Keeping unused gla2D code because it might be useful, or inspire something useful, for Blender 2.8 development. Also removed an old Mac driver bug workaround. Disabled this before the 2.77 release and nobody has complained.
896 lines
28 KiB
C
896 lines
28 KiB
C
/*
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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_userdef_types.h"
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#include "DNA_vec_types.h"
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#include "BLI_rect.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_gl.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_basic_shader.h"
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#include "UI_interface.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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void fdrawline(float x1, float y1, float x2, float y2)
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{
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glBegin(GL_LINES);
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glVertex2f(x1, y1);
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glVertex2f(x2, y2);
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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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glBegin(GL_LINE_LOOP);
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glVertex2f(x1, y1);
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glVertex2f(x1, y2);
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glVertex2f(x2, y2);
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glVertex2f(x2, y1);
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glEnd();
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}
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void fdrawcheckerboard(float x1, float y1, float x2, float y2)
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{
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unsigned char col1[4] = {40, 40, 40}, col2[4] = {50, 50, 50};
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glColor3ubv(col1);
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glRectf(x1, y1, x2, y2);
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glColor3ubv(col2);
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GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
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GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_CHECKER_8PX);
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glRectf(x1, y1, x2, y2);
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GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
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}
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void sdrawline(int x1, int y1, int x2, int y2)
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{
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glBegin(GL_LINES);
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glVertex2i(x1, y1);
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glVertex2i(x2, y2);
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glEnd();
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}
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void sdrawbox(int x1, int y1, int x2, int y2)
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{
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glBegin(GL_LINE_LOOP);
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glVertex2i(x1, y1);
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glVertex2i(x1, y2);
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glVertex2i(x2, y2);
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glVertex2i(x2, y1);
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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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if (U.pixelsize > 1.0f)
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glLineStipple(nr, 0xCCCC);
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else
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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 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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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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{
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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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{
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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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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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void glaDrawPixelsTexScaled_clipping(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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{
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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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float xzoom = glaGetOneFloat(GL_ZOOM_X), yzoom = glaGetOneFloat(GL_ZOOM_Y);
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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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/* Specify the color outside this function, and tex will modulate it.
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* This is useful for changing alpha without using glPixelTransferf()
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*/
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glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
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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 (ELEM(format, GL_LUMINANCE, GL_ALPHA))
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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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/* NOTE: this could fail on some drivers, like mesa,
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* but currently this code is only used by color
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* management stuff which already checks on whether
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* it's possible to use GL_RGBA16F_ARB
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*/
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, 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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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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GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
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glBegin(GL_QUADS);
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glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h);
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glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom);
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glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h);
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glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom);
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glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h);
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glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
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glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h);
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glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
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glEnd();
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GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
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}
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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void glaDrawPixelsTexScaled(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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{
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glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
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scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f);
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}
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void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect)
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{
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glaDrawPixelsTexScaled_clipping(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);
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}
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void glaDrawPixelsTex_clipping(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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{
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glaDrawPixelsTexScaled_clipping(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);
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}
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void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect)
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{
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float xzoom = glaGetOneFloat(GL_ZOOM_X);
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float yzoom = glaGetOneFloat(GL_ZOOM_Y);
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/* The pixel space coordinate of the intersection of
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* the [zoomed] image with the origin.
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*/
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float ix = -x / xzoom;
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float iy = -y / yzoom;
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/* The maximum pixel amounts the image can be cropped
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* at the lower left without exceeding the origin.
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*/
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int off_x = floor(max_ff(ix, 0.0f));
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int off_y = floor(max_ff(iy, 0.0f));
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/* The zoomed space coordinate of the raster position
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* (starting at the lower left most unclipped pixel).
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*/
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float rast_x = x + off_x * xzoom;
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float rast_y = y + off_y * yzoom;
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GLfloat scissor[4];
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int draw_w, draw_h;
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/* Determine the smallest number of pixels we need to draw
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* before the image would go off the upper right corner.
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*
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* It may seem this is just an optimization but some graphics
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* cards (ATI) freak out if there is a large zoom factor and
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* a large number of pixels off the screen (probably at some
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* level the number of image pixels to draw is getting multiplied
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* by the zoom and then clamped). Making sure we draw the
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|
* 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 = min_ii(img_w - off_x, ceil((scissor[2] - rast_x) / xzoom));
|
|
draw_h = min_ii(img_h - off_y, ceil((scissor[3] - rast_y) / yzoom));
|
|
|
|
if (draw_w > 0 && draw_h > 0) {
|
|
|
|
int bound_options;
|
|
GPU_BASIC_SHADER_DISABLE_AND_STORE(bound_options);
|
|
|
|
/* 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) {
|
|
const 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) {
|
|
const 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) {
|
|
const 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, 0);
|
|
|
|
GPU_BASIC_SHADER_ENABLE_AND_RESTORE(bound_options);
|
|
}
|
|
}
|
|
|
|
/* uses either DrawPixelsSafe or DrawPixelsTex, based on user defined maximum */
|
|
void glaDrawPixelsAuto_clipping(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)
|
|
{
|
|
if (U.image_draw_method != IMAGE_DRAW_METHOD_DRAWPIXELS) {
|
|
glColor4f(1.0, 1.0, 1.0, 1.0);
|
|
glaDrawPixelsTex_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
|
|
clip_min_x, clip_min_y, clip_max_x, clip_max_y);
|
|
}
|
|
else {
|
|
glaDrawPixelsSafe(x, y, img_w, img_h, img_w, format, type, rect);
|
|
}
|
|
}
|
|
|
|
void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect)
|
|
{
|
|
glaDrawPixelsAuto_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
|
|
0.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
/* 2D Drawing Assistance */
|
|
|
|
void glaDefine2DArea(rcti *screen_rect)
|
|
{
|
|
const int sc_w = BLI_rcti_size_x(screen_rect) + 1;
|
|
const int sc_h = BLI_rcti_size_y(screen_rect) + 1;
|
|
|
|
glViewport(screen_rect->xmin, screen_rect->ymin, sc_w, sc_h);
|
|
glScissor(screen_rect->xmin, screen_rect->ymin, sc_w, sc_h);
|
|
|
|
/* The GLA_PIXEL_OFS 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(GLA_PIXEL_OFS, GLA_PIXEL_OFS, 0.0);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
}
|
|
|
|
/* TODO(merwin): put the following 2D code to use, or build new 2D code inspired & informd by it */
|
|
|
|
#if 0 /* UNUSED */
|
|
|
|
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 = BLI_rcti_size_x(&di->screen_rect);
|
|
sc_h = BLI_rcti_size_y(&di->screen_rect);
|
|
wo_w = BLI_rcti_size_x(&di->world_rect);
|
|
wo_h = BLI_rcti_size_y(&di->world_rect);
|
|
|
|
di->wo_to_sc[0] = sc_w / wo_w;
|
|
di->wo_to_sc[1] = sc_h / wo_h;
|
|
}
|
|
|
|
/** 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.
|
|
*
|
|
* See glaDefine2DArea for an explanation of why this function uses integers.
|
|
*
|
|
* \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(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 = BLI_rcti_size_x(&di->screen_rect);
|
|
sc_h = BLI_rcti_size_y(&di->screen_rect);
|
|
wo_w = BLI_rcti_size_x(&di->world_rect);
|
|
wo_h = BLI_rcti_size_y(&di->world_rect);
|
|
|
|
di->wo_to_sc[0] = sc_w / wo_w;
|
|
di->wo_to_sc[1] = sc_h / wo_h;
|
|
|
|
glaDefine2DArea(&di->screen_rect);
|
|
|
|
return di;
|
|
}
|
|
|
|
/**
|
|
* 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 *r_sc_x, int *r_sc_y)
|
|
{
|
|
*r_sc_x = (wo_x - di->world_rect.xmin) * di->wo_to_sc[0];
|
|
*r_sc_y = (wo_y - di->world_rect.ymin) * di->wo_to_sc[1];
|
|
}
|
|
|
|
/**
|
|
* Translate the \a world point from world coordinates into screen space.
|
|
*/
|
|
void gla2DDrawTranslatePtv(gla2DDrawInfo *di, float world[2], int r_screen[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];
|
|
}
|
|
|
|
/**
|
|
* Restores the previous OpenGL state and frees the auxiliary gla data.
|
|
*/
|
|
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);
|
|
}
|
|
|
|
#endif /* UNUSED */
|
|
|
|
|
|
/* 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 ************* */
|
|
|
|
/**
|
|
* \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) {
|
|
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) {
|
|
#if 1
|
|
offs = 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.
|
|
*/
|
|
offs = winmat[14] * -0.0025f * dist;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
/* **** 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)
|
|
{
|
|
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;
|
|
|
|
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) {
|
|
glColor4f(1.0, 1.0, 1.0, 1.0);
|
|
|
|
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) {
|
|
glaDrawPixelsTex_clipping(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);
|
|
}
|
|
}
|
|
else if (ibuf->rect) {
|
|
/* ibuf->rect is always RGBA */
|
|
glaDrawPixelsTex_clipping(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);
|
|
}
|
|
|
|
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) {
|
|
glaDrawPixelsAuto_clipping(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);
|
|
}
|
|
|
|
IMB_display_buffer_release(cache_handle);
|
|
}
|
|
}
|
|
|
|
void glaDrawImBuf_glsl(ImBuf *ibuf, float x, float y, int zoomfilter,
|
|
ColorManagedViewSettings *view_settings,
|
|
ColorManagedDisplaySettings *display_settings)
|
|
{
|
|
glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings,
|
|
0.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
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)
|
|
{
|
|
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);
|
|
}
|
|
|
|
void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter)
|
|
{
|
|
glaDrawImBuf_glsl_ctx_clipping(C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
void cpack(unsigned int x)
|
|
{
|
|
glColor3ub(( (x) & 0xFF),
|
|
(((x) >> 8) & 0xFF),
|
|
(((x) >> 16) & 0xFF));
|
|
}
|
|
|
|
void glaDrawBorderCorners(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 */
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2f(border->xmin, border->ymin + delta_y);
|
|
glVertex2f(border->xmin, border->ymin);
|
|
glVertex2f(border->xmin + delta_x, border->ymin);
|
|
glEnd();
|
|
|
|
/* left top corner */
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2f(border->xmin, border->ymax - delta_y);
|
|
glVertex2f(border->xmin, border->ymax);
|
|
glVertex2f(border->xmin + delta_x, border->ymax);
|
|
glEnd();
|
|
|
|
/* right bottom corner */
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2f(border->xmax - delta_x, border->ymin);
|
|
glVertex2f(border->xmax, border->ymin);
|
|
glVertex2f(border->xmax, border->ymin + delta_y);
|
|
glEnd();
|
|
|
|
/* right top corner */
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2f(border->xmax - delta_x, border->ymax);
|
|
glVertex2f(border->xmax, border->ymax);
|
|
glVertex2f(border->xmax, border->ymax - delta_y);
|
|
glEnd();
|
|
}
|