Files
test2/source/blender/draw/engines/image/image_space_image.hh
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00

112 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 "image_private.hh"
namespace blender::draw::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::ShowAlpha | ImageDrawFlags::ApplyAlpha;
}
else if ((sima_flag & SI_SHOW_ALPHA) != 0) {
r_shader_parameters.flags |= ImageDrawFlags::Shuffling;
copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 0.0f, 0.0f, 1.0f);
}
else if ((sima_flag & SI_SHOW_ZBUF) != 0) {
r_shader_parameters.flags |= ImageDrawFlags::Depth | ImageDrawFlags::Shuffling;
copy_v4_fl4(r_shader_parameters.shuffle, 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::ApplyAlpha;
}
copy_v4_fl4(r_shader_parameters.shuffle, 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::ApplyAlpha;
}
copy_v4_fl4(r_shader_parameters.shuffle, 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::ApplyAlpha;
}
copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 0.0f, 1.0f, 0.0f);
}
else /* RGB */ {
if (IMB_alpha_affects_rgb(image_buffer)) {
r_shader_parameters.flags |= ImageDrawFlags::ApplyAlpha;
}
}
}
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::draw::image_engine