This kind of abstracts OpenGL details, and this is what is used in other areas as well.
567 lines
20 KiB
C
567 lines
20 KiB
C
/*
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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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/** \file
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* \ingroup edscr
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*/
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#include <stdio.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_userdef_types.h"
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#include "DNA_vec_types.h"
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#include "BLI_utildefines.h"
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#include "BLI_math.h"
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#include "BKE_context.h"
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#include "BIF_glutil.h"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf_types.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "UI_interface.h"
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/* ******************************************** */
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/* Invert line handling */
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#define GL_TOGGLE(mode, onoff) (((onoff) ? glEnable : glDisable)(mode))
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void set_inverted_drawing(int enable)
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{
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glLogicOp(enable ? GL_INVERT : GL_COPY);
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GL_TOGGLE(GL_COLOR_LOGIC_OP, enable);
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GL_TOGGLE(GL_DITHER, !enable);
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}
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float glaGetOneFloat(int param)
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{
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GLfloat v;
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glGetFloatv(param, &v);
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return v;
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}
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int glaGetOneInt(int param)
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{
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GLint v;
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glGetIntegerv(param, &v);
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return v;
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}
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void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y)
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{
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GLubyte dummy = 0;
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/* As long as known good coordinates are correct
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* this is guaranteed to generate an ok raster
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* position (ignoring potential (real) overflow
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* issues).
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*/
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glRasterPos2f(known_good_x, known_good_y);
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/* Now shift the raster position to where we wanted
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* it in the first place using the glBitmap trick.
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*/
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glBitmap(0, 0, 0, 0, x - known_good_x, y - known_good_y, &dummy);
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}
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static int get_cached_work_texture(int *r_w, int *r_h)
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{
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static GLint texid = -1;
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static int tex_w = 256;
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static int tex_h = 256;
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if (texid == -1) {
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glGenTextures(1, (GLuint *)&texid);
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glBindTexture(GL_TEXTURE_2D, texid);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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*r_w = tex_w;
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*r_h = tex_h;
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return texid;
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}
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static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
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{
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GPUVertFormat *vert_format = immVertexFormat();
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state->pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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state->texco = GPU_vertformat_attr_add(vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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}
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/* To be used before calling immDrawPixelsTex
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* Default shader is GPU_SHADER_2D_IMAGE_COLOR
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* You can still set uniforms with :
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* GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0);
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* */
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IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
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{
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IMMDrawPixelsTexState state;
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immDrawPixelsTexSetupAttributes(&state);
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state.shader = GPU_shader_get_builtin_shader(builtin);
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/* Shader will be unbind by immUnbindProgram in immDrawPixelsTexScaled_clipping */
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immBindBuiltinProgram(builtin);
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immUniform1i("image", 0);
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state.do_shader_unbind = true;
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return state;
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}
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/* Use the currently bound shader.
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*
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* Use immDrawPixelsTexSetup to bind the shader you
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* want before calling immDrawPixelsTex.
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*
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* If using a special shader double check it uses the same
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* attributes "pos" "texCoord" and uniform "image".
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*
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* If color is NULL then use white by default
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*
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* Be also aware that this function unbinds the shader when
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* it's finished.
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* */
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void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
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float x, float y, int img_w, int img_h,
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int format, int type, int zoomfilter, void *rect,
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float scaleX, float scaleY,
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float clip_min_x, float clip_min_y,
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float clip_max_x, float clip_max_y,
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float xzoom, float yzoom, float color[4])
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{
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unsigned char *uc_rect = (unsigned char *) rect;
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const float *f_rect = (float *)rect;
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int subpart_x, subpart_y, tex_w, tex_h;
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int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y;
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int texid = get_cached_work_texture(&tex_w, &tex_h);
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int components;
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const bool use_clipping = ((clip_min_x < clip_max_x) && (clip_min_y < clip_max_y));
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float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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GLint unpack_row_length;
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glGetIntegerv(GL_UNPACK_ROW_LENGTH, &unpack_row_length);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texid);
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/* don't want nasty border artifacts */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, zoomfilter);
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/* setup seamless 2=on, 0=off */
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seamless = ((tex_w < img_w || tex_h < img_h) && tex_w > 2 && tex_h > 2) ? 2 : 0;
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offset_x = tex_w - seamless;
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offset_y = tex_h - seamless;
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nsubparts_x = (img_w + (offset_x - 1)) / (offset_x);
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nsubparts_y = (img_h + (offset_y - 1)) / (offset_y);
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if (format == GL_RGBA)
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components = 4;
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else if (format == GL_RGB)
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components = 3;
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else if (format == GL_RED)
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components = 1;
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else {
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BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled");
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return;
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}
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if (type == GL_FLOAT) {
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/* need to set internal format to higher range float */
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, tex_w, tex_h, 0, format, GL_FLOAT, NULL);
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}
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else {
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/* switch to 8bit RGBA for byte buffer */
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL);
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}
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unsigned int pos = state->pos, texco = state->texco;
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/* optional */
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/* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since
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* it does not need color.
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*/
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if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) {
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immUniformColor4fv((color) ? color : white);
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}
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for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) {
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for (subpart_x = 0; subpart_x < nsubparts_x; subpart_x++) {
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int remainder_x = img_w - subpart_x * offset_x;
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int remainder_y = img_h - subpart_y * offset_y;
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int subpart_w = (remainder_x < tex_w) ? remainder_x : tex_w;
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int subpart_h = (remainder_y < tex_h) ? remainder_y : tex_h;
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int offset_left = (seamless && subpart_x != 0) ? 1 : 0;
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int offset_bot = (seamless && subpart_y != 0) ? 1 : 0;
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int offset_right = (seamless && remainder_x > tex_w) ? 1 : 0;
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int offset_top = (seamless && remainder_y > tex_h) ? 1 : 0;
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float rast_x = x + subpart_x * offset_x * xzoom;
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float rast_y = y + subpart_y * offset_y * yzoom;
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/* check if we already got these because we always get 2 more when doing seamless */
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if (subpart_w <= seamless || subpart_h <= seamless)
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continue;
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if (use_clipping) {
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if (rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX < clip_min_x ||
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rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY < clip_min_y)
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{
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continue;
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}
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if (rast_x + (float)offset_left * xzoom > clip_max_x ||
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rast_y + (float)offset_bot * yzoom > clip_max_y)
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{
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continue;
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}
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}
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if (type == GL_FLOAT) {
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
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/* add an extra border of pixels so linear looks ok at edges of full image */
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if (subpart_w < tex_w)
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glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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if (subpart_h < tex_h)
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
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if (subpart_w < tex_w && subpart_h < tex_h)
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glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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}
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else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
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if (subpart_w < tex_w)
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glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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if (subpart_h < tex_h)
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
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if (subpart_w < tex_w && subpart_h < tex_h)
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glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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}
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immBegin(GPU_PRIM_TRI_FAN, 4);
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immAttr2f(texco, (float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h);
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immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom);
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immAttr2f(texco, (float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h);
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immVertex2f(pos, rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom);
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immAttr2f(texco, (float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h);
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immVertex2f(pos, rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
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immAttr2f(texco, (float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h);
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immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
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immEnd();
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/* NOTE: Weirdly enough this is only required on macOS. Without this there is some sort of
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* bleeding of data is happening from tiles which are drawn later on.
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* This doesn't seem to be too slow, but still would be nice to have fast and nice solution. */
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#ifdef __APPLE__
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GPU_flush();
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#endif
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}
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}
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if (state->do_shader_unbind) {
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immUnbindProgram();
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, unpack_row_length);
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}
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void immDrawPixelsTexScaled(IMMDrawPixelsTexState *state,
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float x, float y, int img_w, int img_h,
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int format, int type, int zoomfilter, void *rect,
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float scaleX, float scaleY, float xzoom, float yzoom, float color[4])
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{
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immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect,
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scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color);
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}
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void immDrawPixelsTex(IMMDrawPixelsTexState *state,
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float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
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float xzoom, float yzoom, float color[4])
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{
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immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color);
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}
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void immDrawPixelsTex_clipping(IMMDrawPixelsTexState *state,
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float x, float y, int img_w, int img_h,
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int format, int type, int zoomfilter, void *rect,
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float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y,
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float xzoom, float yzoom, float color[4])
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{
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immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
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clip_min_x, clip_min_y, clip_max_x, clip_max_y, xzoom, yzoom, color);
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}
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/* *************** glPolygonOffset hack ************* */
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float bglPolygonOffsetCalc(const float winmat[16], float viewdist, float dist)
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{
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if (winmat[15] > 0.5f) {
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#if 1
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return 0.00001f * dist * viewdist; // ortho tweaking
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#else
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static float depth_fac = 0.0f;
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if (depth_fac == 0.0f) {
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int depthbits;
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glGetIntegerv(GL_DEPTH_BITS, &depthbits);
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depth_fac = 1.0f / (float)((1 << depthbits) - 1);
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}
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offs = (-1.0 / winmat[10]) * dist * depth_fac;
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UNUSED_VARS(viewdist);
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#endif
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}
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else {
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/* This adjustment effectively results in reducing the Z value by 0.25%.
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*
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* winmat[14] actually evaluates to `-2 * far * near / (far - near)`,
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* is very close to -0.2 with default clip range, and is used as the coefficient multiplied by `w / z`,
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* thus controlling the z dependent part of the depth value.
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*/
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return winmat[14] * -0.0025f * dist;
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}
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}
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/**
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* \note \a viewdist is only for ortho at the moment.
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*/
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void bglPolygonOffset(float viewdist, float dist)
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{
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static float winmat[16], offset = 0.0f;
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if (dist != 0.0f) {
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// glEnable(GL_POLYGON_OFFSET_FILL);
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// glPolygonOffset(-1.0, -1.0);
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/* hack below is to mimic polygon offset */
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GPU_matrix_projection_get(winmat);
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/* dist is from camera to center point */
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float offs = bglPolygonOffsetCalc(winmat, viewdist, dist);
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winmat[14] -= offs;
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offset += offs;
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}
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else {
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winmat[14] += offset;
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offset = 0.0;
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}
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GPU_matrix_projection_set(winmat);
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}
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/* **** Color management helper functions for GLSL display/transform ***** */
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/* Draw given image buffer on a screen using GLSL for display transform */
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void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
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ColorManagedViewSettings *view_settings,
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ColorManagedDisplaySettings *display_settings,
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float clip_min_x, float clip_min_y,
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float clip_max_x, float clip_max_y,
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float zoom_x, float zoom_y)
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{
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bool force_fallback = false;
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bool need_fallback = true;
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/* Early out */
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if (ibuf->rect == NULL && ibuf->rect_float == NULL)
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return;
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/* Single channel images could not be transformed using GLSL yet */
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force_fallback |= ibuf->channels == 1;
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/* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */
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force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
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/* Try to draw buffer using GLSL display transform */
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if (force_fallback == false) {
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int ok;
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IMMDrawPixelsTexState state = {0};
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/* We want GLSL state to be fully handled by OCIO. */
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state.do_shader_unbind = false;
|
|
immDrawPixelsTexSetupAttributes(&state);
|
|
|
|
if (ibuf->rect_float) {
|
|
if (ibuf->float_colorspace) {
|
|
ok = IMB_colormanagement_setup_glsl_draw_from_space(view_settings, display_settings,
|
|
ibuf->float_colorspace,
|
|
ibuf->dither, true);
|
|
}
|
|
else {
|
|
ok = IMB_colormanagement_setup_glsl_draw(view_settings, display_settings,
|
|
ibuf->dither, true);
|
|
}
|
|
}
|
|
else {
|
|
ok = IMB_colormanagement_setup_glsl_draw_from_space(view_settings, display_settings,
|
|
ibuf->rect_colorspace,
|
|
ibuf->dither, false);
|
|
}
|
|
|
|
if (ok) {
|
|
if (ibuf->rect_float) {
|
|
int format = 0;
|
|
|
|
if (ibuf->channels == 3)
|
|
format = GL_RGB;
|
|
else if (ibuf->channels == 4)
|
|
format = GL_RGBA;
|
|
else
|
|
BLI_assert(!"Incompatible number of channels for GLSL display");
|
|
|
|
if (format != 0) {
|
|
immDrawPixelsTex_clipping(&state,
|
|
x, y, ibuf->x, ibuf->y, format, GL_FLOAT,
|
|
zoomfilter, ibuf->rect_float,
|
|
clip_min_x, clip_min_y, clip_max_x, clip_max_y,
|
|
zoom_x, zoom_y, NULL);
|
|
}
|
|
}
|
|
else if (ibuf->rect) {
|
|
/* ibuf->rect is always RGBA */
|
|
immDrawPixelsTex_clipping(&state,
|
|
x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
|
|
zoomfilter, ibuf->rect,
|
|
clip_min_x, clip_min_y, clip_max_x, clip_max_y,
|
|
zoom_x, zoom_y, NULL);
|
|
}
|
|
|
|
IMB_colormanagement_finish_glsl_draw();
|
|
|
|
need_fallback = false;
|
|
}
|
|
}
|
|
|
|
/* In case GLSL failed or not usable, fallback to glaDrawPixelsAuto */
|
|
if (need_fallback) {
|
|
unsigned char *display_buffer;
|
|
void *cache_handle;
|
|
|
|
display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle);
|
|
|
|
if (display_buffer) {
|
|
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
|
|
immDrawPixelsTex_clipping(&state,
|
|
x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
|
|
zoomfilter, display_buffer,
|
|
clip_min_x, clip_min_y, clip_max_x, clip_max_y,
|
|
zoom_x, zoom_y, NULL);
|
|
}
|
|
|
|
IMB_display_buffer_release(cache_handle);
|
|
}
|
|
}
|
|
|
|
void glaDrawImBuf_glsl(ImBuf *ibuf, float x, float y, int zoomfilter,
|
|
ColorManagedViewSettings *view_settings,
|
|
ColorManagedDisplaySettings *display_settings,
|
|
float zoom_x, float zoom_y)
|
|
{
|
|
glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings,
|
|
0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y);
|
|
}
|
|
|
|
void glaDrawImBuf_glsl_ctx_clipping(const bContext *C,
|
|
ImBuf *ibuf,
|
|
float x, float y,
|
|
int zoomfilter,
|
|
float clip_min_x, float clip_min_y,
|
|
float clip_max_x, float clip_max_y,
|
|
float zoom_x, float zoom_y)
|
|
{
|
|
ColorManagedViewSettings *view_settings;
|
|
ColorManagedDisplaySettings *display_settings;
|
|
|
|
IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
|
|
|
|
glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings,
|
|
clip_min_x, clip_min_y, clip_max_x, clip_max_y,
|
|
zoom_x, zoom_y);
|
|
}
|
|
|
|
void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter,
|
|
float zoom_x, float zoom_y)
|
|
{
|
|
glaDrawImBuf_glsl_ctx_clipping(C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y);
|
|
}
|
|
|
|
/* don't move to GPU_immediate_util.h because this uses user-prefs
|
|
* and isn't very low level */
|
|
void immDrawBorderCorners(unsigned int pos, const rcti *border, float zoomx, float zoomy)
|
|
{
|
|
float delta_x = 4.0f * UI_DPI_FAC / zoomx;
|
|
float delta_y = 4.0f * UI_DPI_FAC / zoomy;
|
|
|
|
delta_x = min_ff(delta_x, border->xmax - border->xmin);
|
|
delta_y = min_ff(delta_y, border->ymax - border->ymin);
|
|
|
|
/* left bottom corner */
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
immVertex2f(pos, border->xmin, border->ymin + delta_y);
|
|
immVertex2f(pos, border->xmin, border->ymin);
|
|
immVertex2f(pos, border->xmin + delta_x, border->ymin);
|
|
immEnd();
|
|
|
|
/* left top corner */
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
immVertex2f(pos, border->xmin, border->ymax - delta_y);
|
|
immVertex2f(pos, border->xmin, border->ymax);
|
|
immVertex2f(pos, border->xmin + delta_x, border->ymax);
|
|
immEnd();
|
|
|
|
/* right bottom corner */
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
immVertex2f(pos, border->xmax - delta_x, border->ymin);
|
|
immVertex2f(pos, border->xmax, border->ymin);
|
|
immVertex2f(pos, border->xmax, border->ymin + delta_y);
|
|
immEnd();
|
|
|
|
/* right top corner */
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
immVertex2f(pos, border->xmax - delta_x, border->ymax);
|
|
immVertex2f(pos, border->xmax, border->ymax);
|
|
immVertex2f(pos, border->xmax, border->ymax - delta_y);
|
|
immEnd();
|
|
}
|