Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
493 lines
11 KiB
C
493 lines
11 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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/* 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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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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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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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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/* ********** END MY WINDOW ************** */
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#ifdef WIN32
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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? */
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if (well_is_it==-1)
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well_is_it= (strcmp((char*) glGetString(GL_VENDOR), "NVIDIA Corporation") == 0);
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return well_is_it;
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}
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#endif
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