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blender-archive/source/blender/editors/include/BIF_glutil.h

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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
/** \file
* \ingroup editorui
*/
#pragma once
#include "GPU_texture.h"
#ifdef __cplusplus
extern "C" {
#endif
struct rcti;
struct ColorManagedDisplaySettings;
struct ColorManagedViewSettings;
struct ImBuf;
struct bContext;
typedef struct IMMDrawPixelsTexState {
struct GPUShader *shader;
unsigned int pos;
unsigned int texco;
bool do_shader_unbind;
} IMMDrawPixelsTexState;
/* To be used before calling immDrawPixelsTex
* Default shader is GPU_SHADER_2D_IMAGE_COLOR
* Returns a shader to be able to set uniforms */
/**
* To be used before calling #immDrawPixelsTex
* Default shader is #GPU_SHADER_2D_IMAGE_COLOR
* You can still set uniforms with:
* `GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);`
*/
IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin);
/**
* Unlike the `immDrawPixelsTexTiled` functions, this doesn't do tiled drawing, but draws into a
* full texture.
*
* Use the currently bound shader.
*
* Use #immDrawPixelsTexSetup to bind the shader you want before calling #immDrawPixelsTex.
*
* If using a special shader double check it uses the same attributes "pos" "texCoord" and uniform
* "image".
*
* If color is NULL then use white by default
*
* Unless <em>state->do_shader_unbind<em> is explicitly set to `false`, the shader is unbound when
* finished.
*/
void immDrawPixelsTexScaledFullSize(const IMMDrawPixelsTexState *state,
float x,
float y,
int img_w,
int img_h,
eGPUTextureFormat gpu_format,
bool use_filter,
const void *rect,
float scaleX,
float scaleY,
float xzoom,
float yzoom,
const float color[4]);
/**
* #immDrawPixelsTex - Functions like a limited #glDrawPixels, but actually draws the
* image using textures, which can be tremendously faster on low-end
* cards, and also avoids problems with the raster position being
* clipped when off-screen. Pixel unpacking parameters and
* the #glPixelZoom values are _not_ respected.
*
* \attention Use #immDrawPixelsTexSetup before calling this function.
*
* \attention This routine makes many assumptions: the `rect` data
* is expected to be in RGBA byte or float format, and the
* model-view and projection matrices are assumed to define a
* 1-to-1 mapping to screen space.
*/
void immDrawPixelsTexTiled(IMMDrawPixelsTexState *state,
float x,
float y,
int img_w,
int img_h,
eGPUTextureFormat gpu_format,
bool use_filter,
void *rect,
float xzoom,
float yzoom,
const float color[4]);
void immDrawPixelsTexTiled_clipping(IMMDrawPixelsTexState *state,
float x,
float y,
int img_w,
int img_h,
eGPUTextureFormat gpu_format,
bool use_filter,
void *rect,
float clip_min_x,
float clip_min_y,
float clip_max_x,
float clip_max_y,
float xzoom,
float yzoom,
const float color[4]);
void immDrawPixelsTexTiled_scaling(IMMDrawPixelsTexState *state,
float x,
float y,
int img_w,
int img_h,
eGPUTextureFormat gpu_format,
bool use_filter,
void *rect,
float scaleX,
float scaleY,
float xzoom,
float yzoom,
const float color[4]);
/**
* Use the currently bound shader.
*
* Use #immDrawPixelsTexSetup to bind the shader you
* want before calling #immDrawPixelsTex.
*
* If using a special shader double check it uses the same
* attributes "pos" "texCoord" and uniform "image".
*
* If color is NULL then use white by default
*
* Unless <em>state->do_shader_unbind<em> is explicitly set to `false`, the shader is unbound when
* finished.
*/
void immDrawPixelsTexTiled_scaling_clipping(IMMDrawPixelsTexState *state,
float x,
float y,
int img_w,
int img_h,
eGPUTextureFormat gpu_format,
bool use_filter,
void *rect,
float scaleX,
float scaleY,
float clip_min_x,
float clip_min_y,
float clip_max_x,
float clip_max_y,
float xzoom,
float yzoom,
const float color[4]);
/* Image buffer drawing functions, with display transform
*
* The view and display settings can either be specified manually,
* or retrieved from the context with the '_ctx' variations.
*
* For better performance clipping coordinates can be specified so parts of the
* image outside the view are skipped. */
void ED_draw_imbuf(struct ImBuf *ibuf,
float x,
float y,
bool use_filter,
struct ColorManagedViewSettings *view_settings,
struct ColorManagedDisplaySettings *display_settings,
float zoom_x,
float zoom_y);
/**
* Draw given image buffer on a screen using GLSL for display transform.
*/
void ED_draw_imbuf_clipping(struct ImBuf *ibuf,
float x,
float y,
bool use_filter,
struct ColorManagedViewSettings *view_settings,
struct ColorManagedDisplaySettings *display_settings,
float clip_min_x,
float clip_min_y,
float clip_max_x,
float clip_max_y,
float zoom_x,
float zoom_y);
void ED_draw_imbuf_ctx(const struct bContext *C,
struct ImBuf *ibuf,
float x,
float y,
bool use_filter,
float zoom_x,
float zoom_y);
void ED_draw_imbuf_ctx_clipping(const struct bContext *C,
struct ImBuf *ibuf,
float x,
float y,
bool use_filter,
float clip_min_x,
float clip_min_y,
float clip_max_x,
float clip_max_y,
float zoom_x,
float zoom_y);
int ED_draw_imbuf_method(struct ImBuf *ibuf);
/**
* 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 struct rcti *border, float zoomx, float zoomy);
#ifdef __cplusplus
}
#endif