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Diffstat (limited to 'source/blender/draw/engines/image/image_private.hh')
-rw-r--r--source/blender/draw/engines/image/image_private.hh128
1 files changed, 128 insertions, 0 deletions
diff --git a/source/blender/draw/engines/image/image_private.hh b/source/blender/draw/engines/image/image_private.hh
index 434e27eff65..be6f5b78806 100644
--- a/source/blender/draw/engines/image/image_private.hh
+++ b/source/blender/draw/engines/image/image_private.hh
@@ -20,10 +20,16 @@
* \ingroup draw_engine
*/
+#pragma once
+
+#include <optional>
+
/* Forward declarations */
+extern "C" {
struct GPUTexture;
struct ImBuf;
struct Image;
+}
/* *********** LISTS *********** */
@@ -57,6 +63,128 @@ struct IMAGE_Data {
IMAGE_StorageList *stl;
};
+/* Shader parameters. */
+#define IMAGE_DRAW_FLAG_SHOW_ALPHA (1 << 0)
+#define IMAGE_DRAW_FLAG_APPLY_ALPHA (1 << 1)
+#define IMAGE_DRAW_FLAG_SHUFFLING (1 << 2)
+#define IMAGE_DRAW_FLAG_DEPTH (1 << 3)
+#define IMAGE_DRAW_FLAG_DO_REPEAT (1 << 4)
+#define IMAGE_DRAW_FLAG_USE_WORLD_POS (1 << 5)
+
+struct ShaderParameters {
+ constexpr static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+
+ int flags = 0;
+ float shuffle[4];
+ float far_near[2];
+ bool use_premul_alpha = false;
+
+ ShaderParameters()
+ {
+ copy_v4_fl(shuffle, 1.0f);
+ copy_v2_fl2(far_near, 100.0f, 0.0f);
+ }
+};
+
+/**
+ * Space accessor.
+ *
+ * Image engine is used to draw the images inside multiple spaces \see SpaceLink.
+ * The AbstractSpaceAccessor is an interface to communicate with a space.
+ */
+class AbstractSpaceAccessor {
+ public:
+ /**
+ * Return the active image of the space.
+ *
+ * The returned image will be drawn in the space.
+ *
+ * The return value is optional.
+ */
+ virtual Image *get_image(Main *bmain) = 0;
+
+ /**
+ * Return the #ImageUser of the space.
+ *
+ * The return value is optional.
+ */
+ virtual ImageUser *get_image_user() = 0;
+
+ /**
+ * Acquire the image buffer of the image.
+ *
+ * \param image: Image to get the buffer from. Image is the same as returned from the #get_image
+ * member.
+ * \param lock: pointer to a lock object.
+ * \return Image buffer of the given image.
+ */
+ virtual ImBuf *acquire_image_buffer(Image *image, void **lock) = 0;
+
+ /**
+ * Release a previous locked image from #acquire_image_buffer.
+ */
+ virtual void release_buffer(Image *image, ImBuf *image_buffer, void *lock) = 0;
+
+ /**
+ * Update the r_shader_parameters with space specific settings.
+ *
+ * Only update the #ShaderParameters.flags and #ShaderParameters.shuffle. Other parameters
+ * are updated inside the image engine.
+ */
+ virtual void get_shader_parameters(ShaderParameters &r_shader_parameters,
+ ImBuf *image_buffer,
+ bool is_tiled) = 0;
+
+ /**
+ * Retrieve the gpu textures to draw.
+ */
+ virtual void get_gpu_textures(Image *image,
+ ImageUser *iuser,
+ ImBuf *image_buffer,
+ GPUTexture **r_gpu_texture,
+ bool *r_owns_texture,
+ GPUTexture **r_tex_tile_data) = 0;
+
+ /**
+ * Does this space override the view.
+ * When so this member should return true and the create_view_override must return the view to
+ * use during drawing.
+ */
+ virtual bool has_view_override() const = 0;
+
+ /**
+ * Override the view for drawing.
+ * Should match #has_view_override.
+ */
+ virtual DRWView *create_view_override(const ARegion *UNUSED(region)) = 0;
+
+ /**
+ * Initialize the matrix that will be used to draw the image. The matrix will be send as object
+ * matrix to the drawing pipeline.
+ */
+ virtual void get_image_mat(const ImBuf *image_buffer,
+ const ARegion *region,
+ float r_mat[4][4]) const = 0;
+}; // namespace blender::draw::image_engine
+
+/**
+ * Abstract class for a drawing mode of the image engine.
+ *
+ * The drawing mode decides how to draw the image on the screen. Each way how to draw would have
+ * its own subclass. For now there is only a single drawing mode. #DefaultDrawingMode.
+ **/
+class AbstractDrawingMode {
+ public:
+ virtual void cache_init(IMAGE_Data *vedata) const = 0;
+ virtual void cache_image(AbstractSpaceAccessor *space,
+ IMAGE_Data *vedata,
+ Image *image,
+ ImageUser *iuser,
+ ImBuf *image_buffer) const = 0;
+ virtual void draw_scene(IMAGE_Data *vedata) const = 0;
+ virtual void draw_finish(IMAGE_Data *vedata) const = 0;
+};
+
/* image_shader.c */
GPUShader *IMAGE_shader_image_get(bool is_tiled_image);
void IMAGE_shader_library_ensure(void);