Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
125 lines
3.1 KiB
C
125 lines
3.1 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
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/** \file
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* \ingroup wm
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*
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* OpenGL utilities for setting up 2D viewport for window and regions.
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*/
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "DNA_screen_types.h"
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#include "DNA_windowmanager_types.h"
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#include "GPU_matrix.h"
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#include "GPU_viewport.h"
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#include "WM_api.h"
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void wmViewport(const rcti *winrct)
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{
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int width = BLI_rcti_size_x(winrct) + 1;
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int height = BLI_rcti_size_y(winrct) + 1;
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GPU_viewport(winrct->xmin, winrct->ymin, width, height);
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GPU_scissor(winrct->xmin, winrct->ymin, width, height);
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wmOrtho2_pixelspace(width, height);
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GPU_matrix_identity_set();
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}
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void wmPartialViewport(rcti *drawrct, const rcti *winrct, const rcti *partialrct)
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{
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/* Setup part of the viewport for partial redraw. */
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bool scissor_pad;
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if (partialrct->xmin == partialrct->xmax) {
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/* Full region. */
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*drawrct = *winrct;
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scissor_pad = true;
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}
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else {
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/* Partial redraw, clipped to region. */
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BLI_rcti_isect(winrct, partialrct, drawrct);
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scissor_pad = false;
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}
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int x = drawrct->xmin - winrct->xmin;
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int y = drawrct->ymin - winrct->ymin;
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int width = BLI_rcti_size_x(winrct) + 1;
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int height = BLI_rcti_size_y(winrct) + 1;
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int scissor_width = BLI_rcti_size_x(drawrct);
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int scissor_height = BLI_rcti_size_y(drawrct);
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/* Partial redraw rect uses different convention than region rect,
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* so compensate for that here. One pixel offset is noticeable with
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* viewport border render. */
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if (scissor_pad) {
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scissor_width += 1;
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scissor_height += 1;
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}
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GPU_viewport(0, 0, width, height);
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GPU_scissor(x, y, scissor_width, scissor_height);
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wmOrtho2_pixelspace(width, height);
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GPU_matrix_identity_set();
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}
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void wmWindowViewport(wmWindow *win)
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{
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int width = WM_window_pixels_x(win);
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int height = WM_window_pixels_y(win);
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GPU_viewport(0, 0, width, height);
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GPU_scissor(0, 0, width, height);
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wmOrtho2_pixelspace(width, height);
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GPU_matrix_identity_set();
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}
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void wmOrtho2(float x1, float x2, float y1, float y2)
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{
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/* prevent opengl from generating errors */
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if (x2 == x1) {
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x2 += 1.0f;
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}
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if (y2 == y1) {
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y2 += 1.0f;
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}
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GPU_matrix_ortho_set(
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x1, x2, y1, y2, GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT, GPU_MATRIX_ORTHO_CLIP_FAR_DEFAULT);
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}
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static void wmOrtho2_offset(const float x, const float y, const float ofs)
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{
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wmOrtho2(ofs, x + ofs, ofs, y + ofs);
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}
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void wmOrtho2_region_pixelspace(const ARegion *region)
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{
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wmOrtho2_offset(region->winx, region->winy, -0.01f);
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}
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void wmOrtho2_pixelspace(const float x, const float y)
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{
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wmOrtho2_offset(x, y, -GLA_PIXEL_OFS);
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}
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void wmGetProjectionMatrix(float mat[4][4], const rcti *winrct)
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{
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int width = BLI_rcti_size_x(winrct) + 1;
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int height = BLI_rcti_size_y(winrct) + 1;
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orthographic_m4(mat,
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-GLA_PIXEL_OFS,
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(float)width - GLA_PIXEL_OFS,
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-GLA_PIXEL_OFS,
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(float)height - GLA_PIXEL_OFS,
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GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT,
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GPU_MATRIX_ORTHO_CLIP_FAR_DEFAULT);
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}
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