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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. */
/** \file
* \ingroup draw_engine
*/
#pragma once
#include <optional>
#include "BKE_image.h"
#include "image_instance_data.hh"
#include "image_texture_info.hh"
/* Forward declarations */
extern "C" {
struct GPUTexture;
struct ImBuf;
struct Image;
}
/* *********** LISTS *********** */
namespace blender::draw::image_engine {
struct IMAGE_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
DRWViewportEmptyList *psl;
DRWViewportEmptyList *stl;
IMAGE_InstanceData *instance_data;
};
/* 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)
/**
* 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 ~AbstractDrawingMode() = default;
virtual void cache_init(IMAGE_Data *vedata) const = 0;
virtual void cache_image(IMAGE_Data *vedata, Image *image, ImageUser *iuser) 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();
GPUShader *IMAGE_shader_depth_get();
void IMAGE_shader_free();
} // namespace blender::draw::image_engine
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