Files
test2/source/blender/draw/engines/image/image_space_image.hh
Brecht Van Lommel 920e709069 Refactor: Make header files more clangd and clang-tidy friendly
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.

This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.

* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd

Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.

Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.

For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/

Pull Request: https://projects.blender.org/blender/blender/pulls/132608
2025-01-07 12:39:13 +01:00

116 lines
3.6 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw_engine
*/
#pragma once
#include "ED_image.hh"
#include "DNA_screen_types.h"
#include "image_private.hh"
namespace blender::image_engine {
class SpaceImageAccessor : public AbstractSpaceAccessor {
SpaceImage *sima;
public:
SpaceImageAccessor(SpaceImage *sima) : sima(sima) {}
::Image *get_image(Main * /*bmain*/) override
{
return ED_space_image(sima);
}
ImageUser *get_image_user() override
{
return &sima->iuser;
}
ImBuf *acquire_image_buffer(::Image * /*image*/, void **lock) override
{
return ED_space_image_acquire_buffer(sima, lock, 0);
}
void release_buffer(::Image * /*image*/, ImBuf *image_buffer, void *lock) override
{
ED_space_image_release_buffer(sima, image_buffer, lock);
}
void get_shader_parameters(ShaderParameters &r_shader_parameters, ImBuf *image_buffer) override
{
const int sima_flag = sima->flag & ED_space_image_get_display_channel_mask(image_buffer);
if ((sima_flag & SI_USE_ALPHA) != 0) {
/* Show RGBA */
r_shader_parameters.flags |= ImageDrawFlags::SHOW_ALPHA | ImageDrawFlags::APPLY_ALPHA;
}
else if ((sima_flag & SI_SHOW_ALPHA) != 0) {
r_shader_parameters.flags |= ImageDrawFlags::SHUFFLING;
r_shader_parameters.shuffle = float4(0.0f, 0.0f, 0.0f, 1.0f);
}
else if ((sima_flag & SI_SHOW_ZBUF) != 0) {
r_shader_parameters.flags |= ImageDrawFlags::DEPTH | ImageDrawFlags::SHUFFLING;
r_shader_parameters.shuffle = float4(1.0f, 0.0f, 0.0f, 0.0f);
}
else if ((sima_flag & SI_SHOW_R) != 0) {
r_shader_parameters.flags |= ImageDrawFlags::SHUFFLING;
if (IMB_alpha_affects_rgb(image_buffer)) {
r_shader_parameters.flags |= ImageDrawFlags::APPLY_ALPHA;
}
r_shader_parameters.shuffle = float4(1.0f, 0.0f, 0.0f, 0.0f);
}
else if ((sima_flag & SI_SHOW_G) != 0) {
r_shader_parameters.flags |= ImageDrawFlags::SHUFFLING;
if (IMB_alpha_affects_rgb(image_buffer)) {
r_shader_parameters.flags |= ImageDrawFlags::APPLY_ALPHA;
}
r_shader_parameters.shuffle = float4(0.0f, 1.0f, 0.0f, 0.0f);
}
else if ((sima_flag & SI_SHOW_B) != 0) {
r_shader_parameters.flags |= ImageDrawFlags::SHUFFLING;
if (IMB_alpha_affects_rgb(image_buffer)) {
r_shader_parameters.flags |= ImageDrawFlags::APPLY_ALPHA;
}
r_shader_parameters.shuffle = float4(0.0f, 0.0f, 1.0f, 0.0f);
}
else /* RGB */ {
if (IMB_alpha_affects_rgb(image_buffer)) {
r_shader_parameters.flags |= ImageDrawFlags::APPLY_ALPHA;
}
}
}
bool use_tile_drawing() const override
{
return (sima->flag & SI_DRAW_TILE) != 0;
}
void init_ss_to_texture_matrix(const ARegion *region,
const float image_offset[2],
const float image_resolution[2],
float r_uv_to_texture[4][4]) const override
{
unit_m4(r_uv_to_texture);
float scale_x = 1.0 / BLI_rctf_size_x(&region->v2d.cur);
float scale_y = 1.0 / BLI_rctf_size_y(&region->v2d.cur);
float display_offset_x = scale_x * image_offset[0] / image_resolution[0];
float display_offset_y = scale_y * image_offset[1] / image_resolution[1];
float translate_x = scale_x * -region->v2d.cur.xmin + display_offset_x;
float translate_y = scale_y * -region->v2d.cur.ymin + display_offset_y;
r_uv_to_texture[0][0] = scale_x;
r_uv_to_texture[1][1] = scale_y;
r_uv_to_texture[3][0] = translate_x;
r_uv_to_texture[3][1] = translate_y;
}
};
} // namespace blender::image_engine