Only when using a GPU_RGBA8 texture the dithering will be enabled.
This disables dithering for final rendering, vertex and texture paint modes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6056
===================================================================
M source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
M source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
M source/blender/draw/engines/workbench/workbench_data.c
M source/blender/draw/engines/workbench/workbench_private.h
===================================================================
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
index a6d7c4b393b..3ac220aee59 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
@@ -1,5 +1,5 @@
vec3 background_color(WorldData world_data, float y)
{
return mix(world_data.background_color_low, world_data.background_color_high, y).xyz +
- bayer_dither_noise();
+ (world_data.background_dither_factor * bayer_dither_noise());
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index 16df56b393a..f60eca24821 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -16,5 +16,6 @@ struct WorldData {
float background_alpha;
float curvature_ridge;
float curvature_valley;
- int pad[3];
+ float background_dither_factor;
+ int pad[2];
};
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index 743a1fc42b6..3e63f05ca64 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -111,6 +111,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
zero_v3(wd->background_color_low);
zero_v3(wd->background_color_high);
}
+ wd->background_dither_factor = workbench_background_dither_factor(wpd);
studiolight_update_world(wpd, wpd->studio_light, wd);
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 252be3570d7..f28cf12405e 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -194,7 +194,8 @@ typedef struct WORKBENCH_UBO_World {
float background_alpha;
float curvature_ridge;
float curvature_valley;
- int pad[3];
+ float background_dither_factor;
+ int pad[2];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
@@ -406,6 +407,12 @@ BLI_INLINE eGPUTextureFormat workbench_color_texture_format(const WORKBENCH_Priv
return result;
}
+BLI_INLINE bool workbench_background_dither_factor(const WORKBENCH_PrivateData *wpd) {
+ /* Only apply dithering when rendering on a RGBA8 texture.
+ * The dithering will remove banding when using a gradient as background */
+ return workbench_color_texture_format(wpd) == GPU_RGBA8;
+}
+
/* workbench_deferred.c */
void workbench_deferred_engine_init(WORKBENCH_Data *vedata);
void workbench_deferred_engine_free(void);
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