Files
test2/source/blender/src/glutil.c
Ton Roosendaal 042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

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

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

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

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

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

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

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

599 lines
15 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>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "MEM_guardedalloc.h"
#include "DNA_vec_types.h"
#include "BKE_utildefines.h"
#include "BLI_arithb.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);
}
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);
}
}