Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
112 lines
3.6 KiB
C++
112 lines
3.6 KiB
C++
/* SPDX-FileCopyrightText: 2021 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw_engine
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*/
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#pragma once
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#include "image_private.hh"
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namespace blender::draw::image_engine {
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class SpaceImageAccessor : public AbstractSpaceAccessor {
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SpaceImage *sima;
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public:
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SpaceImageAccessor(SpaceImage *sima) : sima(sima) {}
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Image *get_image(Main * /*bmain*/) override
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{
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return ED_space_image(sima);
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}
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ImageUser *get_image_user() override
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{
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return &sima->iuser;
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}
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ImBuf *acquire_image_buffer(Image * /*image*/, void **lock) override
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{
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return ED_space_image_acquire_buffer(sima, lock, 0);
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}
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void release_buffer(Image * /*image*/, ImBuf *image_buffer, void *lock) override
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{
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ED_space_image_release_buffer(sima, image_buffer, lock);
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}
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void get_shader_parameters(ShaderParameters &r_shader_parameters, ImBuf *image_buffer) override
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{
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const int sima_flag = sima->flag & ED_space_image_get_display_channel_mask(image_buffer);
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if ((sima_flag & SI_USE_ALPHA) != 0) {
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/* Show RGBA */
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r_shader_parameters.flags |= ImageDrawFlags::ShowAlpha | ImageDrawFlags::ApplyAlpha;
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}
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else if ((sima_flag & SI_SHOW_ALPHA) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::Shuffling;
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copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 0.0f, 0.0f, 1.0f);
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}
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else if ((sima_flag & SI_SHOW_ZBUF) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::Depth | ImageDrawFlags::Shuffling;
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copy_v4_fl4(r_shader_parameters.shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
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}
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else if ((sima_flag & SI_SHOW_R) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::Shuffling;
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if (IMB_alpha_affects_rgb(image_buffer)) {
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r_shader_parameters.flags |= ImageDrawFlags::ApplyAlpha;
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}
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copy_v4_fl4(r_shader_parameters.shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
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}
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else if ((sima_flag & SI_SHOW_G) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::Shuffling;
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if (IMB_alpha_affects_rgb(image_buffer)) {
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r_shader_parameters.flags |= ImageDrawFlags::ApplyAlpha;
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}
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copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 1.0f, 0.0f, 0.0f);
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}
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else if ((sima_flag & SI_SHOW_B) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::Shuffling;
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if (IMB_alpha_affects_rgb(image_buffer)) {
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r_shader_parameters.flags |= ImageDrawFlags::ApplyAlpha;
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}
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copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 0.0f, 1.0f, 0.0f);
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}
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else /* RGB */ {
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if (IMB_alpha_affects_rgb(image_buffer)) {
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r_shader_parameters.flags |= ImageDrawFlags::ApplyAlpha;
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}
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}
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}
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bool use_tile_drawing() const override
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{
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return (sima->flag & SI_DRAW_TILE) != 0;
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}
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void init_ss_to_texture_matrix(const ARegion *region,
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const float image_offset[2],
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const float image_resolution[2],
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float r_uv_to_texture[4][4]) const override
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{
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unit_m4(r_uv_to_texture);
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float scale_x = 1.0 / BLI_rctf_size_x(®ion->v2d.cur);
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float scale_y = 1.0 / BLI_rctf_size_y(®ion->v2d.cur);
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float display_offset_x = scale_x * image_offset[0] / image_resolution[0];
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float display_offset_y = scale_y * image_offset[1] / image_resolution[1];
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float translate_x = scale_x * -region->v2d.cur.xmin + display_offset_x;
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float translate_y = scale_y * -region->v2d.cur.ymin + display_offset_y;
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r_uv_to_texture[0][0] = scale_x;
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r_uv_to_texture[1][1] = scale_y;
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r_uv_to_texture[3][0] = translate_x;
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r_uv_to_texture[3][1] = translate_y;
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}
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};
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} // namespace blender::draw::image_engine
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