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Diffstat (limited to 'source/blender/draw/engines/image/image_drawing_mode.hh')
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diff --git a/source/blender/draw/engines/image/image_drawing_mode.hh b/source/blender/draw/engines/image/image_drawing_mode.hh
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+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2021, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#pragma once
+
+#include "image_private.hh"
+
+namespace blender::draw::image_engine {
+
+class DefaultDrawingMode : public AbstractDrawingMode {
+ private:
+ DRWPass *create_image_pass() const
+ {
+ /* Write depth is needed for background overlay rendering. Near depth is used for
+ * transparency checker and Far depth is used for indicating the image size. */
+ DRWState state = static_cast<DRWState>(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_ALWAYS | DRW_STATE_BLEND_ALPHA_PREMUL);
+ return DRW_pass_create("Image", state);
+ }
+
+ void add_to_shgroup(AbstractSpaceAccessor *space,
+ DRWShadingGroup *grp,
+ const Image *image,
+ const ImBuf *image_buffer) const
+ {
+ float image_mat[4][4];
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const ARegion *region = draw_ctx->region;
+ space->get_image_mat(image_buffer, region, image_mat);
+
+ GPUBatch *geom = DRW_cache_quad_get();
+
+ const bool is_tiled_texture = image && image->source == IMA_SRC_TILED;
+ if (is_tiled_texture) {
+ const float translate_x = image_mat[3][0];
+ const float translate_y = image_mat[3][1];
+ LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
+ const int tile_x = ((tile->tile_number - 1001) % 10);
+ const int tile_y = ((tile->tile_number - 1001) / 10);
+ image_mat[3][0] = (float)tile_x + translate_x;
+ image_mat[3][1] = (float)tile_y + translate_y;
+ DRW_shgroup_call_obmat(grp, geom, image_mat);
+ }
+ }
+ else {
+ DRW_shgroup_call_obmat(grp, geom, image_mat);
+ }
+ }
+
+ public:
+ void cache_init(IMAGE_Data *vedata) const override
+ {
+ IMAGE_PassList *psl = vedata->psl;
+
+ psl->image_pass = create_image_pass();
+ }
+
+ void cache_image(AbstractSpaceAccessor *space,
+ IMAGE_Data *vedata,
+ Image *image,
+ ImageUser *iuser,
+ ImBuf *image_buffer) const override
+ {
+ IMAGE_PassList *psl = vedata->psl;
+ IMAGE_StorageList *stl = vedata->stl;
+ IMAGE_PrivateData *pd = stl->pd;
+
+ GPUTexture *tex_tile_data = nullptr;
+ space->get_gpu_textures(
+ image, iuser, image_buffer, &pd->texture, &pd->owns_texture, &tex_tile_data);
+ if (pd->texture == nullptr) {
+ return;
+ }
+ const bool is_tiled_texture = tex_tile_data != nullptr;
+
+ ShaderParameters sh_params;
+ sh_params.use_premul_alpha = BKE_image_has_gpu_texture_premultiplied_alpha(image,
+ image_buffer);
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene = draw_ctx->scene;
+ if (scene->camera && scene->camera->type == OB_CAMERA) {
+ Camera *camera = static_cast<Camera *>(scene->camera->data);
+ copy_v2_fl2(sh_params.far_near, camera->clip_end, camera->clip_start);
+ }
+ space->get_shader_parameters(sh_params, image_buffer, is_tiled_texture);
+
+ GPUShader *shader = IMAGE_shader_image_get(is_tiled_texture);
+ DRWShadingGroup *shgrp = DRW_shgroup_create(shader, psl->image_pass);
+ if (is_tiled_texture) {
+ DRW_shgroup_uniform_texture_ex(shgrp, "imageTileArray", pd->texture, GPU_SAMPLER_DEFAULT);
+ DRW_shgroup_uniform_texture(shgrp, "imageTileData", tex_tile_data);
+ }
+ else {
+ DRW_shgroup_uniform_texture_ex(shgrp, "imageTexture", pd->texture, GPU_SAMPLER_DEFAULT);
+ }
+ DRW_shgroup_uniform_vec2_copy(shgrp, "farNearDistances", sh_params.far_near);
+ DRW_shgroup_uniform_vec4_copy(shgrp, "color", ShaderParameters::color);
+ DRW_shgroup_uniform_vec4_copy(shgrp, "shuffle", sh_params.shuffle);
+ DRW_shgroup_uniform_int_copy(shgrp, "drawFlags", sh_params.flags);
+ DRW_shgroup_uniform_bool_copy(shgrp, "imgPremultiplied", sh_params.use_premul_alpha);
+
+ add_to_shgroup(space, shgrp, image, image_buffer);
+ }
+
+ void draw_finish(IMAGE_Data *vedata) const override
+ {
+ IMAGE_StorageList *stl = vedata->stl;
+ IMAGE_PrivateData *pd = stl->pd;
+
+ if (pd->texture && pd->owns_texture) {
+ GPU_texture_free(pd->texture);
+ pd->owns_texture = false;
+ }
+ pd->texture = nullptr;
+ }
+
+ void draw_scene(IMAGE_Data *vedata) const override
+ {
+ IMAGE_PassList *psl = vedata->psl;
+ IMAGE_PrivateData *pd = vedata->stl->pd;
+
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ GPU_framebuffer_bind(dfbl->default_fb);
+ static float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color_depth(dfbl->default_fb, clear_col, 1.0);
+
+ DRW_view_set_active(pd->view);
+ DRW_draw_pass(psl->image_pass);
+ DRW_view_set_active(nullptr);
+ }
+};
+
+} // namespace blender::draw::image_engine
+