217 lines
8.4 KiB
C++
217 lines
8.4 KiB
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
|