Cleanup: Split image engine into ImageEngine, SpaceAccessor and DrawingMode.

Image engine is used to draw an image into a space. The current
structure wasn't clear and couldn't be easilly extended. This refactor
spliced the image draw engine into 3 main components.

- Space accessors: contains an interface to communicate with space data
  (Image editor, UV Editor, Node Editor) in a common way. This reduced
  the branching in the code base.
- DrawingMode: contains an interface to the used tactic to draw an image
  inside the space framebuffer. Currently only one mode is implemented;
  in the future there could be a separate drawing mode for huge images.
- ImageEngine: the core that connects the draw manager with the space
  data and drawing mode.
This commit is contained in:
Jeroen Bakker 2021-11-05 13:25:00 +01:00
parent d7f4fdf845
commit 32c90d2d7c
6 changed files with 686 additions and 352 deletions

View File

@ -0,0 +1,154 @@
/*
* 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 2021, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#pragma once
#include "image_private.hh"
namespace blender::draw::image_engine {
class DefaultDrawingMode : public AbstractDrawingMode {
private:
DRWPass *create_image_pass() const
{
/* 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);
return DRW_pass_create("Image", state);
}
void add_to_shgroup(AbstractSpaceAccessor *space,
DRWShadingGroup *grp,
const Image *image,
const ImBuf *image_buffer) const
{
float image_mat[4][4];
const DRWContextState *draw_ctx = DRW_context_state_get();
const ARegion *region = draw_ctx->region;
space->get_image_mat(image_buffer, region, image_mat);
GPUBatch *geom = DRW_cache_quad_get();
const bool is_tiled_texture = image && image->source == IMA_SRC_TILED;
if (is_tiled_texture) {
const float translate_x = image_mat[3][0];
const float translate_y = image_mat[3][1];
LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
const int tile_x = ((tile->tile_number - 1001) % 10);
const int tile_y = ((tile->tile_number - 1001) / 10);
image_mat[3][0] = (float)tile_x + translate_x;
image_mat[3][1] = (float)tile_y + translate_y;
DRW_shgroup_call_obmat(grp, geom, image_mat);
}
}
else {
DRW_shgroup_call_obmat(grp, geom, image_mat);
}
}
public:
void cache_init(IMAGE_Data *vedata) const override
{
IMAGE_PassList *psl = vedata->psl;
psl->image_pass = create_image_pass();
}
void cache_image(AbstractSpaceAccessor *space,
IMAGE_Data *vedata,
Image *image,
ImageUser *iuser,
ImBuf *image_buffer) const override
{
IMAGE_PassList *psl = vedata->psl;
IMAGE_StorageList *stl = vedata->stl;
IMAGE_PrivateData *pd = stl->pd;
GPUTexture *tex_tile_data = nullptr;
space->get_gpu_textures(
image, iuser, image_buffer, &pd->texture, &pd->owns_texture, &tex_tile_data);
if (pd->texture == nullptr) {
return;
}
const bool is_tiled_texture = tex_tile_data != nullptr;
ShaderParameters sh_params;
sh_params.use_premul_alpha = BKE_image_has_gpu_texture_premultiplied_alpha(image,
image_buffer);
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
if (scene->camera && scene->camera->type == OB_CAMERA) {
Camera *camera = static_cast<Camera *>(scene->camera->data);
copy_v2_fl2(sh_params.far_near, camera->clip_end, camera->clip_start);
}
space->get_shader_parameters(sh_params, image_buffer, is_tiled_texture);
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", sh_params.far_near);
DRW_shgroup_uniform_vec4_copy(shgrp, "color", ShaderParameters::color);
DRW_shgroup_uniform_vec4_copy(shgrp, "shuffle", sh_params.shuffle);
DRW_shgroup_uniform_int_copy(shgrp, "drawFlags", sh_params.flags);
DRW_shgroup_uniform_bool_copy(shgrp, "imgPremultiplied", sh_params.use_premul_alpha);
add_to_shgroup(space, shgrp, image, image_buffer);
}
void draw_finish(IMAGE_Data *vedata) const override
{
IMAGE_StorageList *stl = vedata->stl;
IMAGE_PrivateData *pd = stl->pd;
if (pd->texture && pd->owns_texture) {
GPU_texture_free(pd->texture);
pd->owns_texture = false;
}
pd->texture = nullptr;
}
void draw_scene(IMAGE_Data *vedata) const override
{
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);
}
};
} // namespace blender::draw::image_engine

View File

@ -17,13 +17,16 @@
*/
/** \file
* \ingroup draw_editors
* \ingroup draw_engine
*
* Draw engine to draw the Image/UV editor
*/
#include "DRW_render.h"
#include <memory>
#include <optional>
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_object.h"
@ -38,291 +41,89 @@
#include "GPU_batch.h"
#include "image_drawing_mode.hh"
#include "image_engine.h"
#include "image_private.hh"
#include "image_space_image.hh"
#include "image_space_node.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)
static std::unique_ptr<AbstractSpaceAccessor> space_accessor_from_context(
const DRWContextState *draw_ctx)
{
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 (image->rr != nullptr) {
/* 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);
return std::make_unique<SpaceImageAccessor>((SpaceImage *)draw_ctx->space_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);
if (space_type == SPACE_NODE) {
return std::make_unique<SpaceNodeAccessor>((SpaceNode *)draw_ctx->space_data);
}
BLI_assert_unreachable();
return nullptr;
}
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;
class ImageEngine {
private:
const DRWContextState *draw_ctx;
IMAGE_Data *vedata;
std::unique_ptr<AbstractSpaceAccessor> space;
DefaultDrawingMode drawing_mode;
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);
public:
ImageEngine(const DRWContextState *draw_ctx, IMAGE_Data *vedata)
: draw_ctx(draw_ctx), vedata(vedata), space(space_accessor_from_context(draw_ctx))
{
}
}
virtual ~ImageEngine() = default;
private:
public:
void cache_init()
{
IMAGE_StorageList *stl = vedata->stl;
IMAGE_PrivateData *pd = stl->pd;
drawing_mode.cache_init(vedata);
pd->view = nullptr;
if (space->has_view_override()) {
const ARegion *region = draw_ctx->region;
pd->view = space->create_view_override(region);
}
}
void cache_populate()
{
IMAGE_StorageList *stl = vedata->stl;
IMAGE_PrivateData *pd = stl->pd;
Main *bmain = CTX_data_main(draw_ctx->evil_C);
pd->image = space->get_image(bmain);
if (pd->image == nullptr) {
/* Early exit, nothing to draw. */
return;
}
pd->ibuf = space->acquire_image_buffer(pd->image, &pd->lock);
ImageUser *iuser = space->get_image_user();
drawing_mode.cache_image(space.get(), vedata, pd->image, iuser, pd->ibuf);
}
void draw_finish()
{
drawing_mode.draw_finish(vedata);
IMAGE_StorageList *stl = vedata->stl;
IMAGE_PrivateData *pd = stl->pd;
space->release_buffer(pd->image, pd->ibuf, pd->lock);
pd->image = nullptr;
pd->ibuf = nullptr;
}
void draw_scene()
{
drawing_mode.draw_scene(vedata);
}
};
/* -------------------------------------------------------------------- */
/** \name Engine Callbacks
@ -343,49 +144,12 @@ static void IMAGE_engine_init(void *ved)
pd->texture = nullptr;
}
static void IMAGE_cache_init(void *ved)
static void IMAGE_cache_init(void *vedata)
{
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;
}
ImageEngine image_engine(draw_ctx, static_cast<IMAGE_Data *>(vedata));
image_engine.cache_init();
image_engine.cache_populate();
}
static void IMAGE_cache_populate(void *UNUSED(vedata), Object *UNUSED(ob))
@ -393,45 +157,12 @@ 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)
static void IMAGE_draw_scene(void *vedata)
{
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);
ImageEngine image_engine(draw_ctx, static_cast<IMAGE_Data *>(vedata));
image_engine.draw_scene();
image_engine.draw_finish();
}
static void IMAGE_engine_free()
@ -466,4 +197,3 @@ DrawEngineType draw_engine_image_type = {
nullptr, /* store_metadata */
};
}

View File

@ -17,7 +17,7 @@
*/
/** \file
* \ingroup draw_editors
* \ingroup draw_engine
*/
#pragma once

View File

@ -20,10 +20,16 @@
* \ingroup draw_engine
*/
#pragma once
#include <optional>
/* Forward declarations */
extern "C" {
struct GPUTexture;
struct ImBuf;
struct Image;
}
/* *********** LISTS *********** */
@ -57,6 +63,128 @@ struct IMAGE_Data {
IMAGE_StorageList *stl;
};
/* 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)
#define IMAGE_DRAW_FLAG_DO_REPEAT (1 << 4)
#define IMAGE_DRAW_FLAG_USE_WORLD_POS (1 << 5)
struct ShaderParameters {
constexpr static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
int flags = 0;
float shuffle[4];
float far_near[2];
bool use_premul_alpha = false;
ShaderParameters()
{
copy_v4_fl(shuffle, 1.0f);
copy_v2_fl2(far_near, 100.0f, 0.0f);
}
};
/**
* Space accessor.
*
* Image engine is used to draw the images inside multiple spaces \see SpaceLink.
* The AbstractSpaceAccessor is an interface to communicate with a space.
*/
class AbstractSpaceAccessor {
public:
/**
* Return the active image of the space.
*
* The returned image will be drawn in the space.
*
* The return value is optional.
*/
virtual Image *get_image(Main *bmain) = 0;
/**
* Return the #ImageUser of the space.
*
* The return value is optional.
*/
virtual ImageUser *get_image_user() = 0;
/**
* Acquire the image buffer of the image.
*
* \param image: Image to get the buffer from. Image is the same as returned from the #get_image
* member.
* \param lock: pointer to a lock object.
* \return Image buffer of the given image.
*/
virtual ImBuf *acquire_image_buffer(Image *image, void **lock) = 0;
/**
* Release a previous locked image from #acquire_image_buffer.
*/
virtual void release_buffer(Image *image, ImBuf *image_buffer, void *lock) = 0;
/**
* Update the r_shader_parameters with space specific settings.
*
* Only update the #ShaderParameters.flags and #ShaderParameters.shuffle. Other parameters
* are updated inside the image engine.
*/
virtual void get_shader_parameters(ShaderParameters &r_shader_parameters,
ImBuf *image_buffer,
bool is_tiled) = 0;
/**
* Retrieve the gpu textures to draw.
*/
virtual void get_gpu_textures(Image *image,
ImageUser *iuser,
ImBuf *image_buffer,
GPUTexture **r_gpu_texture,
bool *r_owns_texture,
GPUTexture **r_tex_tile_data) = 0;
/**
* Does this space override the view.
* When so this member should return true and the create_view_override must return the view to
* use during drawing.
*/
virtual bool has_view_override() const = 0;
/**
* Override the view for drawing.
* Should match #has_view_override.
*/
virtual DRWView *create_view_override(const ARegion *UNUSED(region)) = 0;
/**
* Initialize the matrix that will be used to draw the image. The matrix will be send as object
* matrix to the drawing pipeline.
*/
virtual void get_image_mat(const ImBuf *image_buffer,
const ARegion *region,
float r_mat[4][4]) const = 0;
}; // namespace blender::draw::image_engine
/**
* 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 void cache_init(IMAGE_Data *vedata) const = 0;
virtual void cache_image(AbstractSpaceAccessor *space,
IMAGE_Data *vedata,
Image *image,
ImageUser *iuser,
ImBuf *image_buffer) 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(bool is_tiled_image);
void IMAGE_shader_library_ensure(void);

View File

@ -0,0 +1,183 @@
/*
* 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 2021, Blender Foundation.
*/
/** \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 *UNUSED(bmain)) override
{
return ED_space_image(sima);
}
ImageUser *get_image_user() override
{
return &sima->iuser;
}
ImBuf *acquire_image_buffer(Image *UNUSED(image), void **lock) override
{
return ED_space_image_acquire_buffer(sima, lock, 0);
}
void release_buffer(Image *UNUSED(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,
bool is_tiled) override
{
const int sima_flag = sima->flag & ED_space_image_get_display_channel_mask(image_buffer);
const bool do_repeat = (!is_tiled) && ((sima->flag & SI_DRAW_TILE) != 0);
SET_FLAG_FROM_TEST(r_shader_parameters.flags, do_repeat, IMAGE_DRAW_FLAG_DO_REPEAT);
SET_FLAG_FROM_TEST(r_shader_parameters.flags, is_tiled, IMAGE_DRAW_FLAG_USE_WORLD_POS);
if ((sima_flag & SI_USE_ALPHA) != 0) {
/* Show RGBA */
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_SHOW_ALPHA | IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
else if ((sima_flag & SI_SHOW_ALPHA) != 0) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_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 |= IMAGE_DRAW_FLAG_DEPTH | IMAGE_DRAW_FLAG_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 |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(image_buffer)) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
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 |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(image_buffer)) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
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 |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(image_buffer)) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
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 |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
}
}
bool has_view_override() const override
{
return false;
}
DRWView *create_view_override(const ARegion *UNUSED(region)) override
{
return nullptr;
}
void get_gpu_textures(Image *image,
ImageUser *iuser,
ImBuf *image_buffer,
GPUTexture **r_gpu_texture,
bool *r_owns_texture,
GPUTexture **r_tex_tile_data) override
{
if (image->rr != nullptr) {
/* Update multi-index and pass for the current eye. */
BKE_image_multilayer_index(image->rr, iuser);
}
else {
BKE_image_multiview_index(image, iuser);
}
if (image_buffer == nullptr) {
return;
}
if (image_buffer->rect == nullptr && image_buffer->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(image_buffer);
if (sima_flag & SI_SHOW_ZBUF &&
(image_buffer->zbuf || image_buffer->zbuf_float || (image_buffer->channels == 1))) {
if (image_buffer->zbuf) {
BLI_assert_msg(0, "Integer based depth buffers not supported");
}
else if (image_buffer->zbuf_float) {
*r_gpu_texture = GPU_texture_create_2d(
__func__, image_buffer->x, image_buffer->y, 0, GPU_R16F, image_buffer->zbuf_float);
*r_owns_texture = true;
}
else if (image_buffer->rect_float && image_buffer->channels == 1) {
*r_gpu_texture = GPU_texture_create_2d(
__func__, image_buffer->x, image_buffer->y, 0, GPU_R16F, image_buffer->rect_float);
*r_owns_texture = true;
}
}
else if (image->source == IMA_SRC_TILED) {
*r_gpu_texture = BKE_image_get_gpu_tiles(image, iuser, image_buffer);
*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, image_buffer);
*r_owns_texture = false;
}
}
void get_image_mat(const ImBuf *UNUSED(image_buffer),
const ARegion *UNUSED(region),
float r_mat[4][4]) const override
{
unit_m4(r_mat);
}
};
} // namespace blender::draw::image_engine

View File

@ -0,0 +1,139 @@
/*
* 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 2021, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#pragma once
#include "image_private.hh"
namespace blender::draw::image_engine {
class SpaceNodeAccessor : public AbstractSpaceAccessor {
SpaceNode *snode;
public:
SpaceNodeAccessor(SpaceNode *snode) : snode(snode)
{
}
Image *get_image(Main *bmain) override
{
return BKE_image_ensure_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
}
ImageUser *get_image_user() override
{
return nullptr;
}
ImBuf *acquire_image_buffer(Image *image, void **lock) override
{
return BKE_image_acquire_ibuf(image, nullptr, lock);
}
void release_buffer(Image *image, ImBuf *ibuf, void *lock) override
{
BKE_image_release_ibuf(image, ibuf, lock);
}
bool has_view_override() const override
{
return true;
}
DRWView *create_view_override(const ARegion *region) override
{
/* 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);
return DRW_view_create(viewmat, winmat, nullptr, nullptr, nullptr);
}
void get_shader_parameters(ShaderParameters &r_shader_parameters,
ImBuf *ibuf,
bool UNUSED(is_tiled)) override
{
if ((snode->flag & SNODE_USE_ALPHA) != 0) {
/* Show RGBA */
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_SHOW_ALPHA | IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
else if ((snode->flag & SNODE_SHOW_ALPHA) != 0) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_SHUFFLING;
copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 0.0f, 0.0f, 1.0f);
}
else if ((snode->flag & SNODE_SHOW_R) != 0) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(ibuf)) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
copy_v4_fl4(r_shader_parameters.shuffle, 1.0f, 0.0f, 0.0f, 0.0f);
}
else if ((snode->flag & SNODE_SHOW_G) != 0) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(ibuf)) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 1.0f, 0.0f, 0.0f);
}
else if ((snode->flag & SNODE_SHOW_B) != 0) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_SHUFFLING;
if (IMB_alpha_affects_rgb(ibuf)) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
copy_v4_fl4(r_shader_parameters.shuffle, 0.0f, 0.0f, 1.0f, 0.0f);
}
else /* RGB */ {
if (IMB_alpha_affects_rgb(ibuf)) {
r_shader_parameters.flags |= IMAGE_DRAW_FLAG_APPLY_ALPHA;
}
}
}
void get_gpu_textures(Image *image,
ImageUser *iuser,
ImBuf *ibuf,
GPUTexture **r_gpu_texture,
bool *r_owns_texture,
GPUTexture **r_tex_tile_data) override
{
*r_gpu_texture = BKE_image_get_gpu_texture(image, iuser, ibuf);
*r_owns_texture = false;
*r_tex_tile_data = nullptr;
}
void get_image_mat(const ImBuf *image_buffer,
const ARegion *region,
float r_mat[4][4]) const override
{
unit_m4(r_mat);
const float ibuf_width = image_buffer->x;
const float ibuf_height = image_buffer->y;
r_mat[0][0] = ibuf_width * snode->zoom;
r_mat[1][1] = ibuf_height * snode->zoom;
r_mat[3][0] = (region->winx - snode->zoom * ibuf_width) / 2 + snode->xof;
r_mat[3][1] = (region->winy - snode->zoom * ibuf_height) / 2 + snode->yof;
}
};
} // namespace blender::draw::image_engine