Currently there are inconsistencies with pixel alignment. but this commit has no functional changes. - wmOrtho2_region_ui for UI/Text. - wmOrtho2_region_pixelspace for 2D drawing. - wmOrtho2_pixelspace - when the region isn't used.
486 lines
12 KiB
C
486 lines
12 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* of the License, or (at your option) any later version.
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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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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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* Contributor(s): 2007 Blender Foundation (refactor)
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*
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* Subwindow opengl handling.
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* BTW: subwindows open/close in X11 are way too slow, tried it, and choose for my own system... (ton)
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*
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*/
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/** \file blender/windowmanager/intern/wm_subwindow.c
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* \ingroup wm
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*
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* Internal subwindows used for OpenGL state, used for regions and screens.
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*/
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_windowmanager_types.h"
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#include "DNA_screen_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "BKE_context.h"
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#include "BIF_gl.h"
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#include "GPU_extensions.h"
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#include "WM_api.h"
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#include "wm_subwindow.h"
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#include "wm_window.h"
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/* wmSubWindow stored in wmWindow... but not exposed outside this C file */
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/* it seems a bit redundant (area regions can store it too, but we keep it
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* because we can store all kind of future opengl fanciness here */
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/* we use indices and array because:
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* - index has safety, no pointers from this C file hanging around
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* - fast lookups of indices with array, list would give overhead
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* - old code used it this way...
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* - keep option open to have 2 screens using same window
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*/
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typedef struct wmSubWindow {
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struct wmSubWindow *next, *prev;
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rcti winrct;
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int swinid;
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} wmSubWindow;
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/* ******************* open, free, set, get data ******************** */
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/* not subwindow itself */
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static void wm_subwindow_free(wmSubWindow *UNUSED(swin))
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{
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/* future fancy stuff */
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}
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void wm_subwindows_free(wmWindow *win)
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{
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wmSubWindow *swin;
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for (swin = win->subwindows.first; swin; swin = swin->next)
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wm_subwindow_free(swin);
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BLI_freelistN(&win->subwindows);
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}
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int wm_subwindow_get_id(wmWindow *win)
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{
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if (win->curswin)
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return win->curswin->swinid;
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return 0;
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}
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static wmSubWindow *swin_from_swinid(wmWindow *win, int swinid)
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{
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wmSubWindow *swin;
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for (swin = win->subwindows.first; swin; swin = swin->next)
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if (swin->swinid == swinid)
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break;
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return swin;
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}
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static void wm_swin_size_get(wmSubWindow *swin, int *x, int *y)
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{
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*x = BLI_rcti_size_x(&swin->winrct) + 1;
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*y = BLI_rcti_size_y(&swin->winrct) + 1;
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}
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void wm_subwindow_size_get(wmWindow *win, int swinid, int *x, int *y)
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{
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wmSubWindow *swin = swin_from_swinid(win, swinid);
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if (swin) {
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wm_swin_size_get(swin, x, y);
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}
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}
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static void wm_swin_origin_get(wmSubWindow *swin, int *x, int *y)
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{
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*x = swin->winrct.xmin;
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*y = swin->winrct.ymin;
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}
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void wm_subwindow_origin_get(wmWindow *win, int swinid, int *x, int *y)
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{
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wmSubWindow *swin = swin_from_swinid(win, swinid);
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if (swin) {
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wm_swin_origin_get(swin, x, y);
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}
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}
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static void wm_swin_matrix_get(wmWindow *win, wmSubWindow *swin, float mat[4][4])
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{
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/* used by UI, should find a better way to get the matrix there */
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if (swin->swinid == win->screen->mainwin) {
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int width, height;
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wm_swin_size_get(swin, &width, &height);
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orthographic_m4(mat, -GLA_PIXEL_OFS, (float)width - GLA_PIXEL_OFS, -GLA_PIXEL_OFS, (float)height - GLA_PIXEL_OFS, -100, 100);
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}
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else {
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glGetFloatv(GL_PROJECTION_MATRIX, (float *)mat);
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}
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}
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void wm_subwindow_matrix_get(wmWindow *win, int swinid, float mat[4][4])
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{
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wmSubWindow *swin = swin_from_swinid(win, swinid);
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if (swin) {
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wm_swin_matrix_get(win, swin, mat);
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}
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}
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static void wm_swin_rect_get(wmSubWindow *swin, rcti *r_rect)
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{
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*r_rect = swin->winrct;
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}
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void wm_subwindow_rect_get(wmWindow *win, int swinid, rcti *r_rect)
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{
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wmSubWindow *swin = swin_from_swinid(win, swinid);
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if (swin) {
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wm_swin_rect_get(swin, r_rect);
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}
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}
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static void wm_swin_rect_set(wmSubWindow *swin, const rcti *rect)
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{
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swin->winrct = *rect;
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}
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void wm_subwindow_rect_set(wmWindow *win, int swinid, const rcti *rect)
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{
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wmSubWindow *swin = swin_from_swinid(win, swinid);
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if (swin) {
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wm_swin_rect_set(swin, rect);
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}
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}
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/* always sets pixel-precise 2D window/view matrices */
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/* coords is in whole pixels. xmin = 15, xmax = 16: means window is 2 pix big */
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int wm_subwindow_open(wmWindow *win, const rcti *winrct)
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{
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wmSubWindow *swin;
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int width, height;
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int freewinid = 1;
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for (swin = win->subwindows.first; swin; swin = swin->next)
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if (freewinid <= swin->swinid)
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freewinid = swin->swinid + 1;
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win->curswin = swin = MEM_callocN(sizeof(wmSubWindow), "swinopen");
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BLI_addtail(&win->subwindows, swin);
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swin->swinid = freewinid;
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swin->winrct = *winrct;
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/* and we appy it all right away */
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wmSubWindowSet(win, swin->swinid);
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/* extra service */
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wm_swin_size_get(swin, &width, &height);
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wmOrtho2_pixelspace(width, height);
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glLoadIdentity();
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return swin->swinid;
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}
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void wm_subwindow_close(wmWindow *win, int swinid)
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{
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wmSubWindow *swin = swin_from_swinid(win, swinid);
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if (swin) {
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if (swin == win->curswin)
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win->curswin = NULL;
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wm_subwindow_free(swin);
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BLI_remlink(&win->subwindows, swin);
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MEM_freeN(swin);
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}
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else {
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printf("%s: Internal error, bad winid: %d\n", __func__, swinid);
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}
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}
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/* pixels go from 0-99 for a 100 pixel window */
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void wm_subwindow_position(wmWindow *win, int swinid, const rcti *winrct)
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{
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wmSubWindow *swin = swin_from_swinid(win, swinid);
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if (swin) {
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const int winsize_x = WM_window_pixels_x(win);
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const int winsize_y = WM_window_pixels_y(win);
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int width, height;
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swin->winrct = *winrct;
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/* CRITICAL, this clamping ensures that
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* the viewport never goes outside the screen
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* edges (assuming the x, y coords aren't
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* outside). This caused a hardware lock
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* on Matrox cards if it happens.
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*
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* Really Blender should never _ever_ try
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* to do such a thing, but just to be safe
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* clamp it anyway (or fix the bScreen
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* scaling routine, and be damn sure you
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* fixed it). - zr (2001!)
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*/
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if (swin->winrct.xmax > winsize_x)
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swin->winrct.xmax = winsize_x;
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if (swin->winrct.ymax > winsize_y)
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swin->winrct.ymax = winsize_y;
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/* extra service */
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wmSubWindowSet(win, swinid);
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wm_swin_size_get(swin, &width, &height);
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wmOrtho2_pixelspace(width, height);
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}
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else {
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printf("%s: Internal error, bad winid: %d\n", __func__, swinid);
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}
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}
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/* ---------------- WM versions of OpenGL style API calls ------------------------ */
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/* ----------------- exported in WM_api.h ------------------------------------------------------ */
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/* internal state, no threaded opengl! XXX */
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static wmWindow *_curwindow = NULL;
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static wmSubWindow *_curswin = NULL;
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void wmSubWindowScissorSet(wmWindow *win, int swinid, const rcti *srct, bool srct_pad)
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{
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int width, height;
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_curswin = swin_from_swinid(win, swinid);
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if (_curswin == NULL) {
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printf("%s %d: doesn't exist\n", __func__, swinid);
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return;
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}
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win->curswin = _curswin;
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_curwindow = win;
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width = BLI_rcti_size_x(&_curswin->winrct) + 1;
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height = BLI_rcti_size_y(&_curswin->winrct) + 1;
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glViewport(_curswin->winrct.xmin, _curswin->winrct.ymin, width, height);
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if (srct) {
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int scissor_width = BLI_rcti_size_x(srct);
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int scissor_height = BLI_rcti_size_y(srct);
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/* typically a single pixel doesn't matter,
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* but one pixel offset is noticeable with viewport border render */
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if (srct_pad) {
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scissor_width += 1;
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scissor_height += 1;
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}
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glScissor(srct->xmin, srct->ymin, scissor_width, scissor_height);
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}
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else
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glScissor(_curswin->winrct.xmin, _curswin->winrct.ymin, width, height);
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wmOrtho2_pixelspace(width, height);
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glLoadIdentity();
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glFlush();
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}
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/* enable the WM versions of opengl calls */
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void wmSubWindowSet(wmWindow *win, int swinid)
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{
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wmSubWindowScissorSet(win, swinid, NULL, true);
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}
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void wmFrustum(float x1, float x2, float y1, float y2, float n, float f)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(x1, x2, y1, y2, n, f);
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glMatrixMode(GL_MODELVIEW);
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}
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void wmOrtho(float x1, float x2, float y1, float y2, float n, float f)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(x1, x2, y1, y2, n, f);
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glMatrixMode(GL_MODELVIEW);
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}
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void wmOrtho2(float x1, float x2, float y1, float y2)
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{
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/* prevent opengl from generating errors */
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if (x1 == x2) x2 += 1.0f;
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if (y1 == y2) y2 += 1.0f;
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wmOrtho(x1, x2, y1, y2, -100, 100);
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}
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static void wmOrtho2_offset(const float x, const float y, const float ofs)
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{
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wmOrtho2(ofs, x + ofs, ofs, y + ofs);
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}
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/**
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* default pixel alignment.
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*/
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void wmOrtho2_region_pixelspace(const struct ARegion *ar)
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{
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wmOrtho2_offset(ar->winx + 1, ar->winy + 1, -GLA_PIXEL_OFS);
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}
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void wmOrtho2_pixelspace(const float x, const float y)
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{
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wmOrtho2_offset(x, y, -GLA_PIXEL_OFS);
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}
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/**
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* use for drawing uiBlock, any UI elements and text.
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* \note prevents blurry text with multi-sample (FSAA), see T41749
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*/
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void wmOrtho2_region_ui(const ARegion *ar)
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{
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/* note, intentionally no '+ 1',
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* as with wmOrtho2_region_pixelspace */
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wmOrtho2_offset(ar->winx, ar->winy, -0.01f);
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}
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/* *************************** Framebuffer color depth, for selection codes ********************** */
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#ifdef __APPLE__
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/* apple seems to round colors to below and up on some configs */
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unsigned int index_to_framebuffer(int index)
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{
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unsigned int i = index;
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switch (GPU_color_depth()) {
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case 12:
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i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
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/* sometimes dithering subtracts! */
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i |= 0x070707;
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break;
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case 15:
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case 16:
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i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
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i |= 0x030303;
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break;
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case 24:
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break;
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default: /* 18 bits... */
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i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
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i |= 0x010101;
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break;
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}
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return i;
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}
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#else
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/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
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unsigned int index_to_framebuffer(int index)
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{
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unsigned int i = index;
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switch (GPU_color_depth()) {
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case 8:
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i = ((i & 48) << 18) + ((i & 12) << 12) + ((i & 3) << 6);
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i |= 0x3F3F3F;
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break;
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case 12:
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i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
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/* sometimes dithering subtracts! */
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i |= 0x0F0F0F;
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break;
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case 15:
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case 16:
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i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
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i |= 0x070707;
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break;
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case 24:
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break;
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default: /* 18 bits... */
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i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
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i |= 0x030303;
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break;
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}
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return i;
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}
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#endif
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void WM_framebuffer_index_set(int index)
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{
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const int col = index_to_framebuffer(index);
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cpack(col);
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}
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int WM_framebuffer_to_index(unsigned int col)
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{
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if (col == 0) return 0;
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switch (GPU_color_depth()) {
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case 8:
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return ((col & 0xC00000) >> 18) + ((col & 0xC000) >> 12) + ((col & 0xC0) >> 6);
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case 12:
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return ((col & 0xF00000) >> 12) + ((col & 0xF000) >> 8) + ((col & 0xF0) >> 4);
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case 15:
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case 16:
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return ((col & 0xF80000) >> 9) + ((col & 0xF800) >> 6) + ((col & 0xF8) >> 3);
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case 24:
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return col & 0xFFFFFF;
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default: // 18 bits...
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return ((col & 0xFC0000) >> 6) + ((col & 0xFC00) >> 4) + ((col & 0xFC) >> 2);
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}
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}
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/* ********** END MY WINDOW ************** */
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