560 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			560 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * This program is free software; you can redistribute it and/or
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|  * modify it under the terms of the GNU General Public License
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|  * as published by the Free Software Foundation; either version 2
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|  * of the License, or (at your option) any later version.
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|  *
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|  * This program is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  * GNU General Public License for more details.
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|  *
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program; if not, write to the Free Software Foundation,
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|  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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|  *
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|  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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|  * All rights reserved.
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|  */
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| 
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| /** \file
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|  * \ingroup edscr
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|  */
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| 
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| 
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| #include <stdio.h>
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| #include <string.h>
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| 
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| #include "MEM_guardedalloc.h"
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| 
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| #include "DNA_userdef_types.h"
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| #include "DNA_vec_types.h"
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| 
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| #include "BLI_utildefines.h"
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| #include "BLI_math.h"
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| 
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| #include "BKE_context.h"
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| 
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| #include "BIF_glutil.h"
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| 
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| #include "IMB_colormanagement.h"
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| #include "IMB_imbuf_types.h"
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| 
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| #include "GPU_immediate.h"
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| #include "GPU_matrix.h"
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| #include "GPU_state.h"
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| 
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| #include "UI_interface.h"
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| 
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| /* ******************************************** */
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| 
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| /* Invert line handling */
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| 
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| #define GL_TOGGLE(mode, onoff)  (((onoff) ? glEnable : glDisable)(mode))
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| 
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| void set_inverted_drawing(int enable)
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| {
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| 	glLogicOp(enable ? GL_INVERT : GL_COPY);
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| 	GL_TOGGLE(GL_COLOR_LOGIC_OP, enable);
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| 	GL_TOGGLE(GL_DITHER, !enable);
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| }
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| 
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| float glaGetOneFloat(int param)
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| {
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| 	GLfloat v;
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| 	glGetFloatv(param, &v);
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| 	return v;
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| }
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| 
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| int glaGetOneInt(int param)
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| {
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| 	GLint v;
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| 	glGetIntegerv(param, &v);
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| 	return v;
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| }
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| 
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| void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y)
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| {
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| 	GLubyte dummy = 0;
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| 
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| 	/* As long as known good coordinates are correct
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| 	 * this is guaranteed to generate an ok raster
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| 	 * position (ignoring potential (real) overflow
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| 	 * issues).
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| 	 */
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| 	glRasterPos2f(known_good_x, known_good_y);
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| 
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| 	/* Now shift the raster position to where we wanted
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| 	 * it in the first place using the glBitmap trick.
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| 	 */
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| 	glBitmap(0, 0, 0, 0, x - known_good_x, y - known_good_y, &dummy);
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| }
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| 
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| static int get_cached_work_texture(int *r_w, int *r_h)
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| {
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| 	static GLint texid = -1;
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| 	static int tex_w = 256;
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| 	static int tex_h = 256;
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| 
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| 	if (texid == -1) {
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| 		glGenTextures(1, (GLuint *)&texid);
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| 
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| 		glBindTexture(GL_TEXTURE_2D, texid);
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| 
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| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 
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| 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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| 
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| 		glBindTexture(GL_TEXTURE_2D, 0);
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| 	}
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| 
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| 	*r_w = tex_w;
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| 	*r_h = tex_h;
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| 	return texid;
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| }
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| 
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| static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
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| {
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| 	GPUVertFormat *vert_format = immVertexFormat();
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| 	state->pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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| 	state->texco = GPU_vertformat_attr_add(vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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| }
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| 
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| /* To be used before calling immDrawPixelsTex
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|  * Default shader is GPU_SHADER_2D_IMAGE_COLOR
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|  * You can still set uniforms with :
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|  * GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0);
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|  * */
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| IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
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| {
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| 	IMMDrawPixelsTexState state;
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| 	immDrawPixelsTexSetupAttributes(&state);
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| 
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| 	state.shader = GPU_shader_get_builtin_shader(builtin);
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| 
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| 	/* Shader will be unbind by immUnbindProgram in immDrawPixelsTexScaled_clipping */
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| 	immBindBuiltinProgram(builtin);
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| 	immUniform1i("image", 0);
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| 	state.do_shader_unbind = true;
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| 
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| 	return state;
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| }
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| 
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| /* Use the currently bound shader.
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|  *
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|  * Use immDrawPixelsTexSetup to bind the shader you
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|  * want before calling immDrawPixelsTex.
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|  *
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|  * If using a special shader double check it uses the same
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|  * attributes "pos" "texCoord" and uniform "image".
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|  *
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|  * If color is NULL then use white by default
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|  *
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|  * Be also aware that this function unbinds the shader when
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|  * it's finished.
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|  * */
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| void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
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|                                      float x, float y, int img_w, int img_h,
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|                                      int format, int type, int zoomfilter, void *rect,
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|                                      float scaleX, float scaleY,
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|                                      float clip_min_x, float clip_min_y,
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|                                      float clip_max_x, float clip_max_y,
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|                                      float xzoom, float yzoom, float color[4])
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| {
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| 	unsigned char *uc_rect = (unsigned char *) rect;
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| 	const float *f_rect = (float *)rect;
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| 	int subpart_x, subpart_y, tex_w, tex_h;
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| 	int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y;
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| 	int texid = get_cached_work_texture(&tex_w, &tex_h);
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| 	int components;
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| 	const bool use_clipping = ((clip_min_x < clip_max_x) && (clip_min_y < clip_max_y));
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| 	float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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| 
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| 	GLint unpack_row_length;
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| 	glGetIntegerv(GL_UNPACK_ROW_LENGTH, &unpack_row_length);
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| 
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| 	glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
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| 	glActiveTexture(GL_TEXTURE0);
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| 	glBindTexture(GL_TEXTURE_2D, texid);
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| 
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| 	/* don't want nasty border artifacts */
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| 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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| 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, zoomfilter);
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| 
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| 	/* setup seamless 2=on, 0=off */
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| 	seamless = ((tex_w < img_w || tex_h < img_h) && tex_w > 2 && tex_h > 2) ? 2 : 0;
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| 
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| 	offset_x = tex_w - seamless;
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| 	offset_y = tex_h - seamless;
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| 
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| 	nsubparts_x = (img_w + (offset_x - 1)) / (offset_x);
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| 	nsubparts_y = (img_h + (offset_y - 1)) / (offset_y);
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| 
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| 	if (format == GL_RGBA)
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| 		components = 4;
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| 	else if (format == GL_RGB)
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| 		components = 3;
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| 	else if (format == GL_RED)
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| 		components = 1;
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| 	else {
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| 		BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled");
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| 		return;
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| 	}
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| 
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| 	if (type == GL_FLOAT) {
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| 		/* need to set internal format to higher range float */
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| 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, tex_w, tex_h, 0, format, GL_FLOAT, NULL);
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| 	}
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| 	else {
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| 		/* switch to 8bit RGBA for byte buffer */
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| 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL);
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| 	}
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| 
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| 	unsigned int pos = state->pos, texco = state->texco;
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| 
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| 	/* optional */
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| 	/* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since
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| 	 * it does not need color.
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| 	 */
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| 	if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) {
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| 		immUniformColor4fv((color) ? color : white);
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| 	}
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| 
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| 	for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) {
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| 		for (subpart_x = 0; subpart_x < nsubparts_x; subpart_x++) {
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| 			int remainder_x = img_w - subpart_x * offset_x;
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| 			int remainder_y = img_h - subpart_y * offset_y;
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| 			int subpart_w = (remainder_x < tex_w) ? remainder_x : tex_w;
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| 			int subpart_h = (remainder_y < tex_h) ? remainder_y : tex_h;
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| 			int offset_left = (seamless && subpart_x != 0) ? 1 : 0;
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| 			int offset_bot = (seamless && subpart_y != 0) ? 1 : 0;
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| 			int offset_right = (seamless && remainder_x > tex_w) ? 1 : 0;
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| 			int offset_top = (seamless && remainder_y > tex_h) ? 1 : 0;
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| 			float rast_x = x + subpart_x * offset_x * xzoom;
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| 			float rast_y = y + subpart_y * offset_y * yzoom;
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| 			/* check if we already got these because we always get 2 more when doing seamless */
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| 			if (subpart_w <= seamless || subpart_h <= seamless)
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| 				continue;
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| 
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| 			if (use_clipping) {
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| 				if (rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX < clip_min_x ||
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| 				    rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY < clip_min_y)
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| 				{
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| 					continue;
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| 				}
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| 				if (rast_x + (float)offset_left * xzoom > clip_max_x ||
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| 				    rast_y + (float)offset_bot * yzoom > clip_max_y)
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| 				{
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| 					continue;
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| 				}
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| 			}
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| 
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| 			if (type == GL_FLOAT) {
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| 				glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
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| 
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| 				/* add an extra border of pixels so linear looks ok at edges of full image */
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| 				if (subpart_w < tex_w)
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| 					glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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| 				if (subpart_h < tex_h)
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| 					glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
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| 				if (subpart_w < tex_w && subpart_h < tex_h)
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| 					glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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| 			}
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| 			else {
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| 				glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
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| 
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| 				if (subpart_w < tex_w)
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| 					glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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| 				if (subpart_h < tex_h)
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| 					glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
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| 				if (subpart_w < tex_w && subpart_h < tex_h)
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| 					glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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| 			}
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| 
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| 			immBegin(GPU_PRIM_TRI_FAN, 4);
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| 			immAttr2f(texco, (float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h);
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| 			immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom);
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| 
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| 			immAttr2f(texco, (float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h);
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| 			immVertex2f(pos, rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom);
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| 
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| 			immAttr2f(texco, (float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h);
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| 			immVertex2f(pos, rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
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| 
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| 			immAttr2f(texco, (float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h);
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| 			immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
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| 			immEnd();
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| 		}
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| 	}
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| 
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| 	if (state->do_shader_unbind) {
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| 		immUnbindProgram();
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| 	}
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| 
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| 	glBindTexture(GL_TEXTURE_2D, 0);
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| 	glPixelStorei(GL_UNPACK_ROW_LENGTH, unpack_row_length);
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| }
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| 
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| void immDrawPixelsTexScaled(IMMDrawPixelsTexState *state,
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|                             float x, float y, int img_w, int img_h,
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|                             int format, int type, int zoomfilter, void *rect,
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|                             float scaleX, float scaleY, float xzoom, float yzoom, float color[4])
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| {
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| 	immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect,
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| 	                                scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color);
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| }
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| 
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| void immDrawPixelsTex(IMMDrawPixelsTexState *state,
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|                       float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
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|                       float xzoom, float yzoom, float color[4])
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| {
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| 	immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
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| 	                                0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color);
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| }
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| 
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| void immDrawPixelsTex_clipping(IMMDrawPixelsTexState *state,
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|                                float x, float y, int img_w, int img_h,
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|                                int format, int type, int zoomfilter, void *rect,
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|                                float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y,
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|                                float xzoom, float yzoom, float color[4])
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| {
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| 	immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
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| 	                                clip_min_x, clip_min_y, clip_max_x, clip_max_y, xzoom, yzoom, color);
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| }
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| 
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| /* *************** glPolygonOffset hack ************* */
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| 
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| float bglPolygonOffsetCalc(const float winmat[16], float viewdist, float dist)
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| {
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| 	if (winmat[15] > 0.5f) {
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| #if 1
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| 		return 0.00001f * dist * viewdist;  // ortho tweaking
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| #else
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| 		static float depth_fac = 0.0f;
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| 		if (depth_fac == 0.0f) {
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| 			int depthbits;
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| 			glGetIntegerv(GL_DEPTH_BITS, &depthbits);
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| 			depth_fac = 1.0f / (float)((1 << depthbits) - 1);
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| 		}
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| 		offs = (-1.0 / winmat[10]) * dist * depth_fac;
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| 
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| 		UNUSED_VARS(viewdist);
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| #endif
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| 	}
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| 	else {
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| 		/* This adjustment effectively results in reducing the Z value by 0.25%.
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| 		 *
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| 		 * winmat[14] actually evaluates to `-2 * far * near / (far - near)`,
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| 		 * is very close to -0.2 with default clip range, and is used as the coefficient multiplied by `w / z`,
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| 		 * thus controlling the z dependent part of the depth value.
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| 		 */
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| 		return winmat[14] * -0.0025f * dist;
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| 	}
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| }
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| 
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| /**
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|  * \note \a viewdist is only for ortho at the moment.
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|  */
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| void bglPolygonOffset(float viewdist, float dist)
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| {
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| 	static float winmat[16], offset = 0.0f;
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| 
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| 	if (dist != 0.0f) {
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| 		// glEnable(GL_POLYGON_OFFSET_FILL);
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| 		// glPolygonOffset(-1.0, -1.0);
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| 
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| 		/* hack below is to mimic polygon offset */
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| 		GPU_matrix_projection_get(winmat);
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| 
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| 		/* dist is from camera to center point */
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| 
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| 		float offs = bglPolygonOffsetCalc(winmat, viewdist, dist);
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| 
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| 		winmat[14] -= offs;
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| 		offset += offs;
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| 	}
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| 	else {
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| 		winmat[14] += offset;
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| 		offset = 0.0;
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| 	}
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| 
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| 	GPU_matrix_projection_set(winmat);
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| }
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| 
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| /* **** Color management helper functions for GLSL display/transform ***** */
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| 
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| /* Draw given image buffer on a screen using GLSL for display transform */
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| void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
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|                                 ColorManagedViewSettings *view_settings,
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|                                 ColorManagedDisplaySettings *display_settings,
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|                                 float clip_min_x, float clip_min_y,
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|                                 float clip_max_x, float clip_max_y,
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|                                 float zoom_x, float zoom_y)
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| {
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| 	bool force_fallback = false;
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| 	bool need_fallback = true;
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| 
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| 	/* Early out */
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| 	if (ibuf->rect == NULL && ibuf->rect_float == NULL)
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| 		return;
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| 
 | |
| 	/* Single channel images could not be transformed using GLSL yet */
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| 	force_fallback |= ibuf->channels == 1;
 | |
| 
 | |
| 	/* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */
 | |
| 	force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
 | |
| 
 | |
| 	/* Try to draw buffer using GLSL display transform */
 | |
| 	if (force_fallback == false) {
 | |
| 		int ok;
 | |
| 
 | |
| 		IMMDrawPixelsTexState state = {0};
 | |
| 		/* We want GLSL state to be fully handled by OCIO. */
 | |
| 		state.do_shader_unbind = false;
 | |
| 		immDrawPixelsTexSetupAttributes(&state);
 | |
| 
 | |
| 		if (ibuf->rect_float) {
 | |
| 			if (ibuf->float_colorspace) {
 | |
| 				ok = IMB_colormanagement_setup_glsl_draw_from_space(view_settings, display_settings,
 | |
| 				                                                    ibuf->float_colorspace,
 | |
| 				                                                    ibuf->dither, true);
 | |
| 			}
 | |
| 			else {
 | |
| 				ok = IMB_colormanagement_setup_glsl_draw(view_settings, display_settings,
 | |
| 				                                         ibuf->dither, true);
 | |
| 			}
 | |
| 		}
 | |
| 		else {
 | |
| 			ok = IMB_colormanagement_setup_glsl_draw_from_space(view_settings, display_settings,
 | |
| 			                                                    ibuf->rect_colorspace,
 | |
| 			                                                    ibuf->dither, false);
 | |
| 		}
 | |
| 
 | |
| 		if (ok) {
 | |
| 			if (ibuf->rect_float) {
 | |
| 				int format = 0;
 | |
| 
 | |
| 				if (ibuf->channels == 3)
 | |
| 					format = GL_RGB;
 | |
| 				else if (ibuf->channels == 4)
 | |
| 					format = GL_RGBA;
 | |
| 				else
 | |
| 					BLI_assert(!"Incompatible number of channels for GLSL display");
 | |
| 
 | |
| 				if (format != 0) {
 | |
| 					immDrawPixelsTex_clipping(&state,
 | |
| 					                          x, y, ibuf->x, ibuf->y, format, GL_FLOAT,
 | |
| 					                          zoomfilter, ibuf->rect_float,
 | |
| 					                          clip_min_x, clip_min_y, clip_max_x, clip_max_y,
 | |
| 					                          zoom_x, zoom_y, NULL);
 | |
| 				}
 | |
| 			}
 | |
| 			else if (ibuf->rect) {
 | |
| 				/* ibuf->rect is always RGBA */
 | |
| 				immDrawPixelsTex_clipping(&state,
 | |
| 				                          x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
 | |
| 				                          zoomfilter, ibuf->rect,
 | |
| 				                          clip_min_x, clip_min_y, clip_max_x, clip_max_y,
 | |
| 				                          zoom_x, zoom_y, NULL);
 | |
| 			}
 | |
| 
 | |
| 			IMB_colormanagement_finish_glsl_draw();
 | |
| 
 | |
| 			need_fallback = false;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* In case GLSL failed or not usable, fallback to glaDrawPixelsAuto */
 | |
| 	if (need_fallback) {
 | |
| 		unsigned char *display_buffer;
 | |
| 		void *cache_handle;
 | |
| 
 | |
| 		display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle);
 | |
| 
 | |
| 		if (display_buffer) {
 | |
| 			IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
 | |
| 			immDrawPixelsTex_clipping(&state,
 | |
| 			                          x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
 | |
| 			                          zoomfilter, display_buffer,
 | |
| 			                          clip_min_x, clip_min_y, clip_max_x, clip_max_y,
 | |
| 			                          zoom_x, zoom_y, NULL);
 | |
| 		}
 | |
| 
 | |
| 		IMB_display_buffer_release(cache_handle);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void glaDrawImBuf_glsl(ImBuf *ibuf, float x, float y, int zoomfilter,
 | |
|                        ColorManagedViewSettings *view_settings,
 | |
|                        ColorManagedDisplaySettings *display_settings,
 | |
|                        float zoom_x, float zoom_y)
 | |
| {
 | |
| 	glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings,
 | |
| 	                           0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y);
 | |
| }
 | |
| 
 | |
| void glaDrawImBuf_glsl_ctx_clipping(const bContext *C,
 | |
|                                     ImBuf *ibuf,
 | |
|                                     float x, float y,
 | |
|                                     int zoomfilter,
 | |
|                                     float clip_min_x, float clip_min_y,
 | |
|                                     float clip_max_x, float clip_max_y,
 | |
|                                     float zoom_x, float zoom_y)
 | |
| {
 | |
| 	ColorManagedViewSettings *view_settings;
 | |
| 	ColorManagedDisplaySettings *display_settings;
 | |
| 
 | |
| 	IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
 | |
| 
 | |
| 	glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings,
 | |
| 	                           clip_min_x, clip_min_y, clip_max_x, clip_max_y,
 | |
| 	                           zoom_x, zoom_y);
 | |
| }
 | |
| 
 | |
| void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter,
 | |
|                            float zoom_x, float zoom_y)
 | |
| {
 | |
| 	glaDrawImBuf_glsl_ctx_clipping(C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y);
 | |
| }
 | |
| 
 | |
| /* don't move to GPU_immediate_util.h because this uses user-prefs
 | |
|  * and isn't very low level */
 | |
| void immDrawBorderCorners(unsigned int pos, const rcti *border, float zoomx, float zoomy)
 | |
| {
 | |
| 	float delta_x = 4.0f * UI_DPI_FAC / zoomx;
 | |
| 	float delta_y = 4.0f * UI_DPI_FAC / zoomy;
 | |
| 
 | |
| 	delta_x = min_ff(delta_x, border->xmax - border->xmin);
 | |
| 	delta_y = min_ff(delta_y, border->ymax - border->ymin);
 | |
| 
 | |
| 	/* left bottom corner */
 | |
| 	immBegin(GPU_PRIM_LINE_STRIP, 3);
 | |
| 	immVertex2f(pos, border->xmin, border->ymin + delta_y);
 | |
| 	immVertex2f(pos, border->xmin, border->ymin);
 | |
| 	immVertex2f(pos, border->xmin + delta_x, border->ymin);
 | |
| 	immEnd();
 | |
| 
 | |
| 	/* left top corner */
 | |
| 	immBegin(GPU_PRIM_LINE_STRIP, 3);
 | |
| 	immVertex2f(pos, border->xmin, border->ymax - delta_y);
 | |
| 	immVertex2f(pos, border->xmin, border->ymax);
 | |
| 	immVertex2f(pos, border->xmin + delta_x, border->ymax);
 | |
| 	immEnd();
 | |
| 
 | |
| 	/* right bottom corner */
 | |
| 	immBegin(GPU_PRIM_LINE_STRIP, 3);
 | |
| 	immVertex2f(pos, border->xmax - delta_x, border->ymin);
 | |
| 	immVertex2f(pos, border->xmax, border->ymin);
 | |
| 	immVertex2f(pos, border->xmax, border->ymin + delta_y);
 | |
| 	immEnd();
 | |
| 
 | |
| 	/* right top corner */
 | |
| 	immBegin(GPU_PRIM_LINE_STRIP, 3);
 | |
| 	immVertex2f(pos, border->xmax - delta_x, border->ymax);
 | |
| 	immVertex2f(pos, border->xmax, border->ymax);
 | |
| 	immVertex2f(pos, border->xmax, border->ymax - delta_y);
 | |
| 	immEnd();
 | |
| }
 |