2002-10-12 11:37:38 +00:00
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/*
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2008-01-07 19:13:47 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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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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2008-01-07 19:13:47 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-01-07 19:13:47 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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*/
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2011-02-27 20:37:56 +00:00
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/** \file blender/blenlib/intern/rct.c
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* \ingroup bli
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2012-03-13 01:55:25 +00:00
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*
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* A minimalist lib for functions doing stuff with rectangle structs.
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2011-02-27 20:37:56 +00:00
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*/
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2010-08-25 08:31:52 +00:00
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#include <stdio.h>
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#include <math.h>
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2002-10-12 11:37:38 +00:00
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2012-07-12 08:31:23 +00:00
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#include <limits.h>
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#include <float.h>
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2011-02-14 17:55:27 +00:00
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#include "DNA_vec_types.h"
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#include "BLI_rect.h"
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2012-07-14 00:33:58 +00:00
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/**
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* Determine if a rect is empty. An empty
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* rect is one with a zero (or negative)
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* width or height.
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*
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* \return True if \a rect is empty.
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*/
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2013-03-09 05:35:49 +00:00
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bool BLI_rcti_is_empty(const rcti *rect)
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2010-02-16 15:59:36 +00:00
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{
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2012-03-13 01:55:25 +00:00
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return ((rect->xmax <= rect->xmin) || (rect->ymax <= rect->ymin));
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2010-02-16 15:59:36 +00:00
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}
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2013-03-09 05:35:49 +00:00
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bool BLI_rctf_is_empty(const rctf *rect)
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2002-10-12 11:37:38 +00:00
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{
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2012-03-13 01:55:25 +00:00
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return ((rect->xmax <= rect->xmin) || (rect->ymax <= rect->ymin));
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2002-10-12 11:37:38 +00:00
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}
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2013-03-09 05:35:49 +00:00
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bool BLI_rcti_isect_pt(const rcti *rect, const int x, const int y)
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2002-10-12 11:37:38 +00:00
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{
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2013-03-09 05:35:49 +00:00
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if (x < rect->xmin) return false;
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if (x > rect->xmax) return false;
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if (y < rect->ymin) return false;
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if (y > rect->ymax) return false;
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return true;
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2002-10-12 11:37:38 +00:00
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}
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2012-07-12 08:31:23 +00:00
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/**
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* Determine if a rect is empty. An empty
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* rect is one with a zero (or negative)
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* width or height.
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*
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* \return True if \a rect is empty.
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*/
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2013-03-09 05:35:49 +00:00
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bool BLI_rcti_isect_pt_v(const rcti *rect, const int xy[2])
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2012-07-11 18:17:48 +00:00
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{
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2013-03-09 05:35:49 +00:00
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if (xy[0] < rect->xmin) return false;
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if (xy[0] > rect->xmax) return false;
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if (xy[1] < rect->ymin) return false;
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if (xy[1] > rect->ymax) return false;
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return true;
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2012-07-11 18:17:48 +00:00
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}
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2013-03-09 05:35:49 +00:00
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bool BLI_rctf_isect_pt(const rctf *rect, const float x, const float y)
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2002-10-12 11:37:38 +00:00
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{
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2013-03-09 05:35:49 +00:00
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if (x < rect->xmin) return false;
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if (x > rect->xmax) return false;
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if (y < rect->ymin) return false;
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if (y > rect->ymax) return false;
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return true;
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2002-10-12 11:37:38 +00:00
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}
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2013-03-09 05:35:49 +00:00
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bool BLI_rctf_isect_pt_v(const rctf *rect, const float xy[2])
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2012-07-11 18:17:48 +00:00
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{
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2013-03-09 05:35:49 +00:00
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if (xy[0] < rect->xmin) return false;
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if (xy[0] > rect->xmax) return false;
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if (xy[1] < rect->ymin) return false;
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if (xy[1] > rect->ymax) return false;
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return true;
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2012-07-11 18:17:48 +00:00
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}
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2013-06-06 21:43:52 +00:00
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/**
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* is \a rct_b inside \a rct_a
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*/
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bool BLI_rctf_inside_rctf(rctf *rct_a, const rctf *rct_b)
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{
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return ((rct_a->xmin <= rct_b->xmin) &&
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(rct_a->xmax >= rct_b->xmax) &&
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(rct_a->ymin <= rct_b->ymin) &&
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(rct_a->ymax >= rct_b->ymax));
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}
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bool BLI_rcti_inside_rcti(rcti *rct_a, const rcti *rct_b)
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{
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return ((rct_a->xmin <= rct_b->xmin) &&
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(rct_a->xmax >= rct_b->xmax) &&
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(rct_a->ymin <= rct_b->ymin) &&
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(rct_a->ymax >= rct_b->ymax));
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}
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2012-04-10 07:30:08 +00:00
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/* based closely on 'isect_line_line_v2_int', but in modified so corner cases are treated as intersections */
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2012-10-10 01:22:19 +00:00
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static int isect_segments_i(const int v1[2], const int v2[2], const int v3[2], const int v4[2])
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{
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const double div = (double)((v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]));
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2012-11-04 07:18:29 +00:00
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if (div == 0.0) {
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2012-10-10 01:22:19 +00:00
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return 1; /* co-linear */
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}
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else {
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2012-12-11 14:18:37 +00:00
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const double lambda = (double)((v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
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2012-10-10 01:22:19 +00:00
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const double mu = (double)((v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
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2012-12-11 14:18:37 +00:00
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return (lambda >= 0.0 && lambda <= 1.0 && mu >= 0.0 && mu <= 1.0);
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2012-10-10 01:22:19 +00:00
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}
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}
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static int isect_segments_fl(const float v1[2], const float v2[2], const float v3[2], const float v4[2])
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2012-04-10 07:30:08 +00:00
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{
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const double div = (double)((v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]));
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2012-11-04 07:18:29 +00:00
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if (div == 0.0) {
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2012-04-10 07:30:08 +00:00
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return 1; /* co-linear */
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}
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else {
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2012-12-11 14:18:37 +00:00
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const double lambda = (double)((v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
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2012-04-10 07:30:08 +00:00
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const double mu = (double)((v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
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2012-12-11 14:18:37 +00:00
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return (lambda >= 0.0 && lambda <= 1.0 && mu >= 0.0 && mu <= 1.0);
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2012-04-10 07:30:08 +00:00
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}
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}
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2013-03-09 05:35:49 +00:00
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bool BLI_rcti_isect_segment(const rcti *rect, const int s1[2], const int s2[2])
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2012-04-10 07:30:08 +00:00
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{
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/* first do outside-bounds check for both points of the segment */
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2013-03-09 05:35:49 +00:00
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if (s1[0] < rect->xmin && s2[0] < rect->xmin) return false;
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if (s1[0] > rect->xmax && s2[0] > rect->xmax) return false;
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if (s1[1] < rect->ymin && s2[1] < rect->ymin) return false;
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if (s1[1] > rect->ymax && s2[1] > rect->ymax) return false;
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2012-04-10 07:30:08 +00:00
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/* if either points intersect then we definetly intersect */
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2012-08-23 18:25:45 +00:00
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if (BLI_rcti_isect_pt_v(rect, s1) || BLI_rcti_isect_pt_v(rect, s2)) {
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2013-03-09 05:35:49 +00:00
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return true;
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2012-04-10 07:30:08 +00:00
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}
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else {
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/* both points are outside but may insersect the rect */
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int tvec1[2];
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int tvec2[2];
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/* diagonal: [/] */
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tvec1[0] = rect->xmin; tvec1[1] = rect->ymin;
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tvec2[0] = rect->xmin; tvec2[1] = rect->ymax;
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2012-10-10 01:22:19 +00:00
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if (isect_segments_i(s1, s2, tvec1, tvec2)) {
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2013-03-09 05:35:49 +00:00
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return true;
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2012-10-10 01:22:19 +00:00
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}
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/* diagonal: [\] */
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tvec1[0] = rect->xmin; tvec1[1] = rect->ymax;
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tvec2[0] = rect->xmax; tvec2[1] = rect->ymin;
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if (isect_segments_i(s1, s2, tvec1, tvec2)) {
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2013-03-09 05:35:49 +00:00
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return true;
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2012-10-10 01:22:19 +00:00
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}
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/* no intersection */
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2013-03-09 05:35:49 +00:00
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return false;
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2012-10-10 01:22:19 +00:00
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}
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}
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2013-03-09 05:35:49 +00:00
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bool BLI_rctf_isect_segment(const rctf *rect, const float s1[2], const float s2[2])
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2012-10-10 01:22:19 +00:00
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{
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/* first do outside-bounds check for both points of the segment */
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2013-03-09 05:35:49 +00:00
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if (s1[0] < rect->xmin && s2[0] < rect->xmin) return false;
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if (s1[0] > rect->xmax && s2[0] > rect->xmax) return false;
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if (s1[1] < rect->ymin && s2[1] < rect->ymin) return false;
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if (s1[1] > rect->ymax && s2[1] > rect->ymax) return false;
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2012-10-10 01:22:19 +00:00
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/* if either points intersect then we definetly intersect */
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if (BLI_rctf_isect_pt_v(rect, s1) || BLI_rctf_isect_pt_v(rect, s2)) {
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2013-03-09 05:35:49 +00:00
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return true;
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2012-10-10 01:22:19 +00:00
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}
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else {
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/* both points are outside but may insersect the rect */
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float tvec1[2];
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float tvec2[2];
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/* diagonal: [/] */
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tvec1[0] = rect->xmin; tvec1[1] = rect->ymin;
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tvec2[0] = rect->xmin; tvec2[1] = rect->ymax;
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if (isect_segments_fl(s1, s2, tvec1, tvec2)) {
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2013-03-09 05:35:49 +00:00
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return true;
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2012-04-10 07:30:08 +00:00
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}
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/* diagonal: [\] */
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tvec1[0] = rect->xmin; tvec1[1] = rect->ymax;
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tvec2[0] = rect->xmax; tvec2[1] = rect->ymin;
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2012-10-10 01:22:19 +00:00
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if (isect_segments_fl(s1, s2, tvec1, tvec2)) {
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2013-03-09 05:35:49 +00:00
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return true;
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2012-04-10 07:30:08 +00:00
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}
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/* no intersection */
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2013-03-09 05:35:49 +00:00
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return false;
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2012-04-10 07:30:08 +00:00
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}
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}
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2012-07-15 00:29:56 +00:00
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void BLI_rctf_union(rctf *rct1, const rctf *rct2)
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2002-10-12 11:37:38 +00:00
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{
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2012-03-13 01:55:25 +00:00
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if (rct1->xmin > rct2->xmin) rct1->xmin = rct2->xmin;
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if (rct1->xmax < rct2->xmax) rct1->xmax = rct2->xmax;
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if (rct1->ymin > rct2->ymin) rct1->ymin = rct2->ymin;
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if (rct1->ymax < rct2->ymax) rct1->ymax = rct2->ymax;
|
2009-02-10 15:38:00 +00:00
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}
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2002-10-12 11:37:38 +00:00
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2012-07-15 00:29:56 +00:00
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void BLI_rcti_union(rcti *rct1, const rcti *rct2)
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2009-02-10 15:38:00 +00:00
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{
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2012-03-13 01:55:25 +00:00
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if (rct1->xmin > rct2->xmin) rct1->xmin = rct2->xmin;
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if (rct1->xmax < rct2->xmax) rct1->xmax = rct2->xmax;
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if (rct1->ymin > rct2->ymin) rct1->ymin = rct2->ymin;
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if (rct1->ymax < rct2->ymax) rct1->ymax = rct2->ymax;
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2002-10-12 11:37:38 +00:00
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}
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2012-07-12 08:31:23 +00:00
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void BLI_rctf_init(rctf *rect, float xmin, float xmax, float ymin, float ymax)
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2002-10-12 11:37:38 +00:00
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{
|
2012-03-13 01:55:25 +00:00
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if (xmin <= xmax) {
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rect->xmin = xmin;
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rect->xmax = xmax;
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
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|
|
}
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|
|
|
else {
|
2012-03-13 01:55:25 +00:00
|
|
|
rect->xmax = xmin;
|
|
|
|
rect->xmin = xmax;
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
}
|
2012-03-13 01:55:25 +00:00
|
|
|
if (ymin <= ymax) {
|
|
|
|
rect->ymin = ymin;
|
|
|
|
rect->ymax = ymax;
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
}
|
|
|
|
else {
|
2012-03-13 01:55:25 +00:00
|
|
|
rect->ymax = ymin;
|
|
|
|
rect->ymin = ymax;
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
|
2012-07-12 08:31:23 +00:00
|
|
|
void BLI_rcti_init(rcti *rect, int xmin, int xmax, int ymin, int ymax)
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
{
|
2012-03-13 01:55:25 +00:00
|
|
|
if (xmin <= xmax) {
|
|
|
|
rect->xmin = xmin;
|
|
|
|
rect->xmax = xmax;
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
}
|
|
|
|
else {
|
2012-03-13 01:55:25 +00:00
|
|
|
rect->xmax = xmin;
|
|
|
|
rect->xmin = xmax;
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
}
|
2012-03-13 01:55:25 +00:00
|
|
|
if (ymin <= ymax) {
|
|
|
|
rect->ymin = ymin;
|
|
|
|
rect->ymax = ymax;
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
}
|
|
|
|
else {
|
2012-03-13 01:55:25 +00:00
|
|
|
rect->ymax = ymin;
|
|
|
|
rect->ymin = ymax;
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
}
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
|
2012-08-07 18:41:47 +00:00
|
|
|
void BLI_rcti_init_minmax(rcti *rect)
|
2012-07-12 08:31:23 +00:00
|
|
|
{
|
|
|
|
rect->xmin = rect->ymin = INT_MAX;
|
|
|
|
rect->xmax = rect->ymax = INT_MIN;
|
|
|
|
}
|
|
|
|
|
2012-08-07 18:41:47 +00:00
|
|
|
void BLI_rctf_init_minmax(rctf *rect)
|
2012-07-12 08:31:23 +00:00
|
|
|
{
|
2012-08-07 18:41:47 +00:00
|
|
|
rect->xmin = rect->ymin = FLT_MAX;
|
|
|
|
rect->xmax = rect->ymax = -FLT_MAX;
|
2012-07-12 08:31:23 +00:00
|
|
|
}
|
|
|
|
|
2012-08-07 18:41:47 +00:00
|
|
|
void BLI_rcti_do_minmax_v(rcti *rect, const int xy[2])
|
2012-07-12 09:24:17 +00:00
|
|
|
{
|
|
|
|
if (xy[0] < rect->xmin) rect->xmin = xy[0];
|
|
|
|
if (xy[0] > rect->xmax) rect->xmax = xy[0];
|
|
|
|
if (xy[1] < rect->ymin) rect->ymin = xy[1];
|
|
|
|
if (xy[1] > rect->ymax) rect->ymax = xy[1];
|
|
|
|
}
|
|
|
|
|
2012-08-07 18:41:47 +00:00
|
|
|
void BLI_rctf_do_minmax_v(rctf *rect, const float xy[2])
|
2012-07-12 09:24:17 +00:00
|
|
|
{
|
|
|
|
if (xy[0] < rect->xmin) rect->xmin = xy[0];
|
|
|
|
if (xy[0] > rect->xmax) rect->xmax = xy[0];
|
|
|
|
if (xy[1] < rect->ymin) rect->ymin = xy[1];
|
|
|
|
if (xy[1] > rect->ymax) rect->ymax = xy[1];
|
|
|
|
}
|
|
|
|
|
2012-07-15 00:29:56 +00:00
|
|
|
void BLI_rcti_translate(rcti *rect, int x, int y)
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
{
|
|
|
|
rect->xmin += x;
|
|
|
|
rect->ymin += y;
|
|
|
|
rect->xmax += x;
|
|
|
|
rect->ymax += y;
|
|
|
|
}
|
2012-07-15 00:29:56 +00:00
|
|
|
void BLI_rctf_translate(rctf *rect, float x, float y)
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
{
|
|
|
|
rect->xmin += x;
|
|
|
|
rect->ymin += y;
|
|
|
|
rect->xmax += x;
|
|
|
|
rect->ymax += y;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2013-03-19 10:54:52 +00:00
|
|
|
void BLI_rcti_recenter(rcti *rect, int x, int y)
|
|
|
|
{
|
|
|
|
const int dx = x - BLI_rcti_cent_x(rect);
|
|
|
|
const int dy = y - BLI_rcti_cent_y(rect);
|
|
|
|
BLI_rcti_translate(rect, dx, dy);
|
|
|
|
}
|
|
|
|
void BLI_rctf_recenter(rctf *rect, float x, float y)
|
|
|
|
{
|
|
|
|
const float dx = x - BLI_rctf_cent_x(rect);
|
|
|
|
const float dy = y - BLI_rctf_cent_y(rect);
|
|
|
|
BLI_rctf_translate(rect, dx, dy);
|
|
|
|
}
|
|
|
|
|
2010-06-17 14:22:54 +00:00
|
|
|
/* change width & height around the central location */
|
2012-07-15 00:29:56 +00:00
|
|
|
void BLI_rcti_resize(rcti *rect, int x, int y)
|
2010-06-17 14:22:54 +00:00
|
|
|
{
|
2012-09-15 11:48:20 +00:00
|
|
|
rect->xmin = rect->xmax = BLI_rcti_cent_x(rect);
|
|
|
|
rect->ymin = rect->ymax = BLI_rcti_cent_y(rect);
|
2010-06-17 14:22:54 +00:00
|
|
|
rect->xmin -= x / 2;
|
|
|
|
rect->ymin -= y / 2;
|
2012-03-13 01:55:25 +00:00
|
|
|
rect->xmax = rect->xmin + x;
|
|
|
|
rect->ymax = rect->ymin + y;
|
2010-06-17 14:22:54 +00:00
|
|
|
}
|
|
|
|
|
2012-07-15 00:29:56 +00:00
|
|
|
void BLI_rctf_resize(rctf *rect, float x, float y)
|
2010-06-17 14:22:54 +00:00
|
|
|
{
|
2012-09-15 11:48:20 +00:00
|
|
|
rect->xmin = rect->xmax = BLI_rctf_cent_x(rect);
|
|
|
|
rect->ymin = rect->ymax = BLI_rctf_cent_y(rect);
|
2010-06-17 14:22:54 +00:00
|
|
|
rect->xmin -= x * 0.5f;
|
|
|
|
rect->ymin -= y * 0.5f;
|
2012-03-13 01:55:25 +00:00
|
|
|
rect->xmax = rect->xmin + x;
|
|
|
|
rect->ymax = rect->ymin + y;
|
2010-06-17 14:22:54 +00:00
|
|
|
}
|
|
|
|
|
2013-01-11 04:34:15 +00:00
|
|
|
void BLI_rcti_scale(rcti *rect, const float scale)
|
|
|
|
{
|
|
|
|
const int cent_x = BLI_rcti_cent_x(rect);
|
|
|
|
const int cent_y = BLI_rcti_cent_y(rect);
|
|
|
|
const int size_x_half = BLI_rcti_size_x(rect) * (scale * 0.5f);
|
|
|
|
const int size_y_half = BLI_rcti_size_y(rect) * (scale * 0.5f);
|
|
|
|
rect->xmin = cent_x - size_x_half;
|
|
|
|
rect->ymin = cent_y - size_y_half;
|
|
|
|
rect->xmax = cent_x + size_x_half;
|
|
|
|
rect->ymax = cent_y + size_y_half;
|
|
|
|
}
|
|
|
|
|
|
|
|
void BLI_rctf_scale(rctf *rect, const float scale)
|
|
|
|
{
|
|
|
|
const float cent_x = BLI_rctf_cent_x(rect);
|
|
|
|
const float cent_y = BLI_rctf_cent_y(rect);
|
|
|
|
const float size_x_half = BLI_rctf_size_x(rect) * (scale * 0.5f);
|
|
|
|
const float size_y_half = BLI_rctf_size_y(rect) * (scale * 0.5f);
|
|
|
|
rect->xmin = cent_x - size_x_half;
|
|
|
|
rect->ymin = cent_y - size_y_half;
|
|
|
|
rect->xmax = cent_x + size_x_half;
|
|
|
|
rect->ymax = cent_y + size_y_half;
|
|
|
|
}
|
|
|
|
|
2012-08-12 01:07:31 +00:00
|
|
|
void BLI_rctf_interp(rctf *rect, const rctf *rect_a, const rctf *rect_b, const float fac)
|
|
|
|
{
|
|
|
|
const float ifac = 1.0f - fac;
|
|
|
|
rect->xmin = (rect_a->xmin * ifac) + (rect_b->xmin * fac);
|
|
|
|
rect->xmax = (rect_a->xmax * ifac) + (rect_b->xmax * fac);
|
|
|
|
rect->ymin = (rect_a->ymin * ifac) + (rect_b->ymin * fac);
|
|
|
|
rect->ymax = (rect_a->ymax * ifac) + (rect_b->ymax * fac);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* BLI_rcti_interp() not needed yet */
|
|
|
|
|
2012-09-22 12:23:17 +00:00
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BLI_rctf_clamp_pt_v(const struct rctf *rect, float xy[2])
|
2012-09-22 12:23:17 +00:00
|
|
|
{
|
2013-03-09 05:35:49 +00:00
|
|
|
bool change = false;
|
|
|
|
if (xy[0] < rect->xmin) { xy[0] = rect->xmin; change = true; }
|
|
|
|
if (xy[0] > rect->xmax) { xy[0] = rect->xmax; change = true; }
|
|
|
|
if (xy[1] < rect->ymin) { xy[1] = rect->ymin; change = true; }
|
|
|
|
if (xy[1] > rect->ymax) { xy[1] = rect->ymax; change = true; }
|
2012-09-22 12:23:17 +00:00
|
|
|
return change;
|
|
|
|
}
|
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BLI_rcti_clamp_pt_v(const struct rcti *rect, int xy[2])
|
2012-09-22 12:23:17 +00:00
|
|
|
{
|
2013-03-09 05:35:49 +00:00
|
|
|
bool change = false;
|
|
|
|
if (xy[0] < rect->xmin) { xy[0] = rect->xmin; change = true; }
|
|
|
|
if (xy[0] > rect->xmax) { xy[0] = rect->xmax; change = true; }
|
|
|
|
if (xy[1] < rect->ymin) { xy[1] = rect->ymin; change = true; }
|
|
|
|
if (xy[1] > rect->ymax) { xy[1] = rect->ymax; change = true; }
|
2012-09-22 12:23:17 +00:00
|
|
|
return change;
|
|
|
|
}
|
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BLI_rctf_compare(const struct rctf *rect_a, const struct rctf *rect_b, const float limit)
|
2012-08-12 01:07:31 +00:00
|
|
|
{
|
|
|
|
if (fabsf(rect_a->xmin - rect_b->xmin) < limit)
|
|
|
|
if (fabsf(rect_a->xmax - rect_b->xmax) < limit)
|
|
|
|
if (fabsf(rect_a->ymin - rect_b->ymin) < limit)
|
|
|
|
if (fabsf(rect_a->ymax - rect_b->ymax) < limit)
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2012-08-12 01:07:31 +00:00
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
return false;
|
2012-08-12 01:07:31 +00:00
|
|
|
}
|
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BLI_rcti_compare(const struct rcti *rect_a, const struct rcti *rect_b)
|
2012-08-12 01:07:31 +00:00
|
|
|
{
|
|
|
|
if (rect_a->xmin == rect_b->xmin)
|
|
|
|
if (rect_a->xmax == rect_b->xmax)
|
|
|
|
if (rect_a->ymin == rect_b->ymin)
|
|
|
|
if (rect_a->ymax == rect_b->ymax)
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2012-08-12 01:07:31 +00:00
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
return false;
|
2012-08-12 01:07:31 +00:00
|
|
|
}
|
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BLI_rctf_isect(const rctf *src1, const rctf *src2, rctf *dest)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float xmin, xmax;
|
|
|
|
float ymin, ymax;
|
|
|
|
|
|
|
|
xmin = (src1->xmin) > (src2->xmin) ? (src1->xmin) : (src2->xmin);
|
|
|
|
xmax = (src1->xmax) < (src2->xmax) ? (src1->xmax) : (src2->xmax);
|
|
|
|
ymin = (src1->ymin) > (src2->ymin) ? (src1->ymin) : (src2->ymin);
|
|
|
|
ymax = (src1->ymax) < (src2->ymax) ? (src1->ymax) : (src2->ymax);
|
2012-03-13 01:55:25 +00:00
|
|
|
|
|
|
|
if (xmax >= xmin && ymax >= ymin) {
|
|
|
|
if (dest) {
|
2002-10-12 11:37:38 +00:00
|
|
|
dest->xmin = xmin;
|
|
|
|
dest->xmax = xmax;
|
|
|
|
dest->ymin = ymin;
|
|
|
|
dest->ymax = ymax;
|
|
|
|
}
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else {
|
2012-03-13 01:55:25 +00:00
|
|
|
if (dest) {
|
2002-10-12 11:37:38 +00:00
|
|
|
dest->xmin = 0;
|
|
|
|
dest->xmax = 0;
|
|
|
|
dest->ymin = 0;
|
|
|
|
dest->ymax = 0;
|
|
|
|
}
|
2013-03-09 05:35:49 +00:00
|
|
|
return false;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BLI_rcti_isect(const rcti *src1, const rcti *src2, rcti *dest)
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
{
|
|
|
|
int xmin, xmax;
|
|
|
|
int ymin, ymax;
|
2012-03-13 01:55:25 +00:00
|
|
|
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
xmin = (src1->xmin) > (src2->xmin) ? (src1->xmin) : (src2->xmin);
|
|
|
|
xmax = (src1->xmax) < (src2->xmax) ? (src1->xmax) : (src2->xmax);
|
|
|
|
ymin = (src1->ymin) > (src2->ymin) ? (src1->ymin) : (src2->ymin);
|
|
|
|
ymax = (src1->ymax) < (src2->ymax) ? (src1->ymax) : (src2->ymax);
|
2012-03-13 01:55:25 +00:00
|
|
|
|
|
|
|
if (xmax >= xmin && ymax >= ymin) {
|
|
|
|
if (dest) {
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
dest->xmin = xmin;
|
|
|
|
dest->xmax = xmax;
|
|
|
|
dest->ymin = ymin;
|
|
|
|
dest->ymax = ymax;
|
|
|
|
}
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
else {
|
2012-03-13 01:55:25 +00:00
|
|
|
if (dest) {
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
dest->xmin = 0;
|
|
|
|
dest->xmax = 0;
|
|
|
|
dest->ymin = 0;
|
|
|
|
dest->ymax = 0;
|
|
|
|
}
|
2013-03-09 05:35:49 +00:00
|
|
|
return false;
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
}
|
2010-08-25 08:31:52 +00:00
|
|
|
|
2012-08-18 20:54:43 +00:00
|
|
|
void BLI_rcti_rctf_copy(rcti *dst, const rctf *src)
|
2010-08-25 08:31:52 +00:00
|
|
|
{
|
2012-08-18 20:54:43 +00:00
|
|
|
dst->xmin = floorf(src->xmin + 0.5f);
|
2012-09-15 11:48:20 +00:00
|
|
|
dst->xmax = dst->xmin + floorf(BLI_rctf_size_x(src) + 0.5f);
|
2012-08-18 20:54:43 +00:00
|
|
|
dst->ymin = floorf(src->ymin + 0.5f);
|
2012-09-15 11:48:20 +00:00
|
|
|
dst->ymax = dst->ymin + floorf(BLI_rctf_size_y(src) + 0.5f);
|
2012-08-18 20:54:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void BLI_rctf_rcti_copy(rctf *dst, const rcti *src)
|
|
|
|
{
|
|
|
|
dst->xmin = src->xmin;
|
|
|
|
dst->xmax = src->xmax;
|
|
|
|
dst->ymin = src->ymin;
|
|
|
|
dst->ymax = src->ymax;
|
2010-08-25 08:31:52 +00:00
|
|
|
}
|
|
|
|
|
2012-07-11 18:17:48 +00:00
|
|
|
void print_rctf(const char *str, const rctf *rect)
|
2010-08-25 08:31:52 +00:00
|
|
|
{
|
2012-03-13 01:55:25 +00:00
|
|
|
printf("%s: xmin %.3f, xmax %.3f, ymin %.3f, ymax %.3f (%.3fx%.3f)\n", str,
|
2012-09-15 11:48:20 +00:00
|
|
|
rect->xmin, rect->xmax, rect->ymin, rect->ymax, BLI_rctf_size_x(rect), BLI_rctf_size_y(rect));
|
2010-08-25 08:31:52 +00:00
|
|
|
}
|
|
|
|
|
2012-07-11 18:17:48 +00:00
|
|
|
void print_rcti(const char *str, const rcti *rect)
|
2010-08-25 08:31:52 +00:00
|
|
|
{
|
2012-03-13 01:55:25 +00:00
|
|
|
printf("%s: xmin %d, xmax %d, ymin %d, ymax %d (%dx%d)\n", str,
|
2012-09-15 11:48:20 +00:00
|
|
|
rect->xmin, rect->xmax, rect->ymin, rect->ymax, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect));
|
2010-08-25 08:31:52 +00:00
|
|
|
}
|