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blender-archive/source/blender/editors/screen/glutil.c
Sergey Sharybin 59955a297e Cleanup: Use higher level function
This kind of abstracts OpenGL details, and this is what is used in
other areas as well.
2019-04-09 17:06:32 +02:00

567 lines
20 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 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.
*/
/** \file
* \ingroup edscr
*/
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_userdef_types.h"
#include "DNA_vec_types.h"
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "BKE_context.h"
#include "BIF_glutil.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf_types.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "UI_interface.h"
/* ******************************************** */
/* 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);
}
float glaGetOneFloat(int param)
{
GLfloat v;
glGetFloatv(param, &v);
return v;
}
int glaGetOneInt(int param)
{
GLint v;
glGetIntegerv(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 *r_w, int *r_h)
{
static GLint texid = -1;
static int tex_w = 256;
static int tex_h = 256;
if (texid == -1) {
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
}
*r_w = tex_w;
*r_h = tex_h;
return texid;
}
static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
{
GPUVertFormat *vert_format = immVertexFormat();
state->pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
state->texco = GPU_vertformat_attr_add(vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
}
/* To be used before calling immDrawPixelsTex
* Default shader is GPU_SHADER_2D_IMAGE_COLOR
* You can still set uniforms with :
* GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0);
* */
IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
{
IMMDrawPixelsTexState state;
immDrawPixelsTexSetupAttributes(&state);
state.shader = GPU_shader_get_builtin_shader(builtin);
/* Shader will be unbind by immUnbindProgram in immDrawPixelsTexScaled_clipping */
immBindBuiltinProgram(builtin);
immUniform1i("image", 0);
state.do_shader_unbind = true;
return state;
}
/* Use the currently bound shader.
*
* Use immDrawPixelsTexSetup to bind the shader you
* want before calling immDrawPixelsTex.
*
* If using a special shader double check it uses the same
* attributes "pos" "texCoord" and uniform "image".
*
* If color is NULL then use white by default
*
* Be also aware that this function unbinds the shader when
* it's finished.
* */
void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
float x, float y, int img_w, int img_h,
int format, int type, int zoomfilter, void *rect,
float scaleX, float scaleY,
float clip_min_x, float clip_min_y,
float clip_max_x, float clip_max_y,
float xzoom, float yzoom, float color[4])
{
unsigned char *uc_rect = (unsigned char *) rect;
const float *f_rect = (float *)rect;
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);
int components;
const bool use_clipping = ((clip_min_x < clip_max_x) && (clip_min_y < clip_max_y));
float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
GLint unpack_row_length;
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &unpack_row_length);
glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
glActiveTexture(GL_TEXTURE0);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, zoomfilter);
/* 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);
if (format == GL_RGBA)
components = 4;
else if (format == GL_RGB)
components = 3;
else if (format == GL_RED)
components = 1;
else {
BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled");
return;
}
if (type == GL_FLOAT) {
/* need to set internal format to higher range float */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, tex_w, tex_h, 0, format, GL_FLOAT, NULL);
}
else {
/* switch to 8bit RGBA for byte buffer */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL);
}
unsigned int pos = state->pos, texco = state->texco;
/* optional */
/* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since
* it does not need color.
*/
if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) {
immUniformColor4fv((color) ? color : white);
}
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 (use_clipping) {
if (rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX < clip_min_x ||
rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY < clip_min_y)
{
continue;
}
if (rast_x + (float)offset_left * xzoom > clip_max_x ||
rast_y + (float)offset_bot * yzoom > clip_max_y)
{
continue;
}
}
if (type == GL_FLOAT) {
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]);
/* 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, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
if (subpart_h < tex_h)
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]);
if (subpart_w < tex_w && subpart_h < tex_h)
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]);
}
else {
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]);
if (subpart_w < tex_w)
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]);
if (subpart_h < tex_h)
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]);
if (subpart_w < tex_w && subpart_h < tex_h)
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]);
}
immBegin(GPU_PRIM_TRI_FAN, 4);
immAttr2f(texco, (float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h);
immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom);
immAttr2f(texco, (float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h);
immVertex2f(pos, rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom);
immAttr2f(texco, (float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h);
immVertex2f(pos, rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
immAttr2f(texco, (float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h);
immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
immEnd();
/* NOTE: Weirdly enough this is only required on macOS. Without this there is some sort of
* bleeding of data is happening from tiles which are drawn later on.
* This doesn't seem to be too slow, but still would be nice to have fast and nice solution. */
#ifdef __APPLE__
GPU_flush();
#endif
}
}
if (state->do_shader_unbind) {
immUnbindProgram();
}
glBindTexture(GL_TEXTURE_2D, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, unpack_row_length);
}
void immDrawPixelsTexScaled(IMMDrawPixelsTexState *state,
float x, float y, int img_w, int img_h,
int format, int type, int zoomfilter, void *rect,
float scaleX, float scaleY, float xzoom, float yzoom, float color[4])
{
immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect,
scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color);
}
void immDrawPixelsTex(IMMDrawPixelsTexState *state,
float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
float xzoom, float yzoom, float color[4])
{
immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color);
}
void immDrawPixelsTex_clipping(IMMDrawPixelsTexState *state,
float x, float y, int img_w, int img_h,
int format, int type, int zoomfilter, void *rect,
float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y,
float xzoom, float yzoom, float color[4])
{
immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
clip_min_x, clip_min_y, clip_max_x, clip_max_y, xzoom, yzoom, color);
}
/* *************** glPolygonOffset hack ************* */
float bglPolygonOffsetCalc(const float winmat[16], float viewdist, float dist)
{
if (winmat[15] > 0.5f) {
#if 1
return 0.00001f * dist * viewdist; // ortho tweaking
#else
static float depth_fac = 0.0f;
if (depth_fac == 0.0f) {
int depthbits;
glGetIntegerv(GL_DEPTH_BITS, &depthbits);
depth_fac = 1.0f / (float)((1 << depthbits) - 1);
}
offs = (-1.0 / winmat[10]) * dist * depth_fac;
UNUSED_VARS(viewdist);
#endif
}
else {
/* This adjustment effectively results in reducing the Z value by 0.25%.
*
* winmat[14] actually evaluates to `-2 * far * near / (far - near)`,
* is very close to -0.2 with default clip range, and is used as the coefficient multiplied by `w / z`,
* thus controlling the z dependent part of the depth value.
*/
return winmat[14] * -0.0025f * dist;
}
}
/**
* \note \a viewdist is only for ortho at the moment.
*/
void bglPolygonOffset(float viewdist, float dist)
{
static float winmat[16], offset = 0.0f;
if (dist != 0.0f) {
// glEnable(GL_POLYGON_OFFSET_FILL);
// glPolygonOffset(-1.0, -1.0);
/* hack below is to mimic polygon offset */
GPU_matrix_projection_get(winmat);
/* dist is from camera to center point */
float offs = bglPolygonOffsetCalc(winmat, viewdist, dist);
winmat[14] -= offs;
offset += offs;
}
else {
winmat[14] += offset;
offset = 0.0;
}
GPU_matrix_projection_set(winmat);
}
/* **** Color management helper functions for GLSL display/transform ***** */
/* Draw given image buffer on a screen using GLSL for display transform */
void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
ColorManagedViewSettings *view_settings,
ColorManagedDisplaySettings *display_settings,
float clip_min_x, float clip_min_y,
float clip_max_x, float clip_max_y,
float zoom_x, float zoom_y)
{
bool force_fallback = false;
bool need_fallback = true;
/* Early out */
if (ibuf->rect == NULL && ibuf->rect_float == NULL)
return;
/* Single channel images could not be transformed using GLSL yet */
force_fallback |= ibuf->channels == 1;
/* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */
force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
/* Try to draw buffer using GLSL display transform */
if (force_fallback == false) {
int ok;
IMMDrawPixelsTexState state = {0};
/* We want GLSL state to be fully handled by OCIO. */
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();
}