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blender-archive/source/blender/include/BIF_glutil.h
Ton Roosendaal 042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00

210 lines
7.9 KiB
C++

/**
* @file BIF_glutil.h
*
* OpenGL drawing utility functions.
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef BIF_GLUTIL_H
#define BIF_GLUTIL_H
struct rcti;
struct rctf;
void sdrawXORline(int x0, int y0, int x1, int y1);
void sdrawXORline4(int nr, int x0, int y0, int x1, int y1);
void fdrawXORcirc(float xofs, float yofs, float rad);
/**
* Draw an XOR'd line in the front buffer between
* the given points.
*
* @attention This function also handles flushing the GL
* pipeline, which means it is inappropriate for drawing
* a large number of lines at once.
*/
void glutil_draw_front_xor_line(int x0, int y0, int x1, int y1);
/**
* Draw a lined (non-looping) arc with the given
* @a radius, starting at angle @a start and arcing
* through @a angle. The arc is centered at the origin
* and drawn in the XY plane.
*
* @param start The initial angle (in radians).
* @param angle The length of the arc (in radians).
* @param radius The arc radius.
* @param nsegments The number of segments to use in drawing the arc.
*/
void glutil_draw_lined_arc (float start, float angle, float radius, int nsegments);
/**
* Draw a filled arc with the given @a radius,
* starting at angle @a start and arcing through
* @a angle. The arc is centered at the origin
* and drawn in the XY plane.
*
* @param start The initial angle (in radians).
* @param angle The length of the arc (in radians).
* @param radius The arc radius.
* @param nsegments The number of segments to use in drawing the arc.
*/
void glutil_draw_filled_arc (float start, float angle, float radius, int nsegments);
/**
* Routines an integer value as obtained by glGetIntegerv.
* The param must cause only one value to be gotten from GL.
*/
int glaGetOneInteger (int param);
/**
* Routines a float value as obtained by glGetIntegerv.
* The param must cause only one value to be gotten from GL.
*/
float glaGetOneFloat (int param);
/**
* Functions like glRasterPos2i, except ensures that the resulting
* raster position is valid. @a known_good_x and @a known_good_y
* should be coordinates of a point known to be within the current
* view frustum.
* @attention This routine should be used when the distance of @a x
* and @y away from the known good point is small (ie. for small icons
* and for bitmap characters), when drawing large+zoomed images it is
* possible for overflow to occur, the glaDrawPixelsSafe routine should
* be used instead.
*/
void glaRasterPosSafe2f (float x, float y, float known_good_x, float known_good_y);
/**
* Functions like a limited glDrawPixels, except ensures that
* the image is displayed onscreen even if the @a x and @a y
* coordinates for would be clipped. The routine respects the
* glPixelZoom values, pixel unpacking parameters are _not_
* respected.
* @attention This routine makes many assumptions: the rect data
* is expected to be in RGBA unsigned byte format, the coordinate
* (0.375, 0.375) is assumed to be within the view frustum, and the
* modelview and projection matrices are assumed to define a
* 1-to-1 mapping to screen space.
* @attention Furthmore, in the case of zoomed or unpixel aligned
* images extending outside the view frustum, but still within the
* window, some portion of the image may be visible left and/or
* below of the given @a x and @a y coordinates. It is recommended
* to use the glScissor functionality if images are to be drawn
* with an inset view matrix.
*/
void glaDrawPixelsSafe (float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect);
/**
* Functions like a limited glDrawPixels, but actually draws the
* image using textures, which can be tremendously faster on low-end
* cards, and also avoids problems with the raster position being
* clipped when offscreen. The routine respects the glPixelZoom values,
* pixel unpacking parameters are _not_ respected.
* @attention This routine makes many assumptions: the rect data
* is expected to be in RGBA byte or float format, and the
* modelview and projection matrices are assumed to define a
* 1-to-1 mapping to screen space.
*/
void glaDrawPixelsTex (float x, float y, int img_w, int img_h, int format, void *rect);
/* 2D Drawing Assistance */
/** Define a 2D area (viewport, scissor, matrices) for OpenGL rendering.
* This routine sets up an OpenGL state appropriate for drawing using
* both vertice (glVertex, etc) and raster (glRasterPos, glRect) commands.
* All coordinates should be at integer positions. There is little to
* no reason to use glVertex2f etc. functions during 2D rendering, and
* thus no reason to +-0.5 the coordinates or perform other silly
* tricks.
*
* @param screen_rect The screen rectangle to be defined for 2D drawing.
*/
void glaDefine2DArea (struct rcti *screen_rect);
typedef struct gla2DDrawInfo gla2DDrawInfo;
/** Save the current OpenGL state and initialize OpenGL for 2D
* rendering. glaEnd2DDraw should be called on the returned structure
* to free it and to return OpenGL to its previous state. The
* scissor rectangle is set to match the viewport.
*
* This routine sets up an OpenGL state appropriate for drawing using
* both vertice (glVertex, etc) and raster (glRasterPos, glRect) commands.
* All coordinates should be at integer positions. There is little to
* no reason to use glVertex2f etc. functions during 2D rendering, and
* thus no reason to +-0.5 the coordinates or perform other silly
* tricks.
*
* @param screen_rect The screen rectangle to be used for 2D drawing.
* @param world_rect The world rectangle that the 2D area represented
* by @a screen_rect is supposed to represent. If NULL it is assumed the
* world has a 1 to 1 mapping to the screen.
*/
gla2DDrawInfo* glaBegin2DDraw (struct rcti *screen_rect, struct rctf *world_rect);
/** Translate the (@a wo_x, @a wo_y) point from world coordinates into screen space. */
void gla2DDrawTranslatePt (gla2DDrawInfo *di, float wo_x, float wo_y, int *sc_x_r, int *sc_y_r);
/** Translate the @a world point from world coordiantes into screen space. */
void gla2DDrawTranslatePtv (gla2DDrawInfo *di, float world[2], int screen_r[2]);
/* Restores the previous OpenGL state and free's the auxilary
* gla data.
*/
void glaEnd2DDraw (gla2DDrawInfo *di);
/** Adjust the transformation mapping of a 2d area */
void gla2DGetMap(gla2DDrawInfo *di, struct rctf *rect);
void gla2DSetMap(gla2DDrawInfo *di, struct rctf *rect);
/* use this for platform hacks. for now glPointSize is solved here */
void bglBegin(int mode);
void bglEnd(void);
void bglVertex3fv(float *vec);
void bglVertex3f(float x, float y, float z);
void bglVertex2fv(float *vec);
void set_inverted_drawing(int enable);
/* own working polygon offset */
void bglPolygonOffset(float dist);
#endif /* BIF_GLUTIL_H */