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

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/**
* $Id: BIF_glutil.h
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifndef BIF_GLUTIL_H
#define BIF_GLUTIL_H
struct rcti;
struct rctf;
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(short x1, short y1, short x2, short y2);
void sdrawtri(short x1, short y1, short x2, short y2);
void sdrawtrifill(short x1, short y1, short x2, short y2);
void sdrawbox(short x1, short y1, short x2, short 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);
/* glStipple defines */
extern unsigned char stipple_halftone[128];
extern unsigned char stipple_quarttone[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 @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
* (0.375, 0.375) 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 Furthmore, 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);
/**
* 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.
* @param gamma_correct Optionally gamma correct float sources to sRGB for display
*/
/* only for float rects, converts to 32 bits and draws */
void glaDrawPixelsSafe_to32(float fx, float fy, int img_w, int img_h, int row_w, float *rectf, int gamma_correct);
void glaDrawPixelsTex (float x, float y, int img_w, int img_h, int format, void *rect);
void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, void *rect, float scaleX, float scaleY);
/* 2D Drawing Assistance */
/** Define a 2D area (viewport, scissor, matrices) for OpenGL rendering.
* This routine sets up an OpenGL state appropriate for drawing using
* both vertice (glVertex, etc) and raster (glRasterPos, glRect) 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;
/** Save the current OpenGL state and initialize OpenGL for 2D
* rendering. glaEnd2DDraw should be called on the returned structure
* to free it and to return OpenGL to its previous state. The
* scissor rectangle is set to match the viewport.
*
* This routine sets up an OpenGL state appropriate for drawing using
* both vertice (glVertex, etc) and raster (glRasterPos, glRect) 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 used for 2D drawing.
* @param world_rect The world rectangle that the 2D area represented
* by @a screen_rect is supposed to represent. If NULL it is assumed the
* world has a 1 to 1 mapping to the screen.
*/
gla2DDrawInfo* glaBegin2DDraw (struct rcti *screen_rect, struct rctf *world_rect);
/** Translate the (@a wo_x, @a wo_y) point from world coordinates into screen space. */
void gla2DDrawTranslatePt (gla2DDrawInfo *di, float wo_x, float wo_y, int *sc_x_r, int *sc_y_r);
/** Translate the @a world point from world coordiantes into screen space. */
void gla2DDrawTranslatePtv (gla2DDrawInfo *di, float world[2], int screen_r[2]);
/* Restores the previous OpenGL state and free's the auxilary
* gla data.
*/
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);
/* use this for platform hacks. glPointSize is solved here */
void bglBegin(int mode);
void bglEnd(void);
int bglPointHack();
void bglVertex3fv(float *vec);
void bglVertex3f(float x, float y, float z);
void bglVertex2fv(float *vec);
/* intel gfx cards frontbuffer problem */
void bglFlush(void);
int is_a_really_crappy_intel_card(void);
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);
#endif /* BIF_GLUTIL_H */