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blender-archive/source/blender/editors/screen/glutil.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,
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
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/screen/glutil.c
* \ingroup edscr
*/
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_vec_types.h"
#include "BLI_utildefines.h"
#include "BKE_colortools.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#ifndef GL_CLAMP_TO_EDGE
#define GL_CLAMP_TO_EDGE 0x812F
#endif
/* ******************************************** */
/* defined in BIF_gl.h */
GLubyte stipple_halftone[128] = {
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55};
/* repeat this pattern
*
* X000X000
* 00000000
* 00X000X0
* 00000000 */
GLubyte stipple_quarttone[128] = {
2012-04-29 15:47:02 +00:00
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0,
136, 136, 136, 136, 0, 0, 0, 0, 34, 34, 34, 34, 0, 0, 0, 0};
GLubyte stipple_diag_stripes_pos[128] = {
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f};
GLubyte stipple_diag_stripes_neg[128] = {
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80};
void fdrawbezier(float vec[4][3])
{
float dist;
float curve_res = 24, spline_step = 0.0f;
dist= 0.5f*ABS(vec[0][0] - vec[3][0]);
/* check direction later, for top sockets */
vec[1][0]= vec[0][0]+dist;
vec[1][1]= vec[0][1];
vec[2][0]= vec[3][0]-dist;
vec[2][1]= vec[3][1];
/* we can reuse the dist variable here to increment the GL curve eval amount*/
dist = 1.0f/curve_res;
cpack(0x0);
glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, vec[0]);
glBegin(GL_LINE_STRIP);
while (spline_step < 1.000001f) {
#if 0
if (do_shaded)
UI_ThemeColorBlend(th_col1, th_col2, spline_step);
#endif
glEvalCoord1f(spline_step);
spline_step += dist;
}
glEnd();
}
void fdrawline(float x1, float y1, float x2, float y2)
{
float v[2];
glBegin(GL_LINE_STRIP);
v[0] = x1; v[1] = y1;
glVertex2fv(v);
v[0] = x2; v[1] = y2;
glVertex2fv(v);
glEnd();
}
void fdrawbox(float x1, float y1, float x2, float y2)
{
float v[2];
glBegin(GL_LINE_STRIP);
v[0] = x1; v[1] = y1;
glVertex2fv(v);
v[0] = x1; v[1] = y2;
glVertex2fv(v);
v[0] = x2; v[1] = y2;
glVertex2fv(v);
v[0] = x2; v[1] = y1;
glVertex2fv(v);
v[0] = x1; v[1] = y1;
glVertex2fv(v);
glEnd();
}
void fdrawcheckerboard(float x1, float y1, float x2, float y2)
{
unsigned char col1[4]= {40, 40, 40}, col2[4]= {50, 50, 50};
2012-04-29 15:47:02 +00:00
GLubyte checker_stipple[32 * 32 / 8] = {
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
glColor3ubv(col1);
glRectf(x1, y1, x2, y2);
glColor3ubv(col2);
glEnable(GL_POLYGON_STIPPLE);
glPolygonStipple(checker_stipple);
glRectf(x1, y1, x2, y2);
glDisable(GL_POLYGON_STIPPLE);
}
void sdrawline(short x1, short y1, short x2, short y2)
{
short v[2];
glBegin(GL_LINE_STRIP);
v[0] = x1; v[1] = y1;
glVertex2sv(v);
v[0] = x2; v[1] = y2;
glVertex2sv(v);
glEnd();
}
/*
* x1,y2
* | \
* | \
* | \
* x1,y1-- x2,y1
*/
static void sdrawtripoints(short x1, short y1, short x2, short y2)
{
short v[2];
v[0]= x1; v[1]= y1;
glVertex2sv(v);
v[0]= x1; v[1]= y2;
glVertex2sv(v);
v[0]= x2; v[1]= y1;
glVertex2sv(v);
}
void sdrawtri(short x1, short y1, short x2, short y2)
{
glBegin(GL_LINE_STRIP);
sdrawtripoints(x1, y1, x2, y2);
glEnd();
}
void sdrawtrifill(short x1, short y1, short x2, short y2)
{
glBegin(GL_TRIANGLES);
sdrawtripoints(x1, y1, x2, y2);
glEnd();
}
void sdrawbox(short x1, short y1, short x2, short y2)
{
short v[2];
glBegin(GL_LINE_STRIP);
v[0] = x1; v[1] = y1;
glVertex2sv(v);
v[0] = x1; v[1] = y2;
glVertex2sv(v);
v[0] = x2; v[1] = y2;
glVertex2sv(v);
v[0] = x2; v[1] = y1;
glVertex2sv(v);
v[0] = x1; v[1] = y1;
glVertex2sv(v);
glEnd();
}
/* ******************************************** */
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)
{
if (nr==0) {
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
glDisable(GL_LINE_STIPPLE);
}
else {
glEnable(GL_LINE_STIPPLE);
glLineStipple(nr, 0xAAAA);
}
}
/* Invert line handling */
#define gl_toggle(mode, onoff) (((onoff)?glEnable:glDisable)(mode))
void set_inverted_drawing(int enable)
{
glLogicOp(enable?GL_INVERT:GL_COPY);
gl_toggle(GL_COLOR_LOGIC_OP, enable);
gl_toggle(GL_DITHER, !enable);
}
void sdrawXORline(int x0, int y0, int x1, int y1)
{
if (x0==x1 && y0==y1) return;
set_inverted_drawing(1);
glBegin(GL_LINES);
glVertex2i(x0, y0);
glVertex2i(x1, y1);
glEnd();
set_inverted_drawing(0);
}
void sdrawXORline4(int nr, int x0, int y0, int x1, int y1)
{
static short old[4][2][2];
static char flags[4]= {0, 0, 0, 0};
/* with builtin memory, max 4 lines */
set_inverted_drawing(1);
glBegin(GL_LINES);
if (nr== -1) { /* flush */
for (nr=0; nr<4; nr++) {
if (flags[nr]) {
glVertex2sv(old[nr][0]);
glVertex2sv(old[nr][1]);
flags[nr]= 0;
}
}
}
else {
if (nr>=0 && nr<4) {
if (flags[nr]) {
glVertex2sv(old[nr][0]);
glVertex2sv(old[nr][1]);
}
old[nr][0][0]= x0;
old[nr][0][1]= y0;
old[nr][1][0]= x1;
old[nr][1][1]= y1;
flags[nr]= 1;
}
glVertex2i(x0, y0);
glVertex2i(x1, y1);
}
glEnd();
set_inverted_drawing(0);
}
void fdrawXORellipse(float xofs, float yofs, float hw, float hh)
{
if (hw==0) return;
set_inverted_drawing(1);
glPushMatrix();
2012-04-29 15:47:02 +00:00
glTranslatef(xofs, yofs, 0.0f);
glScalef(1.0f, hh / hw, 1.0f);
glutil_draw_lined_arc(0.0, M_PI*2.0, hw, 20);
glPopMatrix();
set_inverted_drawing(0);
}
void fdrawXORcirc(float xofs, float yofs, float rad)
{
set_inverted_drawing(1);
glPushMatrix();
glTranslatef(xofs, yofs, 0.0);
glutil_draw_lined_arc(0.0, M_PI*2.0, rad, 20);
glPopMatrix();
set_inverted_drawing(0);
}
void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments)
{
int i;
glBegin(GL_TRIANGLE_FAN);
glVertex2f(0.0, 0.0);
for (i=0; i<nsegments; i++) {
float t= (float) i/(nsegments-1);
float cur= start + t*angle;
glVertex2f(cosf(cur)*radius, sinf(cur)*radius);
}
glEnd();
}
void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments)
{
int i;
glBegin(GL_LINE_STRIP);
for (i=0; i<nsegments; i++) {
float t= (float) i/(nsegments-1);
float cur= start + t*angle;
glVertex2f(cosf(cur)*radius, sinf(cur)*radius);
}
glEnd();
}
int glaGetOneInteger(int param)
{
GLint i;
glGetIntegerv(param, &i);
return i;
}
float glaGetOneFloat(int param)
{
GLfloat v;
glGetFloatv(param, &v);
return v;
}
void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y)
{
GLubyte dummy= 0;
/* As long as known good coordinates are correct
* this is guaranteed to generate an ok raster
* position (ignoring potential (real) overflow
* issues).
*/
glRasterPos2f(known_good_x, known_good_y);
/* Now shift the raster position to where we wanted
* it in the first place using the glBitmap trick.
*/
glBitmap(0, 0, 0, 0, x - known_good_x, y - known_good_y, &dummy);
}
static int get_cached_work_texture(int *w_r, int *h_r)
{
static GLint texid= -1;
static int tex_w= 256;
static int tex_h= 256;
if (texid==-1) {
GLint ltexid= glaGetOneInteger(GL_TEXTURE_2D);
unsigned char *tbuf;
glGenTextures(1, (GLuint *)&texid);
glBindTexture(GL_TEXTURE_2D, texid);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
tbuf= MEM_callocN(tex_w*tex_h*4, "tbuf");
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tbuf);
MEM_freeN(tbuf);
glBindTexture(GL_TEXTURE_2D, ltexid);
}
*w_r= tex_w;
*h_r= tex_h;
return texid;
}
void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, void *rect, float scaleX, float scaleY)
{
unsigned char *uc_rect= (unsigned char*) rect;
float *f_rect= (float *)rect;
float xzoom= glaGetOneFloat(GL_ZOOM_X), yzoom= glaGetOneFloat(GL_ZOOM_Y);
int ltexid= glaGetOneInteger(GL_TEXTURE_2D);
int lrowlength= glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
int subpart_x, subpart_y, tex_w, tex_h;
int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y;
int texid= get_cached_work_texture(&tex_w, &tex_h);
/* Specify the color outside this function, and tex will modulate it.
* This is useful for changing alpha without using glPixelTransferf()
*/
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
glBindTexture(GL_TEXTURE_2D, texid);
/* don't want nasty border artifacts */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifdef __APPLE__
/* workaround for os x 10.5/10.6 driver bug: http://lists.apple.com/archives/Mac-opengl/2008/Jul/msg00117.html */
glPixelZoom(1.f, 1.f);
#endif
/* setup seamless 2=on, 0=off */
seamless= ((tex_w<img_w || tex_h<img_h) && tex_w>2 && tex_h>2)? 2: 0;
offset_x= tex_w - seamless;
offset_y= tex_h - seamless;
nsubparts_x= (img_w + (offset_x - 1))/(offset_x);
nsubparts_y= (img_h + (offset_y - 1))/(offset_y);
for (subpart_y=0; subpart_y<nsubparts_y; subpart_y++) {
for (subpart_x=0; subpart_x<nsubparts_x; subpart_x++) {
int remainder_x= img_w-subpart_x*offset_x;
int remainder_y= img_h-subpart_y*offset_y;
int subpart_w= (remainder_x<tex_w)? remainder_x: tex_w;
int subpart_h= (remainder_y<tex_h)? remainder_y: tex_h;
int offset_left= (seamless && subpart_x!=0)? 1: 0;
int offset_bot= (seamless && subpart_y!=0)? 1: 0;
int offset_right= (seamless && remainder_x>tex_w)? 1: 0;
int offset_top= (seamless && remainder_y>tex_h)? 1: 0;
float rast_x= x+subpart_x*offset_x*xzoom;
float rast_y= y+subpart_y*offset_y*yzoom;
/* check if we already got these because we always get 2 more when doing seamless*/
if (subpart_w<=seamless || subpart_h<=seamless)
continue;
if (format==GL_FLOAT) {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, GL_RGBA, GL_FLOAT, &f_rect[subpart_y*offset_y*img_w*4 + subpart_x*offset_x*4]);
/* add an extra border of pixels so linear looks ok at edges of full image. */
if (subpart_w<tex_w)
glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, GL_RGBA, GL_FLOAT, &f_rect[subpart_y*offset_y*img_w*4 + (subpart_x*offset_x+subpart_w-1)*4]);
if (subpart_h<tex_h)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, GL_RGBA, GL_FLOAT, &f_rect[(subpart_y*offset_y+subpart_h-1)*img_w*4 + subpart_x*offset_x*4]);
if (subpart_w<tex_w && subpart_h<tex_h)
glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, GL_RGBA, GL_FLOAT, &f_rect[(subpart_y*offset_y+subpart_h-1)*img_w*4 + (subpart_x*offset_x+subpart_w-1)*4]);
}
else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, GL_RGBA, GL_UNSIGNED_BYTE, &uc_rect[subpart_y*offset_y*img_w*4 + subpart_x*offset_x*4]);
if (subpart_w<tex_w)
glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, GL_RGBA, GL_UNSIGNED_BYTE, &uc_rect[subpart_y*offset_y*img_w*4 + (subpart_x*offset_x+subpart_w-1)*4]);
if (subpart_h<tex_h)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &uc_rect[(subpart_y*offset_y+subpart_h-1)*img_w*4 + subpart_x*offset_x*4]);
if (subpart_w<tex_w && subpart_h<tex_h)
glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &uc_rect[(subpart_y*offset_y+subpart_h-1)*img_w*4 + (subpart_x*offset_x+subpart_w-1)*4]);
}
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f((float)(0 + offset_left)/tex_w, (float)(0 + offset_bot)/tex_h);
glVertex2f(rast_x + (float)offset_left*xzoom, rast_y + (float)offset_bot*xzoom);
glTexCoord2f((float)(subpart_w - offset_right)/tex_w, (float)(0 + offset_bot)/tex_h);
glVertex2f(rast_x + (float)(subpart_w - offset_right)*xzoom*scaleX, rast_y + (float)offset_bot*xzoom);
glTexCoord2f((float)(subpart_w - offset_right)/tex_w, (float)(subpart_h - offset_top)/tex_h);
glVertex2f(rast_x + (float)(subpart_w - offset_right)*xzoom*scaleX, rast_y + (float)(subpart_h - offset_top)*yzoom*scaleY);
glTexCoord2f((float)(0 + offset_left)/tex_w, (float)(subpart_h - offset_top)/tex_h);
glVertex2f(rast_x + (float)offset_left*xzoom, rast_y + (float)(subpart_h - offset_top)*yzoom*scaleY);
glEnd();
glDisable(GL_TEXTURE_2D);
}
}
glBindTexture(GL_TEXTURE_2D, ltexid);
glPixelStorei(GL_UNPACK_ROW_LENGTH, lrowlength);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#ifdef __APPLE__
/* workaround for os x 10.5/10.6 driver bug (above) */
glPixelZoom(xzoom, yzoom);
#endif
}
void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, void *rect)
{
glaDrawPixelsTexScaled(x, y, img_w, img_h, format, rect, 1.0f, 1.0f);
}
void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect)
{
float xzoom= glaGetOneFloat(GL_ZOOM_X);
float yzoom= glaGetOneFloat(GL_ZOOM_Y);
/* The pixel space coordinate of the intersection of
* the [zoomed] image with the origin.
*/
float ix= -x/xzoom;
float iy= -y/yzoom;
/* The maximum pixel amounts the image can be cropped
* at the lower left without exceeding the origin.
*/
int off_x= floor(MAX2(ix, 0));
int off_y= floor(MAX2(iy, 0));
/* The zoomed space coordinate of the raster position
* (starting at the lower left most unclipped pixel).
*/
float rast_x= x + off_x*xzoom;
float rast_y= y + off_y*yzoom;
GLfloat scissor[4];
int draw_w, draw_h;
/* Determine the smallest number of pixels we need to draw
* before the image would go off the upper right corner.
*
* It may seem this is just an optimization but some graphics
* cards (ATI) freak out if there is a large zoom factor and
* a large number of pixels off the screen (probably at some
* level the number of image pixels to draw is getting multiplied
* by the zoom and then clamped). Making sure we draw the
* fewest pixels possible keeps everyone mostly happy (still
* fails if we zoom in on one really huge pixel so that it
* covers the entire screen).
*/
glGetFloatv(GL_SCISSOR_BOX, scissor);
draw_w = MIN2(img_w-off_x, ceil((scissor[2]-rast_x)/xzoom));
draw_h = MIN2(img_h-off_y, ceil((scissor[3]-rast_y)/yzoom));
if (draw_w>0 && draw_h>0) {
int old_row_length = glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
/* Don't use safe RasterPos (slower) if we can avoid it. */
if (rast_x>=0 && rast_y>=0) {
glRasterPos2f(rast_x, rast_y);
}
else {
glaRasterPosSafe2f(rast_x, rast_y, 0, 0);
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_w);
if (format==GL_LUMINANCE || format==GL_RED) {
if (type==GL_FLOAT) {
float *f_rect= (float *)rect;
glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y*row_w + off_x));
}
else if (type==GL_INT || type==GL_UNSIGNED_INT) {
int *i_rect= (int *)rect;
glDrawPixels(draw_w, draw_h, format, type, i_rect + (off_y*row_w + off_x));
}
}
else { /* RGBA */
if (type==GL_FLOAT) {
float *f_rect= (float *)rect;
glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y*row_w + off_x)*4);
}
else if (type==GL_UNSIGNED_BYTE) {
unsigned char *uc_rect= (unsigned char *) rect;
glDrawPixels(draw_w, draw_h, format, type, uc_rect + (off_y*row_w + off_x)*4);
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, old_row_length);
}
}
/* 2D Drawing Assistance */
void glaDefine2DArea(rcti *screen_rect)
{
int sc_w= screen_rect->xmax - screen_rect->xmin + 1;
int sc_h= screen_rect->ymax - screen_rect->ymin + 1;
glViewport(screen_rect->xmin, screen_rect->ymin, sc_w, sc_h);
glScissor(screen_rect->xmin, screen_rect->ymin, sc_w, sc_h);
/* The 0.375 magic number is to shift the matrix so that
* both raster and vertex integer coordinates fall at pixel
* centers properly. For a longer discussion see the OpenGL
* Programming Guide, Appendix H, Correctness Tips.
*/
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, sc_w, 0.0, sc_h, -1, 1);
glTranslatef(0.375, 0.375, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
#if 0 /* UNUSED */
struct gla2DDrawInfo {
int orig_vp[4], orig_sc[4];
float orig_projmat[16], orig_viewmat[16];
rcti screen_rect;
rctf world_rect;
float wo_to_sc[2];
};
void gla2DGetMap(gla2DDrawInfo *di, rctf *rect)
{
*rect= di->world_rect;
}
void gla2DSetMap(gla2DDrawInfo *di, rctf *rect)
{
int sc_w, sc_h;
float wo_w, wo_h;
di->world_rect= *rect;
sc_w= (di->screen_rect.xmax-di->screen_rect.xmin);
sc_h= (di->screen_rect.ymax-di->screen_rect.ymin);
wo_w= (di->world_rect.xmax-di->world_rect.xmin);
wo_h= (di->world_rect.ymax-di->world_rect.ymin);
di->wo_to_sc[0]= sc_w/wo_w;
di->wo_to_sc[1]= sc_h/wo_h;
}
gla2DDrawInfo *glaBegin2DDraw(rcti *screen_rect, rctf *world_rect)
{
gla2DDrawInfo *di= MEM_mallocN(sizeof(*di), "gla2DDrawInfo");
int sc_w, sc_h;
float wo_w, wo_h;
glGetIntegerv(GL_VIEWPORT, (GLint *)di->orig_vp);
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)di->orig_sc);
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *)di->orig_projmat);
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)di->orig_viewmat);
di->screen_rect= *screen_rect;
if (world_rect) {
di->world_rect= *world_rect;
}
else {
di->world_rect.xmin = di->screen_rect.xmin;
di->world_rect.ymin = di->screen_rect.ymin;
di->world_rect.xmax = di->screen_rect.xmax;
di->world_rect.ymax = di->screen_rect.ymax;
}
sc_w= (di->screen_rect.xmax-di->screen_rect.xmin);
sc_h= (di->screen_rect.ymax-di->screen_rect.ymin);
wo_w= (di->world_rect.xmax-di->world_rect.xmin);
wo_h= (di->world_rect.ymax-di->world_rect.ymin);
di->wo_to_sc[0]= sc_w/wo_w;
di->wo_to_sc[1]= sc_h/wo_h;
glaDefine2DArea(&di->screen_rect);
return di;
}
void gla2DDrawTranslatePt(gla2DDrawInfo *di, float wo_x, float wo_y, int *sc_x_r, int *sc_y_r)
{
*sc_x_r= (wo_x - di->world_rect.xmin)*di->wo_to_sc[0];
*sc_y_r= (wo_y - di->world_rect.ymin)*di->wo_to_sc[1];
}
void gla2DDrawTranslatePtv(gla2DDrawInfo *di, float world[2], int screen_r[2])
{
screen_r[0]= (world[0] - di->world_rect.xmin)*di->wo_to_sc[0];
screen_r[1]= (world[1] - di->world_rect.ymin)*di->wo_to_sc[1];
}
void glaEnd2DDraw(gla2DDrawInfo *di)
{
glViewport(di->orig_vp[0], di->orig_vp[1], di->orig_vp[2], di->orig_vp[3]);
glScissor(di->orig_vp[0], di->orig_vp[1], di->orig_vp[2], di->orig_vp[3]);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(di->orig_projmat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(di->orig_viewmat);
MEM_freeN(di);
}
#endif
/* **************** GL_POINT hack ************************ */
static int curmode=0;
static int pointhack=0;
2012-04-29 15:47:02 +00:00
static GLubyte Squaredot[16] = {0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff};
void bglBegin(int mode)
{
curmode= mode;
if (mode==GL_POINTS) {
float value[4];
glGetFloatv(GL_POINT_SIZE_RANGE, value);
if (value[1] < 2.0f) {
glGetFloatv(GL_POINT_SIZE, value);
pointhack= floor(value[0] + 0.5f);
if (pointhack>4) pointhack= 4;
}
else glBegin(mode);
}
}
#if 0 /* UNUSED */
int bglPointHack(void)
{
float value[4];
int pointhack_px;
glGetFloatv(GL_POINT_SIZE_RANGE, value);
if (value[1] < 2.0f) {
glGetFloatv(GL_POINT_SIZE, value);
pointhack_px= floorf(value[0]+0.5f);
if (pointhack_px>4) pointhack_px= 4;
return pointhack_px;
}
return 0;
}
#endif
void bglVertex3fv(const float vec[3])
{
switch (curmode) {
case GL_POINTS:
if (pointhack) {
glRasterPos3fv(vec);
glBitmap(pointhack, pointhack, (float)pointhack/2.0f, (float)pointhack/2.0f, 0.0, 0.0, Squaredot);
}
else glVertex3fv(vec);
break;
}
}
void bglVertex3f(float x, float y, float z)
{
switch (curmode) {
case GL_POINTS:
if (pointhack) {
glRasterPos3f(x, y, z);
glBitmap(pointhack, pointhack, (float)pointhack/2.0f, (float)pointhack/2.0f, 0.0, 0.0, Squaredot);
}
else glVertex3f(x, y, z);
break;
}
}
void bglVertex2fv(const float vec[2])
{
switch (curmode) {
case GL_POINTS:
if (pointhack) {
glRasterPos2fv(vec);
glBitmap(pointhack, pointhack, (float)pointhack/2, pointhack/2, 0.0, 0.0, Squaredot);
}
else glVertex2fv(vec);
break;
}
}
void bglEnd(void)
{
if (pointhack) pointhack= 0;
else glEnd();
}
/* Uses current OpenGL state to get view matrices for gluProject/gluUnProject */
void bgl_get_mats(bglMats *mats)
{
const double badvalue= 1.0e-6;
glGetDoublev(GL_MODELVIEW_MATRIX, mats->modelview);
glGetDoublev(GL_PROJECTION_MATRIX, mats->projection);
glGetIntegerv(GL_VIEWPORT, (GLint *)mats->viewport);
/* Very strange code here - it seems that certain bad values in the
* modelview matrix can cause gluUnProject to give bad results. */
if (mats->modelview[0] < badvalue &&
mats->modelview[0] > -badvalue)
{
mats->modelview[0] = 0;
}
if (mats->modelview[5] < badvalue &&
mats->modelview[5] > -badvalue)
{
mats->modelview[5] = 0;
}
/* Set up viewport so that gluUnProject will give correct values */
mats->viewport[0] = 0;
mats->viewport[1] = 0;
}
/* *************** glPolygonOffset hack ************* */
/* dist is only for ortho now... */
void bglPolygonOffset(float viewdist, float dist)
{
static float winmat[16], offset=0.0;
if (dist != 0.0f) {
float offs;
// glEnable(GL_POLYGON_OFFSET_FILL);
// glPolygonOffset(-1.0, -1.0);
/* hack below is to mimic polygon offset */
glMatrixMode(GL_PROJECTION);
glGetFloatv(GL_PROJECTION_MATRIX, (float *)winmat);
/* dist is from camera to center point */
if (winmat[15]>0.5f) offs= 0.00001f*dist*viewdist; // ortho tweaking
else offs= 0.0005f*dist; // should be clipping value or so...
winmat[14]-= offs;
offset+= offs;
glLoadMatrixf(winmat);
glMatrixMode(GL_MODELVIEW);
}
else {
glMatrixMode(GL_PROJECTION);
winmat[14]+= offset;
offset= 0.0;
glLoadMatrixf(winmat);
glMatrixMode(GL_MODELVIEW);
}
}
#if 0 /* UNUSED */
void bglFlush(void)
{
glFlush();
#ifdef __APPLE__
// if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_MAC, GPU_DRIVER_OFFICIAL))
// XXX myswapbuffers(); //hack to get mac intel graphics to show frontbuffer
#endif
}
#endif