HackMD
    • Create new note
    • Create a note from template
      • Sharing URL Link copied
      • /edit
      • View mode
        • Edit mode
        • View mode
        • Book mode
        • Slide mode
        Edit mode View mode Book mode Slide mode
      • Customize slides
      • Note Permission
      • Read
        • Only me
        • Signed-in users
        • Everyone
        Only me Signed-in users Everyone
      • Write
        • Only me
        • Signed-in users
        • Everyone
        Only me Signed-in users Everyone
      • More features Commenting, Suggest edit
      • Invitee
      • No invitee
    • Publish Note

      Publish Note

      Everyone on the web can find and read all notes of this public team.
      Once published, notes can be searched and viewed by anyone online.
      See published notes
      Please check the box to agree to the Community Guidelines.
    • Commenting
      Permission
      Disabled Forbidden Owners Signed-in users Everyone
    • Enable
    • Permission
      • Forbidden
      • Owners
      • Signed-in users
      • Everyone
    • Suggest edit
      Permission
      Disabled Forbidden Owners Signed-in users Everyone
    • Enable
    • Permission
      • Forbidden
      • Owners
      • Signed-in users
    • Options
    • Versions and GitHub Sync
    • Transfer ownership
    • Delete this note
    • Note settings
    • Template
    • Save as template
    • Insert from template
    • Export
    • Dropbox
    • Export to Google Drive
    • Gist
    • Import
    • Dropbox
    • Import from Google Drive
    • Gist
    • Clipboard
    • Download
    • Markdown
    • HTML
    • Raw HTML
Menu Note settings Sharing URL Create Help
Create Create new note Create a note from template
Menu
Options
Versions and GitHub Sync Transfer ownership Delete this note
Export
Dropbox Export to Google Drive Gist
Import
Dropbox Import from Google Drive Gist Clipboard
Download
Markdown HTML Raw HTML
Back
Sharing URL Link copied
/edit
View mode
  • Edit mode
  • View mode
  • Book mode
  • Slide mode
Edit mode View mode Book mode Slide mode
Customize slides
Note Permission
Read
Only me
  • Only me
  • Signed-in users
  • Everyone
Only me Signed-in users Everyone
Write
Only me
  • Only me
  • Signed-in users
  • Everyone
Only me Signed-in users Everyone
More features Commenting, Suggest edit
Invitee
No invitee
Publish Note

Publish Note

Everyone on the web can find and read all notes of this public team.
Once published, notes can be searched and viewed by anyone online.
See published notes
Please check the box to agree to the Community Guidelines.
More features
Commenting
Permission
Disabled Forbidden Owners Signed-in users Everyone
Enable
Permission
  • Forbidden
  • Owners
  • Signed-in users
  • Everyone
Suggest edit
Permission
Disabled Forbidden Owners Signed-in users Everyone
Enable
Permission
  • Forbidden
  • Owners
  • Signed-in users
   owned this note    owned this note      
Published Linked with GitHub
Subscribed
  • Any changes
    Be notified of any changes
  • Mention me
    Be notified of mention me
  • Unsubscribe
Subscribe
--- tags: Eevee/Viewport module, Image Engine, Developer documentation --- # Image Engine ## Glossary Image : Pixels... Image Tile : An image can be created from multiple tiles. Each tile can have its own resolution. Tiles are ordered in a grid Image Engine : Software component to draw images as a 2D area in an editor. Pixel : What is a pixel Texel : What is a texel ## Problem statement What is the reason why this component exists. Which problems does it solve. * Node editor, image editor, UV editor and movie clip editor have the requirement to draw an image on screen. * Images have different charistics. * Images can have multiple image tiles. * Tiles are organized in a grid, where each cell in the grid has the same width and height in UV space. * Tiles can have gabs between each other * Resolution of the image could be larger than it could fit in on a GPU. * Images can be byte or float based. * Images can have 1, 3 or 4 channels. * Images can have multiple views (Left, right eye) * Images can have multiple layers (Combined, Normal, ...) * Color management * Alpha association ## Solution How are the issues in the problem statement beeing solved. ### Design principles * Upload pixels to the GPU that are visible, or around the visible area for fast panning. * When zoomed out a lot pixels between two visible pixels might not be visible. * When zoomed in a lot pixels further away from the visible area are not needed. * ## Image Engine ### Class model ```plantuml package blender::draw::image_engine { class PartialImageUpdater { +user: PartialUpdateUser -- +ensure_image(image: Image) } class BatchUpdater { +format: GPUVertFormat +pos_id: int +uv_id: int -- init_batch() update_batch() discard_batch() } note left:Updates the GPU batch to draw\na tile of the screen. (batch is stored n TextureInfo) class TextureInfo { +needs_full_update: bool +clipping_bounds: rctf +clipping_uv_bounds: rctf +batch: GPUBatch +texture: GPUTexture +last_viewport_size: float2 -- offset(): int2 calc_region_bounds_from_uv_bounds(uv_to_region: float4x4) } class AbstractSpaceAccessor { +get_image(): Image +get_image_user(): ImageUser +acquire_image_buffer() +release_buffer() +get_shader_parameters() +use_tile_drawing() +init_ss_to_texture_matrix() } } ``` #### Draw engine The image engine is implemented as a draw engine. ```plantuml @startuml package blender::draw::image_engine { class ImageEngine { -draw_ctx: DRWContextState -- begin_sync() image_sync() draw_viewport() draw_finish() } abstract class AbstractSpaceAccessor abstract class AbstractDrawingMode ImageEngine *- AbstractSpaceAccessor: -space ImageEngine *-- AbstractDrawingMode: -drawing_mode } @enduml ``` Both the space accessor and the drawing mode can be plugged into the image engine. The space accessor communicates with the editor. With the drawing mode a different way to draw the image on the screen can be used. #### Space Accessors The image engine is used to draw different type of editors. The communication between the editor and image engine are done via a space accessor. Via the accessor image engine can ask for the image to display, the image user and how and where on the screen the image should be drawn. To extend image engine for another editor a sub-class has to be created. ```plantuml @startuml package blender::draw::image_engine { abstract class AbstractSpaceAccessor { {abstract}+get_image(): Image {abstract}+get_image_user(): ImageUser {abstract}+acquire_image_buffer(): ImBuf {abstract}+release_buffer() {abstract}+get_shader_parameters(): ShaderParameters {abstract}+use_tile_drawing(): bool {abstract}+init_ss_to_texture_matrix() } class SpaceNodeAccessor { } class SpaceImageAccessor { } AbstractSpaceAccessor <|--SpaceImageAccessor AbstractSpaceAccessor <|--SpaceNodeAccessor class ShadingParameters { +shuffle: float4 +far_near: float2 +use_premul_alpha: bool } enum ImageDrawFlags { Default ShowAlpha ApplyAlpha Shuffling Depth } ShadingParameters *-- ImageDrawFlags: +flags } @enduml ``` Shading parameters contains parameters that will be used to draw the image on the screen. - Refer to `draw/engines/image/image_space.hh`, `draw/engines/image/image_space_node.hh`, `draw/engines/image/image_space_image.hh` for the implementation. ### Drawing Modes Image engine can have multiple drawing modes. Each drawing mode is optimized for a certain type of images. For example there could be a drawing mode that is optimized to non-tiled images upto the resolution of the area. And another for drawing higher resolution images and tiled images. :::info Currently a single drawing mode has been implemented that is optimized for large images. ::: ```plantuml @startuml package blender::draw::image_engine { abstract class AbstractDrawingMode { +begin_sync() +image_sync(image: Image, iuser: ImageUser) +draw_viewport() +draw_finish() } class ScreenSpaceDrawingMode AbstractDrawingMode <|-- ScreenSpaceDrawingMode } @enduml ``` ### Screen space drawing mode :::info Explain texture streaming and the coverage of the textures with the screen. ::: - using normalized screen coordinates to determine the uv coordinates in the corners. - determine the uv span of the screen. - determine the uv span of the existing textures. If the uv span is different that all textures have to be re-evaluated. - determine which of the existing textures are not on the screen anymore based on their uv bounds. These textures can be recycled (wrap around to be placed on the screen) ## Known issues * Pixels around the visible area aren't cached on the GPU, making panning slow. * Resizing of areas re-allocated the GPU buffers of the viewport, clear it. which isn't fluid * During cycles render a different approach is used, which feels more fluid, but have limitations when rendering huge textures. ## References

Import from clipboard

Advanced permission required

Your current role can only read. Ask the system administrator to acquire write and comment permission.

This team is disabled

Sorry, this team is disabled. You can't edit this note.

This note is locked

Sorry, only owner can edit this note.

Reach the limit

Sorry, you've reached the max length this note can be.
Please reduce the content or divide it to more notes, thank you!

Import from Gist

Import from Snippet

or

Export to Snippet

Are you sure?

Do you really want to delete this note?
All users will lose their connection.

Create a note from template

Create a note from template

Oops...
This template has been removed or transferred.


Upgrade

All
  • All
  • Team
No template.

Create a template


Upgrade

Delete template

Do you really want to delete this template?

This page need refresh

You have an incompatible client version.
Refresh to update.
New version available!
See releases notes here
Refresh to enjoy new features.
Your user state has changed.
Refresh to load new user state.

Sign in

Forgot password

or

By clicking below, you agree to our terms of service.

Sign in via Facebook Sign in via Twitter Sign in via GitHub Sign in via Dropbox Sign in with Wallet
Wallet ( )
Connect another wallet

New to HackMD? Sign up

Help

  • English
  • 中文
  • Français
  • Deutsch
  • 日本語
  • Español
  • Català
  • Ελληνικά
  • Português
  • italiano
  • Türkçe
  • Русский
  • Nederlands
  • hrvatski jezik
  • język polski
  • Українська
  • हिन्दी
  • svenska
  • Esperanto
  • dansk

Documents

Tutorials

Book Mode Tutorial

Slide Example

YAML Metadata

Contacts

Facebook

Twitter

Discord

Feedback

Send us email

Resources

Releases

Pricing

Blog

Policy

Terms

Privacy

Cheatsheet

Syntax Example Reference
# Header Header 基本排版
- Unordered List
  • Unordered List
1. Ordered List
  1. Ordered List
- [ ] Todo List
  • Todo List
> Blockquote
Blockquote
**Bold font** Bold font
*Italics font* Italics font
~~Strikethrough~~ Strikethrough
19^th^ 19th
H~2~O H2O
++Inserted text++ Inserted text
==Marked text== Marked text
[link text](https:// "title") Link
![image alt](https:// "title") Image
`Code` Code 在筆記中貼入程式碼
```javascript
var i = 0;
```
var i = 0;
:smile: :smile: Emoji list
{%youtube youtube_id %} Externals
$L^aT_eX$ LaTeX
:::info
This is a alert area.
:::

This is a alert area.

Versions and GitHub Sync

Sign in to link this note to GitHub Learn more
This note is not linked with GitHub Learn more
 
Add badge Pull Push GitHub Link Settings
Upgrade now

Version named by    

More Less
  • Edit
  • Delete

Note content is identical to the latest version.
Compare with
    Choose a version
    No search result
    Version not found

Feedback

Submission failed, please try again

Thanks for your support.

On a scale of 0-10, how likely is it that you would recommend HackMD to your friends, family or business associates?

Please give us some advice and help us improve HackMD.

 

Thanks for your feedback

Remove version name

Do you want to remove this version name and description?

Transfer ownership

Transfer to
    Warning: is a public team. If you transfer note to this team, everyone on the web can find and read this note.

      Link with GitHub

      Please authorize HackMD on GitHub

      Please sign in to GitHub and install the HackMD app on your GitHub repo. Learn more

       Sign in to GitHub

      HackMD links with GitHub through a GitHub App. You can choose which repo to install our App.

      Push the note to GitHub Push to GitHub Pull a file from GitHub

        Authorize again
       

      Choose which file to push to

      Select repo
      Refresh Authorize more repos
      Select branch
      Select file
      Select branch
      Choose version(s) to push
      • Save a new version and push
      • Choose from existing versions
      Include title and tags
      Available push count

      Upgrade

      Pull from GitHub

       
      File from GitHub
      File from HackMD

      GitHub Link Settings

      File linked

      Linked by
      File path
      Last synced branch
      Available push count

      Upgrade

      Danger Zone

      Unlink
      You will no longer receive notification when GitHub file changes after unlink.

      Syncing

      Push failed

      Push successfully