/* * 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 class ShaderParameters; /** * 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: virtual ~AbstractSpaceAccessor() = default; /** * 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) = 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; /** \brief Is (wrap) repeat option enabled in the space. */ virtual bool use_tile_drawing() const = 0; /** * \brief Initialize r_uv_to_texture matrix to transform from normalized screen space coordinates * (0..1) to texture space UV coordinates. */ virtual void init_ss_to_texture_matrix(const ARegion *region, const float image_resolution[2], float r_uv_to_texture[4][4]) const = 0; }; // namespace blender::draw::image_engine