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blender-archive/source/blender/editors/space_image/image_draw.c

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C

/*
* 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup spimage
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_brush_types.h"
#include "DNA_mask_types.h"
#include "PIL_time.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_threads.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "IMB_colormanagement.h"
#include "IMB_moviecache.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_paint.h"
#include "BIF_glutil.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "BLF_api.h"
#include "ED_gpencil.h"
#include "ED_image.h"
#include "ED_mask.h"
#include "ED_render.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "RE_pipeline.h"
#include "RE_engine.h"
#include "image_intern.h"
static void draw_render_info(
const bContext *C, Scene *scene, Image *ima, ARegion *ar, float zoomx, float zoomy)
{
Render *re = RE_GetSceneRender(scene);
RenderData *rd = RE_engine_get_render_data(re);
Scene *stats_scene = ED_render_job_get_scene(C);
if (stats_scene == NULL) {
stats_scene = CTX_data_scene(C);
}
RenderResult *rr = BKE_image_acquire_renderresult(stats_scene, ima);
if (rr && rr->text) {
float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
ED_region_info_draw(ar, rr->text, fill_color, true);
}
BKE_image_release_renderresult(stats_scene, ima);
if (re) {
int total_tiles;
bool need_free_tiles;
rcti *tiles = RE_engine_get_current_tiles(re, &total_tiles, &need_free_tiles);
if (total_tiles) {
/* find window pixel coordinates of origin */
int x, y;
UI_view2d_view_to_region(&ar->v2d, 0.0f, 0.0f, &x, &y);
GPU_matrix_push();
GPU_matrix_translate_2f(x, y);
GPU_matrix_scale_2f(zoomx, zoomy);
if (rd->mode & R_BORDER) {
/* TODO: round or floor instead of casting to int */
GPU_matrix_translate_2f((int)(-rd->border.xmin * rd->xsch * rd->size * 0.01f),
(int)(-rd->border.ymin * rd->ysch * rd->size * 0.01f));
}
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_FACE_SELECT);
GPU_line_width(1.0f);
rcti *tile = tiles;
for (int i = 0; i < total_tiles; i++, tile++) {
immDrawBorderCorners(pos, tile, zoomx, zoomy);
}
immUnbindProgram();
if (need_free_tiles) {
MEM_freeN(tiles);
}
GPU_matrix_pop();
}
}
}
/* used by node view too */
void ED_image_draw_info(Scene *scene,
ARegion *ar,
bool color_manage,
bool use_default_view,
int channels,
int x,
int y,
const unsigned char cp[4],
const float fp[4],
const float linearcol[4],
int *zp,
float *zpf)
{
rcti color_rect;
char str[256];
int dx = 6;
/* local coordinate visible rect inside region, to accommodate overlapping ui */
rcti rect;
ED_region_visible_rect(ar, &rect);
const int ymin = rect.ymin;
const int dy = ymin + 0.3f * UI_UNIT_Y;
/* text colors */
/* XXX colored text not allowed in Blender UI */
#if 0
unsigned char red[3] = {255, 50, 50};
unsigned char green[3] = {0, 255, 0};
unsigned char blue[3] = {100, 100, 255};
#else
unsigned char red[3] = {255, 255, 255};
unsigned char green[3] = {255, 255, 255};
unsigned char blue[3] = {255, 255, 255};
#endif
float hue = 0, sat = 0, val = 0, lum = 0, u = 0, v = 0;
float col[4], finalcol[4];
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_blend(true);
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* noisy, high contrast make impossible to read if lower alpha is used. */
immUniformColor4ub(0, 0, 0, 190);
immRecti(pos, 0, ymin, BLI_rcti_size_x(&ar->winrct) + 1, ymin + UI_UNIT_Y);
immUnbindProgram();
GPU_blend(false);
BLF_size(blf_mono_font, 11 * U.pixelsize, U.dpi);
BLF_color3ub(blf_mono_font, 255, 255, 255);
SNPRINTF(str, "X:%-4d Y:%-4d |", x, y);
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
if (zp) {
BLF_color3ub(blf_mono_font, 255, 255, 255);
SNPRINTF(str, " Z:%-.4f |", 0.5f + 0.5f * (((float)*zp) / (float)0x7fffffff));
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
}
if (zpf) {
BLF_color3ub(blf_mono_font, 255, 255, 255);
SNPRINTF(str, " Z:%-.3f |", *zpf);
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
}
if (channels == 1 && (cp != NULL || fp != NULL)) {
if (fp != NULL) {
SNPRINTF(str, " Val:%-.3f |", fp[0]);
}
else if (cp != NULL) {
SNPRINTF(str, " Val:%-.3f |", cp[0] / 255.0f);
}
BLF_color3ub(blf_mono_font, 255, 255, 255);
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
}
if (channels >= 3) {
BLF_color3ubv(blf_mono_font, red);
if (fp) {
SNPRINTF(str, " R:%-.5f", fp[0]);
}
else if (cp) {
SNPRINTF(str, " R:%-3d", cp[0]);
}
else {
STRNCPY(str, " R:-");
}
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
BLF_color3ubv(blf_mono_font, green);
if (fp) {
SNPRINTF(str, " G:%-.5f", fp[1]);
}
else if (cp) {
SNPRINTF(str, " G:%-3d", cp[1]);
}
else {
STRNCPY(str, " G:-");
}
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
BLF_color3ubv(blf_mono_font, blue);
if (fp) {
SNPRINTF(str, " B:%-.5f", fp[2]);
}
else if (cp) {
SNPRINTF(str, " B:%-3d", cp[2]);
}
else {
STRNCPY(str, " B:-");
}
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
if (channels == 4) {
BLF_color3ub(blf_mono_font, 255, 255, 255);
if (fp) {
SNPRINTF(str, " A:%-.4f", fp[3]);
}
else if (cp) {
SNPRINTF(str, " A:%-3d", cp[3]);
}
else {
STRNCPY(str, "- ");
}
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
}
if (color_manage) {
float rgba[4];
copy_v3_v3(rgba, linearcol);
if (channels == 3) {
rgba[3] = 1.0f;
}
else {
rgba[3] = linearcol[3];
}
if (use_default_view) {
IMB_colormanagement_pixel_to_display_space_v4(rgba, rgba, NULL, &scene->display_settings);
}
else {
IMB_colormanagement_pixel_to_display_space_v4(
rgba, rgba, &scene->view_settings, &scene->display_settings);
}
SNPRINTF(str, " | CM R:%-.4f G:%-.4f B:%-.4f", rgba[0], rgba[1], rgba[2]);
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
}
}
/* color rectangle */
if (channels == 1) {
if (fp) {
col[0] = col[1] = col[2] = fp[0];
}
else if (cp) {
col[0] = col[1] = col[2] = (float)cp[0] / 255.0f;
}
else {
col[0] = col[1] = col[2] = 0.0f;
}
col[3] = 1.0f;
}
else if (channels == 3) {
copy_v3_v3(col, linearcol);
col[3] = 1.0f;
}
else if (channels == 4) {
copy_v4_v4(col, linearcol);
}
else {
BLI_assert(0);
zero_v4(col);
}
if (color_manage) {
if (use_default_view) {
IMB_colormanagement_pixel_to_display_space_v4(finalcol, col, NULL, &scene->display_settings);
}
else {
IMB_colormanagement_pixel_to_display_space_v4(
finalcol, col, &scene->view_settings, &scene->display_settings);
}
}
else {
copy_v4_v4(finalcol, col);
}
GPU_blend(false);
dx += 0.25f * UI_UNIT_X;
BLI_rcti_init(&color_rect,
dx,
dx + (1.5f * UI_UNIT_X),
ymin + 0.15f * UI_UNIT_Y,
ymin + 0.85f * UI_UNIT_Y);
/* BLF uses immediate mode too, so we must reset our vertex format */
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (channels == 4) {
rcti color_rect_half;
int color_quater_x, color_quater_y;
color_rect_half = color_rect;
color_rect_half.xmax = BLI_rcti_cent_x(&color_rect);
/* what color ??? */
immRecti(pos, color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
color_rect_half = color_rect;
color_rect_half.xmin = BLI_rcti_cent_x(&color_rect);
color_quater_x = BLI_rcti_cent_x(&color_rect_half);
color_quater_y = BLI_rcti_cent_y(&color_rect_half);
immUniformColor3ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK);
immRecti(pos,
color_rect_half.xmin,
color_rect_half.ymin,
color_rect_half.xmax,
color_rect_half.ymax);
immUniformColor3ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT);
immRecti(pos, color_quater_x, color_quater_y, color_rect_half.xmax, color_rect_half.ymax);
immRecti(pos, color_rect_half.xmin, color_rect_half.ymin, color_quater_x, color_quater_y);
GPU_blend(true);
immUniformColor3fvAlpha(finalcol, fp ? fp[3] : (cp[3] / 255.0f));
immRecti(pos, color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
GPU_blend(false);
}
else {
immUniformColor3fv(finalcol);
immRecti(pos, color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
}
immUnbindProgram();
/* draw outline */
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ub(128, 128, 128);
imm_draw_box_wire_2d(pos, color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
immUnbindProgram();
dx += 1.75f * UI_UNIT_X;
BLF_color3ub(blf_mono_font, 255, 255, 255);
if (channels == 1) {
if (fp) {
rgb_to_hsv(fp[0], fp[0], fp[0], &hue, &sat, &val);
rgb_to_yuv(fp[0], fp[0], fp[0], &lum, &u, &v, BLI_YUV_ITU_BT709);
}
else if (cp) {
rgb_to_hsv(
(float)cp[0] / 255.0f, (float)cp[0] / 255.0f, (float)cp[0] / 255.0f, &hue, &sat, &val);
rgb_to_yuv((float)cp[0] / 255.0f,
(float)cp[0] / 255.0f,
(float)cp[0] / 255.0f,
&lum,
&u,
&v,
BLI_YUV_ITU_BT709);
}
SNPRINTF(str, "V:%-.4f", val);
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
SNPRINTF(str, " L:%-.4f", lum);
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
}
else if (channels >= 3) {
rgb_to_hsv(finalcol[0], finalcol[1], finalcol[2], &hue, &sat, &val);
rgb_to_yuv(finalcol[0], finalcol[1], finalcol[2], &lum, &u, &v, BLI_YUV_ITU_BT709);
SNPRINTF(str, "H:%-.4f", hue);
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
SNPRINTF(str, " S:%-.4f", sat);
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
SNPRINTF(str, " V:%-.4f", val);
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
dx += BLF_width(blf_mono_font, str, sizeof(str));
SNPRINTF(str, " L:%-.4f", lum);
BLF_position(blf_mono_font, dx, dy, 0);
BLF_draw_ascii(blf_mono_font, str, sizeof(str));
}
}
/* image drawing */
static void sima_draw_zbuf_pixels(
float x1, float y1, int rectx, int recty, int *rect, float zoomx, float zoomy)
{
float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
/* Slowwww */
int *recti = MEM_mallocN(rectx * recty * sizeof(int), "temp");
for (int a = rectx * recty - 1; a >= 0; a--) {
/* zbuffer values are signed, so we need to shift color range */
recti[a] = rect[a] * 0.5f + 0.5f;
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(
&state, x1, y1, rectx, recty, GL_RED, GL_INT, GL_NEAREST, recti, zoomx, zoomy, NULL);
MEM_freeN(recti);
}
static void sima_draw_zbuffloat_pixels(Scene *scene,
float x1,
float y1,
int rectx,
int recty,
float *rect_float,
float zoomx,
float zoomy)
{
float bias, scale, *rectf, clip_end;
int a;
float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
if (scene->camera && scene->camera->type == OB_CAMERA) {
bias = ((Camera *)scene->camera->data)->clip_start;
clip_end = ((Camera *)scene->camera->data)->clip_end;
scale = 1.0f / (clip_end - bias);
}
else {
bias = 0.1f;
scale = 0.01f;
clip_end = 100.0f;
}
rectf = MEM_mallocN(rectx * recty * sizeof(float), "temp");
for (a = rectx * recty - 1; a >= 0; a--) {
if (rect_float[a] > clip_end) {
rectf[a] = 0.0f;
}
else if (rect_float[a] < bias) {
rectf[a] = 1.0f;
}
else {
rectf[a] = 1.0f - (rect_float[a] - bias) * scale;
rectf[a] *= rectf[a];
}
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(
&state, x1, y1, rectx, recty, GL_RED, GL_FLOAT, GL_NEAREST, rectf, zoomx, zoomy, NULL);
MEM_freeN(rectf);
}
static void draw_image_buffer(const bContext *C,
SpaceImage *sima,
ARegion *ar,
Scene *scene,
ImBuf *ibuf,
float fx,
float fy,
float zoomx,
float zoomy)
{
int x, y;
/* find window pixel coordinates of origin */
UI_view2d_view_to_region(&ar->v2d, fx, fy, &x, &y);
/* this part is generic image display */
if (sima->flag & SI_SHOW_ZBUF && (ibuf->zbuf || ibuf->zbuf_float || (ibuf->channels == 1))) {
if (ibuf->zbuf) {
sima_draw_zbuf_pixels(x, y, ibuf->x, ibuf->y, ibuf->zbuf, zoomx, zoomy);
}
else if (ibuf->zbuf_float) {
sima_draw_zbuffloat_pixels(scene, x, y, ibuf->x, ibuf->y, ibuf->zbuf_float, zoomx, zoomy);
}
else if (ibuf->channels == 1) {
sima_draw_zbuffloat_pixels(scene, x, y, ibuf->x, ibuf->y, ibuf->rect_float, zoomx, zoomy);
}
}
else {
int clip_max_x, clip_max_y;
UI_view2d_view_to_region(
&ar->v2d, ar->v2d.cur.xmax, ar->v2d.cur.ymax, &clip_max_x, &clip_max_y);
if (sima->flag & SI_USE_ALPHA) {
imm_draw_box_checker_2d(x, y, x + ibuf->x * zoomx, y + ibuf->y * zoomy);
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
}
/* If RGBA display with color management */
if ((sima->flag & (SI_SHOW_R | SI_SHOW_G | SI_SHOW_B | SI_SHOW_ALPHA)) == 0) {
ED_draw_imbuf_ctx_clipping(
C, ibuf, x, y, GL_NEAREST, 0, 0, clip_max_x, clip_max_y, zoomx, zoomy);
}
else {
float shuffle[4] = {0.0f, 0.0f, 0.0f, 0.0f};
unsigned char *display_buffer;
void *cache_handle;
ColorManagedViewSettings *view_settings;
ColorManagedDisplaySettings *display_settings;
if (sima->flag & SI_SHOW_R) {
shuffle[0] = 1.0f;
}
else if (sima->flag & SI_SHOW_G) {
shuffle[1] = 1.0f;
}
else if (sima->flag & SI_SHOW_B) {
shuffle[2] = 1.0f;
}
else if (sima->flag & SI_SHOW_ALPHA) {
shuffle[3] = 1.0f;
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
display_buffer = IMB_display_buffer_acquire(
ibuf, view_settings, display_settings, &cache_handle);
if (display_buffer) {
immDrawPixelsTex_clipping(&state,
x,
y,
ibuf->x,
ibuf->y,
GL_RGBA,
GL_UNSIGNED_BYTE,
GL_NEAREST,
display_buffer,
0,
0,
clip_max_x,
clip_max_y,
zoomx,
zoomy,
NULL);
}
IMB_display_buffer_release(cache_handle);
}
if (sima->flag & SI_USE_ALPHA) {
GPU_blend(false);
}
}
}
static void draw_image_buffer_repeated(const bContext *C,
SpaceImage *sima,
ARegion *ar,
Scene *scene,
ImBuf *ibuf,
float zoomx,
float zoomy)
{
const double time_current = PIL_check_seconds_timer();
const int xmax = ceil(ar->v2d.cur.xmax);
const int ymax = ceil(ar->v2d.cur.ymax);
const int xmin = floor(ar->v2d.cur.xmin);
const int ymin = floor(ar->v2d.cur.ymin);
for (int x = xmin; x < xmax; x++) {
for (int y = ymin; y < ymax; y++) {
draw_image_buffer(C, sima, ar, scene, ibuf, x, y, zoomx, zoomy);
/* only draw until running out of time */
if ((PIL_check_seconds_timer() - time_current) > 0.25) {
return;
}
}
}
}
/* draw uv edit */
/* draw grease pencil */
void draw_image_grease_pencil(bContext *C, bool onlyv2d)
{
/* draw in View2D space? */
if (onlyv2d) {
/* draw grease-pencil ('image' strokes) */
ED_annotation_draw_2dimage(C);
}
else {
/* assume that UI_view2d_restore(C) has been called... */
//SpaceImage *sima = (SpaceImage *)CTX_wm_space_data(C);
/* draw grease-pencil ('screen' strokes) */
ED_annotation_draw_view2d(C, 0);
}
}
void draw_image_sample_line(SpaceImage *sima)
{
if (sima->sample_line_hist.flag & HISTO_FLAG_SAMPLELINE) {
Histogram *hist = &sima->sample_line_hist;
GPUVertFormat *format = immVertexFormat();
uint shdr_dashed_pos = GPU_vertformat_attr_add(
format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 2); /* Advanced dashes. */
immUniformArray4fv(
"colors", (float *)(float[][4]){{1.0f, 1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2);
immUniform1f("dash_width", 2.0f);
immBegin(GPU_PRIM_LINES, 2);
immVertex2fv(shdr_dashed_pos, hist->co[0]);
immVertex2fv(shdr_dashed_pos, hist->co[1]);
immEnd();
immUnbindProgram();
}
}
static void draw_image_paint_helpers(
const bContext *C, ARegion *ar, Scene *scene, float zoomx, float zoomy)
{
Brush *brush;
int x, y;
ImBuf *ibuf;
brush = BKE_paint_brush(&scene->toolsettings->imapaint.paint);
if (brush && (brush->imagepaint_tool == PAINT_TOOL_CLONE) && brush->clone.image) {
ibuf = BKE_image_acquire_ibuf(brush->clone.image, NULL, NULL);
if (ibuf) {
void *cache_handle = NULL;
float col[4] = {1.0f, 1.0f, 1.0f, brush->clone.alpha};
UI_view2d_view_to_region(&ar->v2d, brush->clone.offset[0], brush->clone.offset[1], &x, &y);
unsigned char *display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
if (!display_buffer) {
BKE_image_release_ibuf(brush->clone.image, ibuf, NULL);
IMB_display_buffer_release(cache_handle);
return;
}
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
immDrawPixelsTex(&state,
x,
y,
ibuf->x,
ibuf->y,
GL_RGBA,
GL_UNSIGNED_BYTE,
GL_NEAREST,
display_buffer,
zoomx,
zoomy,
col);
GPU_blend(false);
BKE_image_release_ibuf(brush->clone.image, ibuf, NULL);
IMB_display_buffer_release(cache_handle);
}
}
}
/* draw main image region */
void draw_image_main(const bContext *C, ARegion *ar)
{
SpaceImage *sima = CTX_wm_space_image(C);
Scene *scene = CTX_data_scene(C);
Image *ima;
ImBuf *ibuf;
float zoomx, zoomy;
bool show_viewer, show_render, show_paint, show_stereo3d, show_multilayer;
void *lock;
/* XXX can we do this in refresh? */
#if 0
what_image(sima);
if (sima->image) {
ED_image_get_aspect(sima->image, &xuser_asp, &yuser_asp);
/* UGLY hack? until now iusers worked fine... but for flipbook viewer we need this */
if (sima->image->type == IMA_TYPE_COMPOSITE) {
ImageUser *iuser = ntree_get_active_iuser(scene->nodetree);
if (iuser) {
BKE_image_user_calc_imanr(iuser, scene->r.cfra, 0);
sima->iuser = *iuser;
}
}
/* and we check for spare */
ibuf = ED_space_image_buffer(sima);
}
#endif
/* retrieve the image and information about it */
ima = ED_space_image(sima);
ED_space_image_get_zoom(sima, ar, &zoomx, &zoomy);
show_viewer = (ima && ima->source == IMA_SRC_VIEWER) != 0;
show_render = (show_viewer && ima->type == IMA_TYPE_R_RESULT) != 0;
show_paint = (ima && (sima->mode == SI_MODE_PAINT) && (show_viewer == false) &&
(show_render == false));
show_stereo3d = (ima && BKE_image_is_stereo(ima) && (sima->iuser.flag & IMA_SHOW_STEREO));
show_multilayer = ima && BKE_image_is_multilayer(ima);
if (show_viewer) {
/* use locked draw for drawing viewer image buffer since the compositor
* is running in separated thread and compositor could free this buffers.
* other images are not modifying in such a way so they does not require
* lock (sergey)
*/
BLI_thread_lock(LOCK_DRAW_IMAGE);
}
if (show_stereo3d) {
if (show_multilayer) {
/* update multiindex and pass for the current eye */
BKE_image_multilayer_index(ima->rr, &sima->iuser);
}
else {
BKE_image_multiview_index(ima, &sima->iuser);
}
}
ibuf = ED_space_image_acquire_buffer(sima, &lock);
/* draw the image or grid */
if (ibuf == NULL) {
ED_region_grid_draw(ar, zoomx, zoomy);
}
else {
if (sima->flag & SI_DRAW_TILE) {
draw_image_buffer_repeated(C, sima, ar, scene, ibuf, zoomx, zoomy);
}
else {
draw_image_buffer(C, sima, ar, scene, ibuf, 0.0f, 0.0f, zoomx, zoomy);
}
if (sima->flag & SI_DRAW_METADATA) {
int x, y;
rctf frame;
BLI_rctf_init(&frame, 0.0f, ibuf->x, 0.0f, ibuf->y);
UI_view2d_view_to_region(&ar->v2d, 0.0f, 0.0f, &x, &y);
ED_region_image_metadata_draw(x, y, ibuf, &frame, zoomx, zoomy);
}
}
ED_space_image_release_buffer(sima, ibuf, lock);
/* paint helpers */
if (show_paint) {
draw_image_paint_helpers(C, ar, scene, zoomx, zoomy);
}
if (show_viewer) {
BLI_thread_unlock(LOCK_DRAW_IMAGE);
}
/* render info */
if (ima && show_render) {
draw_render_info(C, sima->iuser.scene, ima, ar, zoomx, zoomy);
}
}
bool ED_space_image_show_cache(SpaceImage *sima)
{
Image *image = ED_space_image(sima);
Mask *mask = NULL;
if (sima->mode == SI_MODE_MASK) {
mask = ED_space_image_get_mask(sima);
}
if (image == NULL && mask == NULL) {
return false;
}
if (mask == NULL) {
return ELEM(image->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE);
}
return true;
}
void draw_image_cache(const bContext *C, ARegion *ar)
{
SpaceImage *sima = CTX_wm_space_image(C);
Scene *scene = CTX_data_scene(C);
Image *image = ED_space_image(sima);
float x, cfra = CFRA, sfra = SFRA, efra = EFRA, framelen = ar->winx / (efra - sfra + 1);
Mask *mask = NULL;
if (!ED_space_image_show_cache(sima)) {
return;
}
if (sima->mode == SI_MODE_MASK) {
mask = ED_space_image_get_mask(sima);
}
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
/* Draw cache background. */
ED_region_cache_draw_background(ar);
/* Draw cached segments. */
if (image != NULL && image->cache != NULL &&
ELEM(image->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE)) {
int num_segments = 0;
int *points = NULL;
IMB_moviecache_get_cache_segments(image->cache, IMB_PROXY_NONE, 0, &num_segments, &points);
ED_region_cache_draw_cached_segments(
ar, num_segments, points, sfra + sima->iuser.offset, efra + sima->iuser.offset);
}
GPU_blend(false);
/* Draw current frame. */
x = (cfra - sfra) / (efra - sfra + 1) * ar->winx;
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_CFRAME);
immRecti(pos, x, 0, x + ceilf(framelen), 8 * UI_DPI_FAC);
immUnbindProgram();
ED_region_cache_draw_curfra_label(cfra, x, 8.0f * UI_DPI_FAC);
if (mask != NULL) {
ED_mask_draw_frames(mask, ar, cfra, sfra, efra);
}
}