diff options
Diffstat (limited to 'source/blender/draw/engines/image/image_drawing_mode_image_space.hh')
-rw-r--r-- | source/blender/draw/engines/image/image_drawing_mode_image_space.hh | 147 |
1 files changed, 147 insertions, 0 deletions
diff --git a/source/blender/draw/engines/image/image_drawing_mode_image_space.hh b/source/blender/draw/engines/image/image_drawing_mode_image_space.hh new file mode 100644 index 00000000000..26f4bc28106 --- /dev/null +++ b/source/blender/draw/engines/image/image_drawing_mode_image_space.hh @@ -0,0 +1,147 @@ +/* + * 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 ImageSpaceDrawingMode : 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 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); + } + } + + 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 |