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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 2020, Blender Foundation.
*/
/** \file
* \ingroup draw_editors
*
* Draw engine to draw the Image/UV editor
*/
#include "DRW_render.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "ED_image.h"
#include "GPU_batch.h"
#include "image_engine.h"
#include "image_private.hh"
namespace blender::draw::image_engine {
#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)
static void image_cache_image_add(DRWShadingGroup *grp, Image *image, ImBuf *ibuf)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const ARegion *region = draw_ctx->region;
const char space_type = draw_ctx->space_data->spacetype;
float zoom_x = 1.0f;
float zoom_y = 1.0f;
float translate_x = 0.0f;
float translate_y = 0.0f;
/* User can freely move the backdrop in the space of the node editor */
if (space_type == SPACE_NODE) {
SpaceNode *snode = (SpaceNode *)draw_ctx->space_data;
const float ibuf_width = ibuf->x;
const float ibuf_height = ibuf->y;
const float x = (region->winx - snode->zoom * ibuf_width) / 2 + snode->xof;
const float y = (region->winy - snode->zoom * ibuf_height) / 2 + snode->yof;
zoom_x = ibuf_width * snode->zoom;
zoom_y = ibuf_height * snode->zoom;
translate_x = x;
translate_y = y;
}
const bool is_tiled_texture = image && image->source == IMA_SRC_TILED;
float obmat[4][4];
unit_m4(obmat);
GPUBatch *geom = DRW_cache_quad_get();
obmat[0][0] = zoom_x;
obmat[1][1] = zoom_y;
obmat[3][1] = translate_y;
obmat[3][0] = translate_x;
if (is_tiled_texture) {
LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
const int tile_x = ((tile->tile_number - 1001) % 10);
const int tile_y = ((tile->tile_number - 1001) / 10);
obmat[3][1] = (float)tile_y + translate_y;
obmat[3][0] = (float)tile_x + translate_x;
DRW_shgroup_call_obmat(grp, geom, obmat);
}
}
else {
DRW_shgroup_call_obmat(grp, geom, obmat);
}
}
static void space_image_gpu_texture_get(Image *image,
ImageUser *iuser,
ImBuf *ibuf,
GPUTexture **r_gpu_texture,
bool *r_owns_texture,
GPUTexture **r_tex_tile_data)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
if (BKE_image_is_multilayer(image)) {
/* Update multi-index and pass for the current eye. */
BKE_image_multilayer_index(image->rr, &sima->iuser);
}
else {
BKE_image_multiview_index(image, &sima->iuser);
}
if (ibuf == nullptr) {
return;
}
if (ibuf->rect == nullptr && ibuf->rect_float == nullptr) {
/* This code-path is only supposed to happen when drawing a lazily-allocatable render result.
* In all the other cases the `ED_space_image_acquire_buffer()` is expected to return nullptr
* as an image buffer when it has no pixels. */
BLI_assert(image->type == IMA_TYPE_R_RESULT);
float zero[4] = {0, 0, 0, 0};
*r_gpu_texture = GPU_texture_create_2d(__func__, 1, 1, 0, GPU_RGBA16F, zero);
*r_owns_texture = true;
return;
}
const int sima_flag = sima->flag & ED_space_image_get_display_channel_mask(ibuf);
if (sima_flag & SI_SHOW_ZBUF && (ibuf->zbuf || ibuf->zbuf_float || (ibuf->channels == 1))) {
if (ibuf->zbuf) {
BLI_assert_msg(0, "Integer based depth buffers not supported");
}
else if (ibuf->zbuf_float) {
*r_gpu_texture = GPU_texture_create_2d(
__func__, ibuf->x, ibuf->y, 0, GPU_R16F, ibuf->zbuf_float);
*r_owns_texture = true;
}
else if (ibuf->rect_float && ibuf->channels == 1) {
*r_gpu_texture = GPU_texture_create_2d(
__func__, ibuf->x, ibuf->y, 0, GPU_R16F, ibuf->rect_float);
*r_owns_texture = true;
}
}
else if (image->source == IMA_SRC_TILED) {
*r_gpu_texture = BKE_image_get_gpu_tiles(image, iuser, ibuf);
*r_tex_tile_data = BKE_image_get_gpu_tilemap(image, iuser, nullptr);
*r_owns_texture = false;
}
else {
*r_gpu_texture = BKE_image_get_gpu_texture(image, iuser, ibuf);
*r_owns_texture = false;
}
}
static void space_node_gpu_texture_get(Image *image,
ImageUser *iuser,
ImBuf *ibuf,
GPUTexture **r_gpu_texture,
bool *r_owns_texture,
GPUTexture **r_tex_tile_data)
{
*r_gpu_texture = BKE_image_get_gpu_texture(image, iuser, ibuf);
*r_owns_texture = false;
*r_tex_tile_data = nullptr;
}
static void image_gpu_texture_get(Image *image,
ImageUser *iuser,
ImBuf *ibuf,
GPUTexture **r_gpu_texture,
bool *r_owns_texture,
GPUTexture **r_tex_tile_data)
{
if (!image) {
return;
}
const DRWContextState *draw_ctx = DRW_context_state_get();
const char space_type = draw_ctx->space_data->spacetype;
if (space_type == SPACE_IMAGE) {
space_image_gpu_texture_get(
image, iuser, ibuf, r_gpu_texture, r_owns_texture, r_tex_tile_data);
}
else if (space_type == SPACE_NODE) {
space_node_gpu_texture_get(image, iuser, ibuf, r_gpu_texture, r_owns_texture, r_tex_tile_data);
}
}
static void image_cache_image(IMAGE_Data *vedata, Image *image, ImageUser *iuser, ImBuf *ibuf)
{
IMAGE_PassList *psl = vedata->psl;
IMAGE_StorageList *stl = vedata->stl;
IMAGE_PrivateData *pd = stl->pd;
const DRWContextState *draw_ctx = DRW_context_state_get();
const char space_type = draw_ctx->space_data->spacetype;
const Scene *scene = draw_ctx->scene;
GPUTexture *tex_tile_data = nullptr;
image_gpu_texture_get(image, iuser, ibuf, &pd->texture, &pd->owns_texture, &tex_tile_data);
if (pd->texture) {
static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static float shuffle[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static float far_near[2] = {100.0f, 0.0f};
if (scene->camera && scene->camera->type == OB_CAMERA) {
far_near[1] = ((Camera *)scene->camera->data)->clip_start;
far_near[0] = ((Camera *)scene->camera->data)->clip_end;
}
const bool use_premul_alpha = BKE_image_has_gpu_texture_premultiplied_alpha(image, ibuf);
const bool is_tiled_texture = tex_tile_data != nullptr;
int draw_flags = 0;
if (space_type == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
const int sima_flag = sima->flag & ED_space_image_get_display_channel_mask(ibuf);
const bool do_repeat = (!is_tiled_texture) && ((sima->flag & SI_DRAW_TILE) != 0);
SET_FLAG_FROM_TEST(draw_flags, do_repeat, IMAGE_DRAW_FLAG_DO_REPEAT);
SET_FLAG_FROM_TEST(draw_flags, is_tiled_texture, IMAGE_DRAW_FLAG_USE_WORLD_POS);
if ((sima_flag & SI_USE_ALPHA) != 0) {
/* Show RGBA */
draw_flags |= IMAGE_DRAW_FLAG_SHOW_ALPHA | IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
else if ((sima_flag & SI_SHOW_ALPHA) != 0) {
draw_flags |= IMAGE_DRAW_FLAG_SHUFFLING;
copy_v4_fl4(shuffle, 0.0f, 0.0f, 0.0f, 1.0f);
}
else if ((sima_flag & SI_SHOW_ZBUF) != 0) {
draw_flags |= IMAGE_DRAW_FLAG_DEPTH | IMAGE_DRAW_FLAG_SHUFFLING;
copy_v4_fl4(shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
}
else if ((sima_flag & SI_SHOW_R) != 0) {
draw_flags |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(ibuf)) {
draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
copy_v4_fl4(shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
}
else if ((sima_flag & SI_SHOW_G) != 0) {
draw_flags |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(ibuf)) {
draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
copy_v4_fl4(shuffle, 0.0f, 1.0f, 0.0f, 0.0f);
}
else if ((sima_flag & SI_SHOW_B) != 0) {
draw_flags |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(ibuf)) {
draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
copy_v4_fl4(shuffle, 0.0f, 0.0f, 1.0f, 0.0f);
}
else /* RGB */ {
if (IMB_alpha_affects_rgb(ibuf)) {
draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
}
}
if (space_type == SPACE_NODE) {
SpaceNode *snode = (SpaceNode *)draw_ctx->space_data;
if ((snode->flag & SNODE_USE_ALPHA) != 0) {
/* Show RGBA */
draw_flags |= IMAGE_DRAW_FLAG_SHOW_ALPHA | IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
else if ((snode->flag & SNODE_SHOW_ALPHA) != 0) {
draw_flags |= IMAGE_DRAW_FLAG_SHUFFLING;
copy_v4_fl4(shuffle, 0.0f, 0.0f, 0.0f, 1.0f);
}
else if ((snode->flag & SNODE_SHOW_R) != 0) {
draw_flags |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(ibuf)) {
draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
copy_v4_fl4(shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
}
else if ((snode->flag & SNODE_SHOW_G) != 0) {
draw_flags |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(ibuf)) {
draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
copy_v4_fl4(shuffle, 0.0f, 1.0f, 0.0f, 0.0f);
}
else if ((snode->flag & SNODE_SHOW_B) != 0) {
draw_flags |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(ibuf)) {
draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
copy_v4_fl4(shuffle, 0.0f, 0.0f, 1.0f, 0.0f);
}
else /* RGB */ {
if (IMB_alpha_affects_rgb(ibuf)) {
draw_flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
}
}
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", far_near);
DRW_shgroup_uniform_vec4_copy(shgrp, "color", color);
DRW_shgroup_uniform_vec4_copy(shgrp, "shuffle", shuffle);
DRW_shgroup_uniform_int_copy(shgrp, "drawFlags", draw_flags);
DRW_shgroup_uniform_bool_copy(shgrp, "imgPremultiplied", use_premul_alpha);
image_cache_image_add(shgrp, image, ibuf);
}
}
/* -------------------------------------------------------------------- */
/** \name Engine Callbacks
* \{ */
static void IMAGE_engine_init(void *ved)
{
IMAGE_shader_library_ensure();
IMAGE_Data *vedata = (IMAGE_Data *)ved;
IMAGE_StorageList *stl = vedata->stl;
if (!stl->pd) {
stl->pd = static_cast<IMAGE_PrivateData *>(MEM_callocN(sizeof(IMAGE_PrivateData), __func__));
}
IMAGE_PrivateData *pd = stl->pd;
pd->ibuf = nullptr;
pd->lock = nullptr;
pd->texture = nullptr;
}
static void IMAGE_cache_init(void *ved)
{
IMAGE_Data *vedata = (IMAGE_Data *)ved;
IMAGE_StorageList *stl = vedata->stl;
IMAGE_PrivateData *pd = stl->pd;
IMAGE_PassList *psl = vedata->psl;
const DRWContextState *draw_ctx = DRW_context_state_get();
{
/* 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);
psl->image_pass = DRW_pass_create("Image", state);
}
const SpaceLink *space_link = draw_ctx->space_data;
const char space_type = space_link->spacetype;
pd->view = nullptr;
if (space_type == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
Image *image = ED_space_image(sima);
ImBuf *ibuf = ED_space_image_acquire_buffer(sima, &pd->lock, 0);
image_cache_image(vedata, image, &sima->iuser, ibuf);
pd->image = image;
pd->ibuf = ibuf;
}
else if (space_type == SPACE_NODE) {
ARegion *region = draw_ctx->region;
Main *bmain = CTX_data_main(draw_ctx->evil_C);
Image *image = BKE_image_ensure_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
ImBuf *ibuf = BKE_image_acquire_ibuf(image, nullptr, &pd->lock);
{
/* Setup a screen pixel view. The backdrop of the node editor doesn't follow the region. */
float winmat[4][4], viewmat[4][4];
orthographic_m4(viewmat, 0.0, region->winx, 0.0, region->winy, 0.0, 1.0);
unit_m4(winmat);
pd->view = DRW_view_create(viewmat, winmat, nullptr, nullptr, nullptr);
}
image_cache_image(vedata, image, nullptr, ibuf);
pd->image = image;
pd->ibuf = ibuf;
}
}
static void IMAGE_cache_populate(void *UNUSED(vedata), Object *UNUSED(ob))
{
/* Function intentional left empty. `cache_populate` is required to be implemented. */
}
static void image_draw_finish(IMAGE_Data *ved)
{
IMAGE_Data *vedata = (IMAGE_Data *)ved;
IMAGE_StorageList *stl = vedata->stl;
IMAGE_PrivateData *pd = stl->pd;
const DRWContextState *draw_ctx = DRW_context_state_get();
const char space_type = draw_ctx->space_data->spacetype;
if (space_type == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
ED_space_image_release_buffer(sima, pd->ibuf, pd->lock);
}
else if (space_type == SPACE_NODE) {
BKE_image_release_ibuf(pd->image, pd->ibuf, pd->lock);
}
pd->image = nullptr;
pd->ibuf = nullptr;
if (pd->texture && pd->owns_texture) {
GPU_texture_free(pd->texture);
pd->owns_texture = false;
}
pd->texture = nullptr;
}
static void IMAGE_draw_scene(void *ved)
{
IMAGE_Data *vedata = (IMAGE_Data *)ved;
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);
image_draw_finish(vedata);
}
static void IMAGE_engine_free()
{
IMAGE_shader_free();
}
/** \} */
static const DrawEngineDataSize IMAGE_data_size = DRW_VIEWPORT_DATA_SIZE(IMAGE_Data);
} // namespace blender::draw::image_engine
extern "C" {
using namespace blender::draw::image_engine;
DrawEngineType draw_engine_image_type = {
nullptr, /* next */
nullptr, /* prev */
N_("UV/Image"), /* idname */
&IMAGE_data_size, /* vedata_size */
&IMAGE_engine_init, /* engine_init */
&IMAGE_engine_free, /* engine_free */
&IMAGE_cache_init, /* cache_init */
&IMAGE_cache_populate, /* cache_populate */
nullptr, /* cache_finish */
&IMAGE_draw_scene, /* draw_scene */
nullptr, /* view_update */
nullptr, /* id_update */
nullptr, /* render_to_image */
nullptr, /* store_metadata */
};
}
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