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blender-archive/source/blender/editors/include/BIF_glutil.h

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2011-02-21 07:25:24 +00:00
/*
* ***** 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation 2002-2008
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file BIF_glutil.h
* \ingroup editorui
*/
#ifndef __BIF_GLUTIL_H__
#define __BIF_GLUTIL_H__
struct rcti;
struct rctf;
struct ImBuf;
struct bContext;
struct ColorManagedViewSettings;
struct ColorManagedDisplaySettings;
void fdrawbezier(float vec[4][3]);
void fdrawline(float x1, float y1, float x2, float y2);
void fdrawbox(float x1, float y1, float x2, float y2);
void sdrawline(int x1, int y1, int x2, int y2);
#if 0
void sdrawtri(int x1, int y1, int x2, int y2);
void sdrawtrifill(int x1, int y1, int x2, int y2);
#endif
void sdrawbox(int x1, int y1, int x2, int y2);
void sdrawXORline(int x0, int y0, int x1, int y1);
void sdrawXORline4(int nr, int x0, int y0, int x1, int y1);
void fdrawXORellipse(float xofs, float yofs, float hw, float hh);
void fdrawXORcirc(float xofs, float yofs, float rad);
void fdrawcheckerboard(float x1, float y1, float x2, float y2);
/* OpenGL stipple defines */
extern const unsigned char stipple_halftone[128];
extern const unsigned char stipple_quarttone[128];
extern const unsigned char stipple_diag_stripes_pos[128];
extern const unsigned char stipple_diag_stripes_neg[128];
extern const unsigned char stipple_checker_8px[128];
/**
* Draw a lined (non-looping) arc with the given
* \a radius, starting at angle \a start and arcing
* through \a angle. The arc is centered at the origin
* and drawn in the XY plane.
*
* \param start The initial angle (in radians).
* \param angle The length of the arc (in radians).
* \param radius The arc radius.
* \param nsegments The number of segments to use in drawing the arc.
*/
void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments);
/**
* Draw a filled arc with the given \a radius,
* starting at angle \a start and arcing through
* \a angle. The arc is centered at the origin
* and drawn in the XY plane.
*
* \param start The initial angle (in radians).
* \param angle The length of the arc (in radians).
* \param radius The arc radius.
* \param nsegments The number of segments to use in drawing the arc.
*/
void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments);
/**
* Routines an integer value as obtained by glGetIntegerv.
* The param must cause only one value to be gotten from GL.
*/
int glaGetOneInteger(int param);
/**
* Routines a float value as obtained by glGetIntegerv.
* The param must cause only one value to be gotten from GL.
*/
float glaGetOneFloat(int param);
/**
* Functions like glRasterPos2i, except ensures that the resulting
* raster position is valid. \a known_good_x and \a known_good_y
* should be coordinates of a point known to be within the current
* view frustum.
* \attention This routine should be used when the distance of \a x
* and \a y away from the known good point is small (ie. for small icons
* and for bitmap characters), when drawing large+zoomed images it is
* possible for overflow to occur, the glaDrawPixelsSafe routine should
* be used instead.
*/
void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y);
/**
* Functions like a limited glDrawPixels, except ensures that
* the image is displayed onscreen even if the \a x and \a y
* coordinates for would be clipped. The routine respects the
* glPixelZoom values, pixel unpacking parameters are _not_
* respected.
*
* \attention This routine makes many assumptions: the rect data
* is expected to be in RGBA unsigned byte format, the coordinate
* (GLA_PIXEL_OFS, GLA_PIXEL_OFS) is assumed to be within the view frustum,
* and the modelview and projection matrices are assumed to define a
* 1-to-1 mapping to screen space.
* \attention Furthermore, in the case of zoomed or unpixel aligned
* images extending outside the view frustum, but still within the
* window, some portion of the image may be visible left and/or
* below of the given \a x and \a y coordinates. It is recommended
* to use the glScissor functionality if images are to be drawn
* with an inset view matrix.
*/
void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect);
/**
* glaDrawPixelsTex - Functions like a limited glDrawPixels, but actually draws the
* image using textures, which can be tremendously faster on low-end
* cards, and also avoids problems with the raster position being
* clipped when offscreen. The routine respects the glPixelZoom values,
* pixel unpacking parameters are _not_ respected.
*
* \attention This routine makes many assumptions: the rect data
* is expected to be in RGBA byte or float format, and the
* modelview and projection matrices are assumed to define a
* 1-to-1 mapping to screen space.
*/
Bunch of fixes for GLSL display transform - GLSL shader wasn't aware of alpha predivide option, always assuming alpha is straight. Gave wrong results when displaying transparent float buffers. - GLSL display wasn't aware of float buffers with number of channels different from 4, crashing when trying to display image with different number of channels. This required a bit larger changes, namely now it's possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE) to glaDrawPixelsTex, This also implied adding format to glaDrawPixelsAuto and modifying all places where this functions are called. Now GLSL will handle both 3 and 4 channels buffers, single channel images are handled by CPU. - Replaced hack for render result displaying with a bit different hack. Namely CPU conversion will happen only during render, once render is done GLSL would be used for displaying render result on a screen. This is so because of the way renderer updates parts of the image -- it happens without respect to active render layer in image user. This is harmless because only display buffer is modifying, but this is tricky because we don't have original buffer opened during rendering. One more related fix here was about when rendering multiple layers, wrong image would be displaying when rendering is done. Added a signal to invalidate display buffer once rendering is done (only happens when using multiple layers). This solves issue with wrong buffer stuck on the display when using regular CPU display space transform and if GLSL is available it'll make image displayed with a GLSL shader. - As an additional change, byte buffers now also uses GLSL display transform. So now only dutehr and RGB curves are stoppers for using GLSL for all kind of display transforms.
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void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect);
/**
* glaDrawPixelsAuto - Switches between texture or pixel drawing using UserDef.
* only RGBA
* needs glaDefine2DArea to be set.
*/
Bunch of fixes for GLSL display transform - GLSL shader wasn't aware of alpha predivide option, always assuming alpha is straight. Gave wrong results when displaying transparent float buffers. - GLSL display wasn't aware of float buffers with number of channels different from 4, crashing when trying to display image with different number of channels. This required a bit larger changes, namely now it's possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE) to glaDrawPixelsTex, This also implied adding format to glaDrawPixelsAuto and modifying all places where this functions are called. Now GLSL will handle both 3 and 4 channels buffers, single channel images are handled by CPU. - Replaced hack for render result displaying with a bit different hack. Namely CPU conversion will happen only during render, once render is done GLSL would be used for displaying render result on a screen. This is so because of the way renderer updates parts of the image -- it happens without respect to active render layer in image user. This is harmless because only display buffer is modifying, but this is tricky because we don't have original buffer opened during rendering. One more related fix here was about when rendering multiple layers, wrong image would be displaying when rendering is done. Added a signal to invalidate display buffer once rendering is done (only happens when using multiple layers). This solves issue with wrong buffer stuck on the display when using regular CPU display space transform and if GLSL is available it'll make image displayed with a GLSL shader. - As an additional change, byte buffers now also uses GLSL display transform. So now only dutehr and RGB curves are stoppers for using GLSL for all kind of display transforms.
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void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect);
Bunch of fixes for GLSL display transform - GLSL shader wasn't aware of alpha predivide option, always assuming alpha is straight. Gave wrong results when displaying transparent float buffers. - GLSL display wasn't aware of float buffers with number of channels different from 4, crashing when trying to display image with different number of channels. This required a bit larger changes, namely now it's possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE) to glaDrawPixelsTex, This also implied adding format to glaDrawPixelsAuto and modifying all places where this functions are called. Now GLSL will handle both 3 and 4 channels buffers, single channel images are handled by CPU. - Replaced hack for render result displaying with a bit different hack. Namely CPU conversion will happen only during render, once render is done GLSL would be used for displaying render result on a screen. This is so because of the way renderer updates parts of the image -- it happens without respect to active render layer in image user. This is harmless because only display buffer is modifying, but this is tricky because we don't have original buffer opened during rendering. One more related fix here was about when rendering multiple layers, wrong image would be displaying when rendering is done. Added a signal to invalidate display buffer once rendering is done (only happens when using multiple layers). This solves issue with wrong buffer stuck on the display when using regular CPU display space transform and if GLSL is available it'll make image displayed with a GLSL shader. - As an additional change, byte buffers now also uses GLSL display transform. So now only dutehr and RGB curves are stoppers for using GLSL for all kind of display transforms.
2013-04-03 15:59:54 +00:00
void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY);
/* 2D Drawing Assistance */
/** Define a 2D area (viewport, scissor, matrices) for OpenGL rendering.
*
* glwDefine2DArea and glaBegin2DDraw set up an OpenGL state appropriate
* for drawing using both vertice (Vertex, etc) and raster (RasterPos, Rect)
* commands. All coordinates should be at integer positions. There is little
* to no reason to use glVertex2f etc. functions during 2D rendering, and
* thus no reason to +-0.5 the coordinates or perform other silly
* tricks.
*
* \param screen_rect The screen rectangle to be defined for 2D drawing.
*/
void glaDefine2DArea(struct rcti *screen_rect);
typedef struct gla2DDrawInfo gla2DDrawInfo;
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/* UNUSED */
#if 0
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gla2DDrawInfo *glaBegin2DDraw(struct rcti *screen_rect, struct rctf *world_rect);
void gla2DDrawTranslatePt(gla2DDrawInfo *di, float wo_x, float wo_y, int *sc_x_r, int *sc_y_r);
void gla2DDrawTranslatePtv(gla2DDrawInfo *di, float world[2], int screen_r[2]);
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void glaEnd2DDraw(gla2DDrawInfo *di);
/** Adjust the transformation mapping of a 2d area */
void gla2DGetMap(gla2DDrawInfo *di, struct rctf *rect);
void gla2DSetMap(gla2DDrawInfo *di, struct rctf *rect);
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#endif
/* use this for platform hacks. glPointSize is solved here */
void bglBegin(int mode);
void bglEnd(void);
// int bglPointHack(void); /* UNUSED */
void bglVertex3fv(const float vec[3]);
void bglVertex3f(float x, float y, float z);
void bglVertex2fv(const float vec[2]);
/* intel gfx cards frontbuffer problem */
// void bglFlush(void); /* UNUSED */
void set_inverted_drawing(int enable);
Various changes made in the process of working on the UI code: * Added functions to generate Timer events. There was some unfinished code to create one timer per window, this replaces that with a way to let operators or other handlers add/remove their own timers as needed. This is currently delivered as an event with the timer handle, perhaps this should be a notifier instead? Also includes some fixes in ghost for timer events that were not delivered in time, due to passing negative timeout. * Added a Message event, which is a generic event that can be added by any operator. This is used in the UI code to communicate the results of opened blocks. Again, this may be better as a notifier. * These two events should not be blocked as they are intended for a specific operator or handler, so there were exceptions added for this, which is one of the reasons they might work better as notifiers, but currently these things can't listen to notifier yet. * Added an option to events to indicate if the customdata should be freed or not. * Added a free() callback for area regions, and added a free function for area regions in blenkernel since it was already there for screens and areas. * Added ED_screen/area/region_exit functions to clean up things like operators and handlers when they are closed. * Added screen level regions, these will draw over areas boundaries, with the last created region on top. These are useful for tooltips, menus, etc, and are not saved to file. It's using the same ARegion struct as areas to avoid code duplication, but perhaps that should be renamed then. Note that redraws currently go correct, because only full window redraws are used, for partial redraws without any frontbuffer drawing, the window manager needs to get support for compositing subwindows. * Minor changes in the subwindow code to retrieve the matrix, and moved setlinestyle to glutil.c. * Reversed argument order in WM_event_add/remove_keymap_handler to be consistent with modal_handler. * Operators can now block events but not necessarily cancel/finish. * Modal operators are now stored in a list in the window/area/region they were created in. This means for example that when a transform operator is invoked from a region but registers a handler at the window level (since mouse motion across areas should work), it will still get removed when the region is closed while the operator is running.
2008-11-11 15:18:21 +00:00
void setlinestyle(int nr);
/* own working polygon offset */
void bglPolygonOffset(float viewdist, float dist);
/* For caching opengl matrices (gluProject/gluUnProject) */
typedef struct bglMats {
double modelview[16];
double projection[16];
int viewport[4];
} bglMats;
void bgl_get_mats(bglMats *mats);
/* **** Color management helper functions for GLSL display/transform ***** */
/* Draw imbuf on a screen, preferably using GLSL display transform */
void glaDrawImBuf_glsl(struct ImBuf *ibuf, float x, float y, int zoomfilter,
struct ColorManagedViewSettings *view_settings,
struct ColorManagedDisplaySettings *display_settings);
/* Draw imbuf on a screen, preferably using GLSL display transform */
void glaDrawImBuf_glsl_ctx(const struct bContext *C, struct ImBuf *ibuf, float x, float y, int zoomfilter);
void glaDrawBorderCorners(const struct rcti *border, float zoomx, float zoomy);
#endif /* __BIF_GLUTIL_H__ */