941 lines
25 KiB
C
941 lines
25 KiB
C
/*
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* $Id$
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*
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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): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/screen/glutil.c
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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_vec_types.h"
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#include "BLI_utildefines.h"
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#include "BKE_colortools.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#ifndef GL_CLAMP_TO_EDGE
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#define GL_CLAMP_TO_EDGE 0x812F
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#endif
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/* ******************************************** */
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/* defined in BIF_gl.h */
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GLubyte stipple_halftone[128] = {
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55};
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/* repeat this pattern
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X000X000
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00000000
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00X000X0
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00000000 */
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GLubyte stipple_quarttone[128] = {
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136,136,136,136,0,0,0,0,34,34,34,34,0,0,0,0,
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136,136,136,136,0,0,0,0,34,34,34,34,0,0,0,0,
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136,136,136,136,0,0,0,0,34,34,34,34,0,0,0,0,
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136,136,136,136,0,0,0,0,34,34,34,34,0,0,0,0,
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136,136,136,136,0,0,0,0,34,34,34,34,0,0,0,0,
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136,136,136,136,0,0,0,0,34,34,34,34,0,0,0,0,
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136,136,136,136,0,0,0,0,34,34,34,34,0,0,0,0,
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136,136,136,136,0,0,0,0,34,34,34,34,0,0,0,0};
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GLubyte stipple_diag_stripes_pos[128] = {
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0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
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0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
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0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
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0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
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0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
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0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
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0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
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0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
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0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
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0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
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0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
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0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
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0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
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0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
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0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
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0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f};
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GLubyte stipple_diag_stripes_neg[128] = {
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0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
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0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
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0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
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0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
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0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
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0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
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0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
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0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80,
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0xff, 0x00, 0xff, 0x00, 0xfe, 0x01, 0xfe, 0x01,
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0xfc, 0x03, 0xfc, 0x03, 0xf8, 0x07, 0xf8, 0x07,
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0xf0, 0x0f, 0xf0, 0x0f, 0xe0, 0x1f, 0xe0, 0x1f,
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0xc0, 0x3f, 0xc0, 0x3f, 0x80, 0x7f, 0x80, 0x7f,
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0x00, 0xff, 0x00, 0xff, 0x01, 0xfe, 0x01, 0xfe,
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0x03, 0xfc, 0x03, 0xfc, 0x07, 0xf8, 0x07, 0xf8,
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0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
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0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80};
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void fdrawbezier(float vec[4][3])
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{
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float dist;
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float curve_res = 24, spline_step = 0.0f;
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dist= 0.5f*ABS(vec[0][0] - vec[3][0]);
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/* check direction later, for top sockets */
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vec[1][0]= vec[0][0]+dist;
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vec[1][1]= vec[0][1];
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vec[2][0]= vec[3][0]-dist;
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vec[2][1]= vec[3][1];
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/* we can reuse the dist variable here to increment the GL curve eval amount*/
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dist = 1.0f/curve_res;
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cpack(0x0);
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glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, vec[0]);
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glBegin(GL_LINE_STRIP);
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while (spline_step < 1.000001f) {
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/*if(do_shaded)
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UI_ThemeColorBlend(th_col1, th_col2, spline_step);*/
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glEvalCoord1f(spline_step);
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spline_step += dist;
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}
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glEnd();
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}
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void fdrawline(float x1, float y1, float x2, float y2)
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{
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float v[2];
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glBegin(GL_LINE_STRIP);
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v[0] = x1; v[1] = y1;
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glVertex2fv(v);
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v[0] = x2; v[1] = y2;
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glVertex2fv(v);
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glEnd();
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}
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void fdrawbox(float x1, float y1, float x2, float y2)
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{
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float v[2];
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glBegin(GL_LINE_STRIP);
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v[0] = x1; v[1] = y1;
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glVertex2fv(v);
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v[0] = x1; v[1] = y2;
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glVertex2fv(v);
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v[0] = x2; v[1] = y2;
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glVertex2fv(v);
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v[0] = x2; v[1] = y1;
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glVertex2fv(v);
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v[0] = x1; v[1] = y1;
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glVertex2fv(v);
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glEnd();
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}
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void sdrawline(short x1, short y1, short x2, short y2)
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{
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short v[2];
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glBegin(GL_LINE_STRIP);
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v[0] = x1; v[1] = y1;
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glVertex2sv(v);
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v[0] = x2; v[1] = y2;
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glVertex2sv(v);
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glEnd();
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}
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/*
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x1,y2
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| \
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| \
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x1,y1-- x2,y1
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*/
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static void sdrawtripoints(short x1, short y1, short x2, short y2)
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{
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short v[2];
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v[0]= x1; v[1]= y1;
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glVertex2sv(v);
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v[0]= x1; v[1]= y2;
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glVertex2sv(v);
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v[0]= x2; v[1]= y1;
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glVertex2sv(v);
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}
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void sdrawtri(short x1, short y1, short x2, short y2)
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{
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glBegin(GL_LINE_STRIP);
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sdrawtripoints(x1, y1, x2, y2);
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glEnd();
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}
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void sdrawtrifill(short x1, short y1, short x2, short y2)
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{
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glBegin(GL_TRIANGLES);
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sdrawtripoints(x1, y1, x2, y2);
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glEnd();
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}
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void sdrawbox(short x1, short y1, short x2, short y2)
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{
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short v[2];
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glBegin(GL_LINE_STRIP);
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v[0] = x1; v[1] = y1;
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glVertex2sv(v);
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v[0] = x1; v[1] = y2;
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glVertex2sv(v);
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v[0] = x2; v[1] = y2;
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glVertex2sv(v);
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v[0] = x2; v[1] = y1;
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glVertex2sv(v);
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v[0] = x1; v[1] = y1;
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glVertex2sv(v);
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glEnd();
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}
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/* ******************************************** */
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void setlinestyle(int nr)
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{
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if(nr==0) {
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glDisable(GL_LINE_STIPPLE);
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}
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else {
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glEnable(GL_LINE_STIPPLE);
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glLineStipple(nr, 0xAAAA);
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}
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}
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/* Invert line handling */
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#define glToggle(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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/* Use GL_BLEND_EQUATION_EXT on sgi (if we have it),
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* apparently GL_COLOR_LOGIC_OP doesn't work on O2?
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* Is this an sgi bug or our bug?
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*/
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#if defined(__sgi) && defined(GL_BLEND_EQUATION_EXT)
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glBlendEquationEXT(enable?GL_LOGIC_OP:GL_FUNC_ADD_EXT);
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glToggle(GL_BLEND, enable);
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#else
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glToggle(GL_COLOR_LOGIC_OP, enable);
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#endif
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glToggle(GL_DITHER, !enable);
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}
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void sdrawXORline(int x0, int y0, int x1, int y1)
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{
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if(x0==x1 && y0==y1) return;
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set_inverted_drawing(1);
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glBegin(GL_LINES);
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glVertex2i(x0, y0);
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glVertex2i(x1, y1);
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glEnd();
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set_inverted_drawing(0);
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}
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void sdrawXORline4(int nr, int x0, int y0, int x1, int y1)
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{
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static short old[4][2][2];
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static char flags[4]= {0, 0, 0, 0};
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/* with builtin memory, max 4 lines */
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set_inverted_drawing(1);
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glBegin(GL_LINES);
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if(nr== -1) { /* flush */
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for (nr=0; nr<4; nr++) {
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if (flags[nr]) {
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glVertex2sv(old[nr][0]);
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glVertex2sv(old[nr][1]);
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flags[nr]= 0;
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}
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}
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} else {
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if(nr>=0 && nr<4) {
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if(flags[nr]) {
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glVertex2sv(old[nr][0]);
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glVertex2sv(old[nr][1]);
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}
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old[nr][0][0]= x0;
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old[nr][0][1]= y0;
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old[nr][1][0]= x1;
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old[nr][1][1]= y1;
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flags[nr]= 1;
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}
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glVertex2i(x0, y0);
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glVertex2i(x1, y1);
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}
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glEnd();
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set_inverted_drawing(0);
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}
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void fdrawXORellipse(float xofs, float yofs, float hw, float hh)
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{
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if(hw==0) return;
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set_inverted_drawing(1);
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glPushMatrix();
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glTranslatef(xofs, yofs, 0.0);
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glScalef(1,hh/hw,1);
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glutil_draw_lined_arc(0.0, M_PI*2.0, hw, 20);
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glPopMatrix();
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set_inverted_drawing(0);
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}
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void fdrawXORcirc(float xofs, float yofs, float rad)
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{
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set_inverted_drawing(1);
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glPushMatrix();
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glTranslatef(xofs, yofs, 0.0);
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glutil_draw_lined_arc(0.0, M_PI*2.0, rad, 20);
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glPopMatrix();
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set_inverted_drawing(0);
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}
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void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments) {
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int i;
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glBegin(GL_TRIANGLE_FAN);
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glVertex2f(0.0, 0.0);
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for (i=0; i<nsegments; i++) {
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float t= (float) i/(nsegments-1);
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float cur= start + t*angle;
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glVertex2f(cosf(cur)*radius, sinf(cur)*radius);
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}
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glEnd();
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}
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void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments) {
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int i;
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glBegin(GL_LINE_STRIP);
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for (i=0; i<nsegments; i++) {
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float t= (float) i/(nsegments-1);
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float cur= start + t*angle;
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glVertex2f(cosf(cur)*radius, sinf(cur)*radius);
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}
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glEnd();
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}
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int glaGetOneInteger(int param)
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{
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GLint i;
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glGetIntegerv(param, &i);
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return i;
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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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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 guarenteed 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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|
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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 *w_r, int *h_r)
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{
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|
static GLint texid= -1;
|
|
static int tex_w= 256;
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static int tex_h= 256;
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|
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if (texid==-1) {
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GLint ltexid= glaGetOneInteger(GL_TEXTURE_2D);
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|
unsigned char *tbuf;
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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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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);
|
|
}
|
|
|
|
/* row_w is unused but kept for completeness */
|
|
void glaDrawPixelsSafe_to32(float fx, float fy, int img_w, int img_h, int UNUSED(row_w), float *rectf, int do_gamma_correct)
|
|
{
|
|
unsigned char *rect32;
|
|
|
|
/* copy imgw-imgh to a temporal 32 bits rect */
|
|
if(img_w<1 || img_h<1) return;
|
|
|
|
rect32= MEM_mallocN(img_w*img_h*sizeof(int), "temp 32 bits");
|
|
|
|
if (do_gamma_correct) {
|
|
floatbuf_to_srgb_byte(rectf, rect32, 0, img_w, 0, img_h, img_w);
|
|
} else {
|
|
floatbuf_to_byte(rectf, rect32, 0, img_w, 0, img_h, img_w);
|
|
}
|
|
|
|
glaDrawPixelsSafe(fx, fy, img_w, img_h, img_w, GL_RGBA, GL_UNSIGNED_BYTE, rect32);
|
|
|
|
MEM_freeN(rect32);
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
/* **************** glPoint hack ************************ */
|
|
|
|
static int curmode=0;
|
|
static int pointhack=0;
|
|
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);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void bglVertex3fv(float *vec)
|
|
{
|
|
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(float *vec)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
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
|
|
}
|
|
|