* Triple Buffer is now more complete:
- Proper handling of window resize, duplicate, etc.
- It now uses 3x3 textures (or less) if the power of two sizes
do not match well. That still has a worst case wast of 23.4%,
but better than 300%.
- It can also use the ARB/NV/EXT_texture_rectangle extension
now, which may be supported on hardware that does not support
ARB_texture_non_power_of_two.
- Gesture, menu and brushe redraws now require no redraws at all
from the area regions. So even on a high poly scene just moving
the paint cursor or opening a menu should be fast.
* Testing can be done by setting the "Window Draw Method" in the
User Preferences in the outliner. "Overlap" is still default,
since "Triple Buffer" has not been tested on computers other than
mine, would like to avoid crashing Blender on startup in case
there is a common bug, but it's ready for testing now.
- For reference "Full" draws the full window each time.
- "Triple Buffer" should work for both swap copy and swap exchange
systems, the latter still need the -E command line option for
"Overlap".
- Resizing and going fullscreen still gives flicker here but no
more than "Full" drawing.
* Partial Redraw was added. ED_region_tag_redraw_partial takes a
rect in window coordinates to define a subarea of the region.
On region draw it will then set glScissor to a smaller area, and
ar->drawrct will always be set to either the partial or full
window rect. The latter can then be used for clipping in the 3D
view or clipping interface drawing. Neither is implemented yet.
505 lines
12 KiB
C
505 lines
12 KiB
C
/**
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* $Id: mywindow.c 9584 2007-01-03 13:45:03Z ton $
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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): 2007 Blender Foundation (refactor)
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*
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* Subwindow opengl handling.
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* BTW: subwindows open/close in X11 are way too slow, tried it, and choose for my own system... (ton)
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*
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*/
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_windowmanager_types.h"
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#include "DNA_screen_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "WM_api.h"
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#include "wm_subwindow.h"
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#include "wm_window.h"
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/* wmSubWindow stored in wmWindow... but not exposed outside this C file */
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/* it seems a bit redundant (area regions can store it too, but we keep it
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because we can store all kind of future opengl fanciness here */
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/* we use indices and array because:
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- index has safety, no pointers from this C file hanging around
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- fast lookups of indices with array, list would give overhead
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- old code used it this way...
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- keep option open to have 2 screens using same window
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*/
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typedef struct wmSubWindow {
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struct wmSubWindow *next, *prev;
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rcti winrct;
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int swinid;
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float viewmat[4][4], winmat[4][4];
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} wmSubWindow;
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/* ******************* open, free, set, get data ******************** */
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/* not subwindow itself */
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static void wm_subwindow_free(wmSubWindow *swin)
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{
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/* future fancy stuff */
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}
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void wm_subwindows_free(wmWindow *win)
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{
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wmSubWindow *swin;
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for(swin= win->subwindows.first; swin; swin= swin->next)
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wm_subwindow_free(swin);
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BLI_freelistN(&win->subwindows);
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}
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int wm_subwindow_get(wmWindow *win)
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{
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if(win->curswin)
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return win->curswin->swinid;
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return 0;
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}
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static wmSubWindow *swin_from_swinid(wmWindow *win, int swinid)
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{
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wmSubWindow *swin;
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for(swin= win->subwindows.first; swin; swin= swin->next)
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if(swin->swinid==swinid)
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break;
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return swin;
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}
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void wm_subwindow_getsize(wmWindow *win, int swinid, int *x, int *y)
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{
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wmSubWindow *swin= swin_from_swinid(win, swinid);
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if(swin) {
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*x= swin->winrct.xmax - swin->winrct.xmin + 1;
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*y= swin->winrct.ymax - swin->winrct.ymin + 1;
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}
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}
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void wm_subwindow_getorigin(wmWindow *win, int swinid, int *x, int *y)
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{
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wmSubWindow *swin= swin_from_swinid(win, swinid);
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if(swin) {
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*x= swin->winrct.xmin;
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*y= swin->winrct.ymin;
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}
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}
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void wm_subwindow_getmatrix(wmWindow *win, int swinid, float mat[][4])
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{
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wmSubWindow *swin= swin_from_swinid(win, swinid);
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if(swin)
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Mat4MulMat4(mat, swin->viewmat, swin->winmat);
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}
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/* always sets pixel-precise 2D window/view matrices */
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/* coords is in whole pixels. xmin = 15, xmax= 16: means window is 2 pix big */
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int wm_subwindow_open(wmWindow *win, rcti *winrct)
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{
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wmSubWindow *swin;
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int width, height;
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int freewinid= 1;
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for(swin= win->subwindows.first; swin; swin= swin->next)
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if(freewinid <= swin->swinid)
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freewinid= swin->swinid+1;
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win->curswin= swin= MEM_callocN(sizeof(wmSubWindow), "swinopen");
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BLI_addtail(&win->subwindows, swin);
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if(G.f & G_DEBUG) printf("swin %d added\n", freewinid);
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swin->swinid= freewinid;
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swin->winrct= *winrct;
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Mat4One(swin->viewmat);
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Mat4One(swin->winmat);
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/* and we appy it all right away */
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wmSubWindowSet(win, swin->swinid);
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/* extra service */
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wm_subwindow_getsize(win, swin->swinid, &width, &height);
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wmOrtho2(-0.375, (float)width-0.375, -0.375, (float)height-0.375);
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wmLoadIdentity();
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return swin->swinid;
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}
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void wm_subwindow_close(wmWindow *win, int swinid)
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{
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wmSubWindow *swin= swin_from_swinid(win, swinid);
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if (swin) {
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if (swin==win->curswin)
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win->curswin= NULL;
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wm_subwindow_free(swin);
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BLI_remlink(&win->subwindows, swin);
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MEM_freeN(swin);
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}
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else {
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printf("wm_subwindow_close: Internal error, bad winid: %d\n", swinid);
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}
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}
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/* pixels go from 0-99 for a 100 pixel window */
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void wm_subwindow_position(wmWindow *win, int swinid, rcti *winrct)
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{
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wmSubWindow *swin= swin_from_swinid(win, swinid);
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if(swin) {
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int width, height;
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swin->winrct= *winrct;
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/* CRITICAL, this clamping ensures that
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* the viewport never goes outside the screen
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* edges (assuming the x, y coords aren't
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* outside). This caused a hardware lock
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* on Matrox cards if it happens.
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*
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* Really Blender should never _ever_ try
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* to do such a thing, but just to be safe
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* clamp it anyway (or fix the bScreen
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* scaling routine, and be damn sure you
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* fixed it). - zr (2001!)
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*/
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if (swin->winrct.xmax >= win->sizex)
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swin->winrct.xmax= win->sizex-1;
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if (swin->winrct.ymax >= win->sizey)
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swin->winrct.ymax= win->sizey-1;
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/* extra service */
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wmSubWindowSet(win, swinid);
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wm_subwindow_getsize(win, swinid, &width, &height);
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wmOrtho2(-0.375, (float)width-0.375, -0.375, (float)height-0.375);
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}
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else {
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printf("wm_subwindow_position: Internal error, bad winid: %d\n", swinid);
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}
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}
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/* ---------------- WM versions of OpenGL calls, using glBlah() syntax ------------------------ */
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/* ----------------- exported in WM_api.h ------------------------------------------------------ */
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/* internal state, no threaded opengl! XXX */
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static wmWindow *_curwindow= NULL;
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static wmSubWindow *_curswin= NULL;
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void wmSubWindowScissorSet(wmWindow *win, int swinid, rcti *srct)
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{
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int width, height;
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_curswin= swin_from_swinid(win, swinid);
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if(_curswin==NULL) {
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printf("wmSubWindowSet %d: doesn't exist\n", swinid);
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return;
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}
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win->curswin= _curswin;
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_curwindow= win;
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width= _curswin->winrct.xmax - _curswin->winrct.xmin + 1;
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height= _curswin->winrct.ymax - _curswin->winrct.ymin + 1;
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glViewport(_curswin->winrct.xmin, _curswin->winrct.ymin, width, height);
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if(srct) {
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width= srct->xmax - srct->xmin + 1;
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height= srct->ymax - srct->ymin + 1;
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glScissor(srct->xmin, srct->ymin, width, height);
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}
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else
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glScissor(_curswin->winrct.xmin, _curswin->winrct.ymin, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(&_curswin->winmat[0][0]);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(&_curswin->viewmat[0][0]);
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glFlush();
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}
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/* enable the WM versions of opengl calls */
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void wmSubWindowSet(wmWindow *win, int swinid)
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{
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wmSubWindowScissorSet(win, swinid, NULL);
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}
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void wmLoadMatrix(float mat[][4])
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{
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if(_curswin==NULL) return;
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glLoadMatrixf(mat);
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if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
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Mat4CpyMat4(_curswin->viewmat, mat);
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else
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Mat4CpyMat4(_curswin->winmat, mat);
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}
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void wmGetMatrix(float mat[][4])
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{
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if(_curswin==NULL) return;
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if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW) {
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Mat4CpyMat4(mat, _curswin->viewmat);
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} else {
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Mat4CpyMat4(mat, _curswin->winmat);
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}
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}
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void wmMultMatrix(float mat[][4])
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{
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if(_curswin==NULL) return;
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glMultMatrixf((float*) mat);
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if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)_curswin->viewmat);
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else
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)_curswin->winmat);
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}
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void wmGetSingleMatrix(float mat[][4])
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{
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if(_curswin)
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Mat4MulMat4(mat, _curswin->viewmat, _curswin->winmat);
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}
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void wmScale(float x, float y, float z)
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{
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if(_curswin==NULL) return;
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glScalef(x, y, z);
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if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)_curswin->viewmat);
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else
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)_curswin->winmat);
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}
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void wmLoadIdentity(void)
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{
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if(_curswin==NULL) return;
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if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
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Mat4One(_curswin->viewmat);
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else
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Mat4One(_curswin->winmat);
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glLoadIdentity();
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}
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void wmFrustum(float x1, float x2, float y1, float y2, float n, float f)
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{
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if(_curswin) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(x1, x2, y1, y2, n, f);
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glGetFloatv(GL_PROJECTION_MATRIX, (float *)_curswin->winmat);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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void wmOrtho(float x1, float x2, float y1, float y2, float n, float f)
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{
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if(_curswin) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(x1, x2, y1, y2, n, f);
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glGetFloatv(GL_PROJECTION_MATRIX, (float *)_curswin->winmat);
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glMatrixMode(GL_MODELVIEW);
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}
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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(x1==x2) x2+=1.0;
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if(y1==y2) y2+=1.0;
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wmOrtho(x1, x2, y1, y2, -100, 100);
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}
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/* *************************** Framebuffer color depth, for selection codes ********************** */
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static int wm_get_colordepth(void)
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{
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static int mainwin_color_depth= 0;
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if(mainwin_color_depth==0) {
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GLint r, g, b;
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glGetIntegerv(GL_RED_BITS, &r);
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glGetIntegerv(GL_GREEN_BITS, &g);
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glGetIntegerv(GL_BLUE_BITS, &b);
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mainwin_color_depth= r + g + b;
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if(G.f & G_DEBUG) {
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printf("Color depth r %d g %d b %d\n", (int)r, (int)g, (int)b);
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glGetIntegerv(GL_AUX_BUFFERS, &r);
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printf("Aux buffers: %d\n", (int)r);
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}
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}
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return mainwin_color_depth;
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}
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#ifdef __APPLE__
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/* apple seems to round colors to below and up on some configs */
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static unsigned int index_to_framebuffer(int index)
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{
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unsigned int i= index;
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switch(wm_get_colordepth()) {
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case 12:
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i= ((i & 0xF00)<<12) + ((i & 0xF0)<<8) + ((i & 0xF)<<4);
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/* sometimes dithering subtracts! */
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i |= 0x070707;
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break;
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case 15:
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case 16:
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i= ((i & 0x7C00)<<9) + ((i & 0x3E0)<<6) + ((i & 0x1F)<<3);
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i |= 0x030303;
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break;
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case 24:
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break;
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default: // 18 bits...
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i= ((i & 0x3F000)<<6) + ((i & 0xFC0)<<4) + ((i & 0x3F)<<2);
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i |= 0x010101;
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break;
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}
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return i;
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}
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#else
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/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
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static unsigned int index_to_framebuffer(int index)
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{
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unsigned int i= index;
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switch(wm_get_colordepth()) {
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case 8:
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i= ((i & 48)<<18) + ((i & 12)<<12) + ((i & 3)<<6);
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i |= 0x3F3F3F;
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break;
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case 12:
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i= ((i & 0xF00)<<12) + ((i & 0xF0)<<8) + ((i & 0xF)<<4);
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/* sometimes dithering subtracts! */
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i |= 0x0F0F0F;
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break;
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case 15:
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case 16:
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i= ((i & 0x7C00)<<9) + ((i & 0x3E0)<<6) + ((i & 0x1F)<<3);
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i |= 0x070707;
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break;
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case 24:
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break;
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default: // 18 bits...
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i= ((i & 0x3F000)<<6) + ((i & 0xFC0)<<4) + ((i & 0x3F)<<2);
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i |= 0x030303;
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break;
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}
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return i;
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}
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#endif
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void WM_set_framebuffer_index_color(int index)
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{
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cpack(index_to_framebuffer(index));
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}
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int WM_framebuffer_to_index(unsigned int col)
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{
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if (col==0) return 0;
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switch(wm_get_colordepth()) {
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case 8:
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return ((col & 0xC00000)>>18) + ((col & 0xC000)>>12) + ((col & 0xC0)>>6);
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case 12:
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return ((col & 0xF00000)>>12) + ((col & 0xF000)>>8) + ((col & 0xF0)>>4);
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case 15:
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case 16:
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return ((col & 0xF80000)>>9) + ((col & 0xF800)>>6) + ((col & 0xF8)>>3);
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case 24:
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return col & 0xFFFFFF;
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default: // 18 bits...
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return ((col & 0xFC0000)>>6) + ((col & 0xFC00)>>4) + ((col & 0xFC)>>2);
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}
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}
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|
|
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/* ********** END MY WINDOW ************** */
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#ifdef WIN32
|
|
static int is_a_really_crappy_nvidia_card(void) {
|
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static int well_is_it= -1;
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|
|
|
/* Do you understand the implication? Do you? */
|
|
if (well_is_it==-1)
|
|
well_is_it= (strcmp((char*) glGetString(GL_VENDOR), "NVIDIA Corporation") == 0);
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|
|
return well_is_it;
|
|
}
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|
#endif
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