Files
test2/source/blender/src/glutil.c
Ton Roosendaal 7784ea53bf Also for new 'to image window' rendering, drawing of float buffers while
rendering now is full 32 bits. This gives drawing issues in some cards,
like ATIs.

Copied the function used for renderwindow to glutil.c, and used now in the
image window.
2006-06-17 17:07:49 +00:00

627 lines
16 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_vec_types.h"
#include "DNA_listBase.h"
#include "BKE_utildefines.h"
#include "BLI_arithb.h"
#include "BLI_threads.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
/* Invert line handling */
#define glToggle(mode, onoff) (((onoff)?glEnable:glDisable)(mode))
void set_inverted_drawing(int enable)
{
glLogicOp(enable?GL_INVERT:GL_COPY);
/* Use GL_BLEND_EQUATION_EXT on sgi (if we have it),
* apparently GL_COLOR_LOGIC_OP doesn't work on O2?
* Is this an sgi bug or our bug?
*/
#if defined(__sgi) && defined(GL_BLEND_EQUATION_EXT)
glBlendEquationEXT(enable?GL_LOGIC_OP:GL_FUNC_ADD_EXT);
glToggle(GL_BLEND, enable);
#else
glToggle(GL_COLOR_LOGIC_OP, enable);
#endif
glToggle(GL_DITHER, !enable);
}
void sdrawXORline(int x0, int y0, int x1, int y1)
{
if(x0==x1 && y0==y1) return;
set_inverted_drawing(1);
glBegin(GL_LINES);
glVertex2i(x0, y0);
glVertex2i(x1, y1);
glEnd();
set_inverted_drawing(0);
}
void glutil_draw_front_xor_line(int x0, int y0, int x1, int y1)
{
glReadBuffer(GL_FRONT);
glDrawBuffer(GL_FRONT);
sdrawXORline(x0, y0, x1, y1);
glFlush();
glReadBuffer(GL_BACK);
glDrawBuffer(GL_BACK);
}
void sdrawXORline4(int nr, int x0, int y0, int x1, int y1)
{
static short old[4][2][2];
static char flags[4]= {0, 0, 0, 0};
/* with builtin memory, max 4 lines */
set_inverted_drawing(1);
glBegin(GL_LINES);
if(nr== -1) { /* flush */
for (nr=0; nr<4; nr++) {
if (flags[nr]) {
glVertex2sv(old[nr][0]);
glVertex2sv(old[nr][1]);
flags[nr]= 0;
}
}
} else {
if(nr>=0 && nr<4) {
if(flags[nr]) {
glVertex2sv(old[nr][0]);
glVertex2sv(old[nr][1]);
}
old[nr][0][0]= x0;
old[nr][0][1]= y0;
old[nr][1][0]= x1;
old[nr][1][1]= y1;
flags[nr]= 1;
}
glVertex2i(x0, y0);
glVertex2i(x1, y1);
}
glEnd();
set_inverted_drawing(0);
}
void fdrawXORcirc(float xofs, float yofs, float rad)
{
set_inverted_drawing(1);
glPushMatrix();
glTranslatef(xofs, yofs, 0.0);
glutil_draw_lined_arc(0.0, M_PI*2.0, rad, 20);
glPopMatrix();
set_inverted_drawing(0);
}
void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments) {
int i;
glBegin(GL_TRIANGLE_FAN);
glVertex2f(0.0, 0.0);
for (i=0; i<nsegments; i++) {
float t= (float) i/(nsegments-1);
float cur= start + t*angle;
glVertex2f(cos(cur)*radius, sin(cur)*radius);
}
glEnd();
}
void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments) {
int i;
glBegin(GL_LINE_STRIP);
for (i=0; i<nsegments; i++) {
float t= (float) i/(nsegments-1);
float cur= start + t*angle;
glVertex2f(cos(cur)*radius, sin(cur)*radius);
}
glEnd();
}
int glaGetOneInteger(int param)
{
GLint i;
glGetIntegerv(param, &i);
return i;
}
float glaGetOneFloat(int param)
{
GLfloat v;
glGetFloatv(param, &v);
return v;
}
void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y)
{
GLubyte dummy= 0;
/* As long as known good coordinates are correct
* this is guarenteed to generate an ok raster
* position (ignoring potential (real) overflow
* issues).
*/
glRasterPos2f(known_good_x, known_good_y);
/* Now shift the raster position to where we wanted
* it in the first place using the glBitmap trick.
*/
glBitmap(0, 0, 0, 0, x - known_good_x, y - known_good_y, &dummy);
}
static int get_cached_work_texture(int *w_r, int *h_r)
{
static GLint texid= -1;
static int tex_w= 256;
static int tex_h= 256;
if (texid==-1) {
GLint ltexid= glaGetOneInteger(GL_TEXTURE_2D);
unsigned char *tbuf;
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
tbuf= MEM_callocN(tex_w*tex_h*4, "tbuf");
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tbuf);
MEM_freeN(tbuf);
glBindTexture(GL_TEXTURE_2D, ltexid);
}
*w_r= tex_w;
*h_r= tex_h;
return texid;
}
void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, void *rect)
{
unsigned char *uc_rect= (unsigned char*) rect;
float *f_rect= (float *)rect;
float xzoom= glaGetOneFloat(GL_ZOOM_X), yzoom= glaGetOneFloat(GL_ZOOM_Y);
int ltexid= glaGetOneInteger(GL_TEXTURE_2D);
int lrowlength= glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
int subpart_x, subpart_y, tex_w, tex_h;
int texid= get_cached_work_texture(&tex_w, &tex_h);
int nsubparts_x= (img_w+(tex_w-1))/tex_w;
int nsubparts_y= (img_h+(tex_h-1))/tex_h;
glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
glBindTexture(GL_TEXTURE_2D, texid);
for (subpart_y=0; subpart_y<nsubparts_y; subpart_y++) {
for (subpart_x=0; subpart_x<nsubparts_x; subpart_x++) {
int subpart_w= (subpart_x==nsubparts_x-1)?(img_w-subpart_x*tex_w):tex_w;
int subpart_h= (subpart_y==nsubparts_y-1)?(img_h-subpart_y*tex_h):tex_h;
float rast_x= x+subpart_x*tex_w*xzoom;
float rast_y= y+subpart_y*tex_h*yzoom;
if(format==GL_FLOAT)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, GL_RGBA, GL_FLOAT, &f_rect[(subpart_y*tex_w)*img_w*4 + (subpart_x*tex_w)*4]);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, GL_RGBA, GL_UNSIGNED_BYTE, &uc_rect[(subpart_y*tex_w)*img_w*4 + (subpart_x*tex_w)*4]);
glColor3ub(255, 255, 255);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(rast_x, rast_y);
glTexCoord2f((float) subpart_w/tex_w, 0);
glVertex2f(rast_x+subpart_w*xzoom, rast_y);
glTexCoord2f((float) subpart_w/tex_w, (float) subpart_h/tex_h);
glVertex2f(rast_x+subpart_w*xzoom, rast_y+subpart_h*yzoom);
glTexCoord2f(0, (float) subpart_h/tex_h);
glVertex2f(rast_x, rast_y+subpart_h*yzoom);
glEnd();
glDisable(GL_TEXTURE_2D);
}
}
glBindTexture(GL_TEXTURE_2D, ltexid);
glPixelStorei(GL_UNPACK_ROW_LENGTH, lrowlength);
}
#define FTOCHAR(val) val<=0.0f?0: (val>=1.0f?255: (char)(255.0f*val))
void glaDrawPixelsSafe_to32(float fx, float fy, int img_w, int img_h, int row_w, float *rectf)
{
float *rf;
int x, y;
char *rect32, *rc;
/* copy imgw-imgh to a temporal 32 bits rect */
if(img_w<1 || img_h<1) return;
/* happens during threaded render... */
rc= rect32= MEM_mallocT(img_w*img_h*sizeof(int), "temp 32 bits");
for(y=0; y<img_h; y++) {
rf= rectf;
for(x=0; x<img_w; x++, rf+=4, rc+=4) {
rc[0]= FTOCHAR(rf[0]);
rc[1]= FTOCHAR(rf[1]);
rc[2]= FTOCHAR(rf[2]);
rc[3]= FTOCHAR(rf[3]);
}
rectf+= 4*row_w;
}
glaDrawPixelsSafe(fx, fy, img_w, img_h, img_w, GL_RGBA, GL_UNSIGNED_BYTE, rect32);
MEM_freeT(rect32);
}
void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect)
{
float xzoom= glaGetOneFloat(GL_ZOOM_X);
float yzoom= glaGetOneFloat(GL_ZOOM_Y);
/* The pixel space coordinate of the intersection of
* the [zoomed] image with the origin.
*/
float ix= -x/xzoom;
float iy= -y/yzoom;
/* The maximum pixel amounts the image can be cropped
* at the lower left without exceeding the origin.
*/
int off_x= floor(MAX2(ix, 0));
int off_y= floor(MAX2(iy, 0));
/* The zoomed space coordinate of the raster position
* (starting at the lower left most unclipped pixel).
*/
float rast_x= x + off_x*xzoom;
float rast_y= y + off_y*yzoom;
GLfloat scissor[4];
int draw_w, draw_h;
/* Determine the smallest number of pixels we need to draw
* before the image would go off the upper right corner.
*
* It may seem this is just an optimization but some graphics
* cards (ATI) freak out if there is a large zoom factor and
* a large number of pixels off the screen (probably at some
* level the number of image pixels to draw is getting multiplied
* by the zoom and then clamped). Making sure we draw the
* 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 = MIN2(img_w-off_x, ceil((scissor[2]-rast_x)/xzoom));
draw_h = MIN2(img_h-off_y, ceil((scissor[3]-rast_y)/yzoom));
if (draw_w>0 && draw_h>0) {
int old_row_length = glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
/* 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) {
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) {
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) {
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, old_row_length);
}
}
/* 2D Drawing Assistance */
void glaDefine2DArea(rcti *screen_rect)
{
int sc_w= screen_rect->xmax - screen_rect->xmin;
int sc_h= screen_rect->ymax - screen_rect->ymin;
glViewport(screen_rect->xmin, screen_rect->ymin, sc_w, sc_h);
glScissor(screen_rect->xmin, screen_rect->ymin, sc_w, sc_h);
/* The 0.375 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(0.375, 0.375, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
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= (di->screen_rect.xmax-di->screen_rect.xmin);
sc_h= (di->screen_rect.ymax-di->screen_rect.ymin);
wo_w= (di->world_rect.xmax-di->world_rect.xmin);
wo_h= (di->world_rect.ymax-di->world_rect.ymin);
di->wo_to_sc[0]= sc_w/wo_w;
di->wo_to_sc[1]= sc_h/wo_h;
}
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= (di->screen_rect.xmax-di->screen_rect.xmin);
sc_h= (di->screen_rect.ymax-di->screen_rect.ymin);
wo_w= (di->world_rect.xmax-di->world_rect.xmin);
wo_h= (di->world_rect.ymax-di->world_rect.ymin);
di->wo_to_sc[0]= sc_w/wo_w;
di->wo_to_sc[1]= sc_h/wo_h;
glaDefine2DArea(&di->screen_rect);
return di;
}
void gla2DDrawTranslatePt(gla2DDrawInfo *di, float wo_x, float wo_y, int *sc_x_r, int *sc_y_r)
{
*sc_x_r= (wo_x - di->world_rect.xmin)*di->wo_to_sc[0];
*sc_y_r= (wo_y - di->world_rect.ymin)*di->wo_to_sc[1];
}
void gla2DDrawTranslatePtv(gla2DDrawInfo *di, float world[2], int screen_r[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];
}
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);
}
/* **************** glPoint hack ************************ */
static int curmode=0;
static int pointhack=0;
static GLubyte Squaredot[16] = { 0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff};
void bglBegin(int mode)
{
curmode= mode;
if(mode==GL_POINTS) {
float value[4];
glGetFloatv(GL_POINT_SIZE_RANGE, value);
if(value[1]<2.0) {
glGetFloatv(GL_POINT_SIZE, value);
pointhack= floor(value[0]+0.5);
if(pointhack>4) pointhack= 4;
}
else glBegin(mode);
}
}
void bglVertex3fv(float *vec)
{
switch(curmode) {
case GL_POINTS:
if(pointhack) {
glRasterPos3fv(vec);
glBitmap(pointhack, pointhack, (float)pointhack/2.0, (float)pointhack/2.0, 0.0, 0.0, Squaredot);
}
else glVertex3fv(vec);
break;
}
}
void bglVertex3f(float x, float y, float z)
{
switch(curmode) {
case GL_POINTS:
if(pointhack) {
glRasterPos3f(x, y, z);
glBitmap(pointhack, pointhack, (float)pointhack/2.0, (float)pointhack/2.0, 0.0, 0.0, Squaredot);
}
else glVertex3f(x, y, z);
break;
}
}
void bglVertex2fv(float *vec)
{
switch(curmode) {
case GL_POINTS:
if(pointhack) {
glRasterPos2fv(vec);
glBitmap(pointhack, pointhack, (float)pointhack/2, pointhack/2, 0.0, 0.0, Squaredot);
}
else glVertex2fv(vec);
break;
}
}
void bglEnd(void)
{
if(pointhack) pointhack= 0;
else glEnd();
}
/* *************** glPolygonOffset hack ************* */
// both temporal, so here for now (ton)
#include "BKE_global.h"
#include "DNA_view3d_types.h"
/* dist is only for ortho now... */
void bglPolygonOffset(float dist)
{
static float winmat[16], offset=0.0;
if(dist!=0.0) {
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]>0.5) offs= 0.00001*dist*G.vd->dist; // ortho tweaking
else offs= 0.0005*dist; // should be clipping value or so...
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);
}
}