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blender-archive/source/blender/gpu/intern/gpu_viewport.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_viewport.c
* \ingroup gpu
*
* System that manages viewport drawing.
*/
#include "GPU_glew.h"
#include "GPU_immediate.h"
#include "GPU_viewport.h"
#include "GPU_texture.h"
#include "MEM_guardedalloc.h"
struct GPUViewport {
float pad[4];
/* debug */
GPUTexture *debug_depth;
int debug_width, debug_height;
};
GPUViewport *GPU_viewport_create(void)
{
GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
return viewport;
}
void GPU_viewport_free(GPUViewport *viewport)
{
GPU_viewport_debug_depth_free(viewport);
MEM_freeN(viewport);
}
/****************** debug ********************/
bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, int samples, char err_out[256])
{
viewport->debug_depth = GPU_texture_create_2D(width, height, NULL, GPU_HDR_HALF_FLOAT, err_out);
return (viewport->debug_depth != NULL);
}
void GPU_viewport_debug_depth_free(GPUViewport *viewport)
{
if (viewport->debug_depth != NULL) {
MEM_freeN(viewport->debug_depth);
viewport->debug_depth = NULL;
}
}
void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y)
{
const int w = GPU_texture_width(viewport->debug_depth);
const int h = GPU_texture_height(viewport->debug_depth);
GPU_texture_bind(viewport->debug_depth, 0);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, x, y, w, h, 0);
GPU_texture_unbind(viewport->debug_depth);
}
void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar)
{
const float w = (float)GPU_texture_width(viewport->debug_depth);
const float h = (float)GPU_texture_height(viewport->debug_depth);
const int activeTex = GL_TEXTURE0;
glActiveTexture(activeTex);
VertexFormat *format = immVertexFormat();
unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH);
GPU_texture_bind(viewport->debug_depth, 0);
immUniform1f("znear", znear);
immUniform1f("zfar", zfar);
immUniform1i("image", activeTex);
immBegin(GL_QUADS, 4);
immAttrib2f(texcoord, 0.0f, 0.0f);
immVertex2f(pos, 0.0f, 0.0f);
immAttrib2f(texcoord, 1.0f, 0.0f);
immVertex2f(pos, w, 0.0f);
immAttrib2f(texcoord, 1.0f, 1.0f);
immVertex2f(pos, w, h);
immAttrib2f(texcoord, 0.0f, 1.0f);
immVertex2f(pos, 0.0f, h);
immEnd();
GPU_texture_unbind(viewport->debug_depth);
immUnbindProgram();
}
int GPU_viewport_debug_depth_width(const GPUViewport *viewport)
{
return GPU_texture_width(viewport->debug_depth);
}
int GPU_viewport_debug_depth_height(const GPUViewport *viewport)
{
return GPU_texture_height(viewport->debug_depth);
}
bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport)
{
return viewport->debug_depth != NULL;
}