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!
599 lines
15 KiB
C
599 lines
15 KiB
C
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <math.h>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "DNA_vec_types.h"
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#include "BKE_utildefines.h"
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#include "BLI_arithb.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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/* Invert line handling */
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#define glToggle(mode, onoff) (((onoff)?glEnable:glDisable)(mode))
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void set_inverted_drawing(int enable)
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{
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glLogicOp(enable?GL_INVERT:GL_COPY);
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/* Use GL_BLEND_EQUATION_EXT on sgi (if we have it),
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* apparently GL_COLOR_LOGIC_OP doesn't work on O2?
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* Is this an sgi bug or our bug?
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*/
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#if defined(__sgi) && defined(GL_BLEND_EQUATION_EXT)
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glBlendEquationEXT(enable?GL_LOGIC_OP:GL_FUNC_ADD_EXT);
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glToggle(GL_BLEND, enable);
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#else
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glToggle(GL_COLOR_LOGIC_OP, enable);
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#endif
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glToggle(GL_DITHER, !enable);
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}
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void sdrawXORline(int x0, int y0, int x1, int y1)
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{
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if(x0==x1 && y0==y1) return;
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set_inverted_drawing(1);
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glBegin(GL_LINES);
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glVertex2i(x0, y0);
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glVertex2i(x1, y1);
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glEnd();
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set_inverted_drawing(0);
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}
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void glutil_draw_front_xor_line(int x0, int y0, int x1, int y1)
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{
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glReadBuffer(GL_FRONT);
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glDrawBuffer(GL_FRONT);
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sdrawXORline(x0, y0, x1, y1);
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glFlush();
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glReadBuffer(GL_BACK);
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glDrawBuffer(GL_BACK);
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}
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void sdrawXORline4(int nr, int x0, int y0, int x1, int y1)
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{
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static short old[4][2][2];
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static char flags[4]= {0, 0, 0, 0};
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/* with builtin memory, max 4 lines */
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set_inverted_drawing(1);
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glBegin(GL_LINES);
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if(nr== -1) { /* flush */
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for (nr=0; nr<4; nr++) {
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if (flags[nr]) {
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glVertex2sv(old[nr][0]);
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glVertex2sv(old[nr][1]);
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flags[nr]= 0;
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}
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}
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} else {
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if(nr>=0 && nr<4) {
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if(flags[nr]) {
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glVertex2sv(old[nr][0]);
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glVertex2sv(old[nr][1]);
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}
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old[nr][0][0]= x0;
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old[nr][0][1]= y0;
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old[nr][1][0]= x1;
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old[nr][1][1]= y1;
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flags[nr]= 1;
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}
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glVertex2i(x0, y0);
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glVertex2i(x1, y1);
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}
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glEnd();
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set_inverted_drawing(0);
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}
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void fdrawXORcirc(float xofs, float yofs, float rad)
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{
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set_inverted_drawing(1);
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glPushMatrix();
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glTranslatef(xofs, yofs, 0.0);
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glutil_draw_lined_arc(0.0, M_PI*2.0, rad, 20);
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glPopMatrix();
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set_inverted_drawing(0);
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}
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void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments) {
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int i;
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glBegin(GL_TRIANGLE_FAN);
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glVertex2f(0.0, 0.0);
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for (i=0; i<nsegments; i++) {
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float t= (float) i/(nsegments-1);
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float cur= start + t*angle;
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glVertex2f(cos(cur)*radius, sin(cur)*radius);
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}
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glEnd();
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}
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void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments) {
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int i;
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glBegin(GL_LINE_STRIP);
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for (i=0; i<nsegments; i++) {
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float t= (float) i/(nsegments-1);
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float cur= start + t*angle;
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glVertex2f(cos(cur)*radius, sin(cur)*radius);
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}
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glEnd();
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}
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int glaGetOneInteger(int param)
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{
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GLint i;
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glGetIntegerv(param, &i);
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return i;
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}
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float glaGetOneFloat(int param)
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{
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GLfloat v;
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glGetFloatv(param, &v);
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return v;
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}
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void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y)
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{
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GLubyte dummy= 0;
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/* As long as known good coordinates are correct
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* this is guarenteed to generate an ok raster
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* position (ignoring potential (real) overflow
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* issues).
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*/
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glRasterPos2f(known_good_x, known_good_y);
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/* Now shift the raster position to where we wanted
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* it in the first place using the glBitmap trick.
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*/
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glBitmap(0, 0, 0, 0, x - known_good_x, y - known_good_y, &dummy);
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}
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static int get_cached_work_texture(int *w_r, int *h_r)
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{
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static GLint texid= -1;
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static int tex_w= 256;
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static int tex_h= 256;
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if (texid==-1) {
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GLint ltexid= glaGetOneInteger(GL_TEXTURE_2D);
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unsigned char *tbuf;
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glGenTextures(1, &texid);
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glBindTexture(GL_TEXTURE_2D, texid);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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tbuf= MEM_callocN(tex_w*tex_h*4, "tbuf");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tbuf);
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MEM_freeN(tbuf);
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glBindTexture(GL_TEXTURE_2D, ltexid);
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}
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*w_r= tex_w;
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*h_r= tex_h;
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return texid;
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}
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void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, void *rect)
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{
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unsigned char *uc_rect= (unsigned char*) rect;
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float *f_rect= (float *)rect;
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float xzoom= glaGetOneFloat(GL_ZOOM_X), yzoom= glaGetOneFloat(GL_ZOOM_Y);
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int ltexid= glaGetOneInteger(GL_TEXTURE_2D);
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int lrowlength= glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
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int subpart_x, subpart_y, tex_w, tex_h;
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int texid= get_cached_work_texture(&tex_w, &tex_h);
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int nsubparts_x= (img_w+(tex_w-1))/tex_w;
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int nsubparts_y= (img_h+(tex_h-1))/tex_h;
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glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
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glBindTexture(GL_TEXTURE_2D, texid);
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for (subpart_y=0; subpart_y<nsubparts_y; subpart_y++) {
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for (subpart_x=0; subpart_x<nsubparts_x; subpart_x++) {
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int subpart_w= (subpart_x==nsubparts_x-1)?(img_w-subpart_x*tex_w):tex_w;
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int subpart_h= (subpart_y==nsubparts_y-1)?(img_h-subpart_y*tex_h):tex_h;
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float rast_x= x+subpart_x*tex_w*xzoom;
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float rast_y= y+subpart_y*tex_h*yzoom;
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if(format==GL_FLOAT)
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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]);
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else
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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]);
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glColor3ub(255, 255, 255);
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2f(rast_x, rast_y);
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glTexCoord2f((float) subpart_w/tex_w, 0);
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glVertex2f(rast_x+subpart_w*xzoom, rast_y);
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glTexCoord2f((float) subpart_w/tex_w, (float) subpart_h/tex_h);
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glVertex2f(rast_x+subpart_w*xzoom, rast_y+subpart_h*yzoom);
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glTexCoord2f(0, (float) subpart_h/tex_h);
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glVertex2f(rast_x, rast_y+subpart_h*yzoom);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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}
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}
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glBindTexture(GL_TEXTURE_2D, ltexid);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, lrowlength);
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}
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void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect)
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{
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float xzoom= glaGetOneFloat(GL_ZOOM_X);
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float yzoom= glaGetOneFloat(GL_ZOOM_Y);
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/* The pixel space coordinate of the intersection of
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* the [zoomed] image with the origin.
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*/
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float ix= -x/xzoom;
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float iy= -y/yzoom;
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/* The maximum pixel amounts the image can be cropped
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* at the lower left without exceeding the origin.
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*/
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int off_x= floor(MAX2(ix, 0));
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int off_y= floor(MAX2(iy, 0));
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/* The zoomed space coordinate of the raster position
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* (starting at the lower left most unclipped pixel).
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*/
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float rast_x= x + off_x*xzoom;
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float rast_y= y + off_y*yzoom;
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GLfloat scissor[4];
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int draw_w, draw_h;
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/* Determine the smallest number of pixels we need to draw
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* before the image would go off the upper right corner.
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*
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* It may seem this is just an optimization but some graphics
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* cards (ATI) freak out if there is a large zoom factor and
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* a large number of pixels off the screen (probably at some
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* level the number of image pixels to draw is getting multiplied
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* by the zoom and then clamped). Making sure we draw the
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* fewest pixels possible keeps everyone mostly happy (still
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* fails if we zoom in on one really huge pixel so that it
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* covers the entire screen).
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*/
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glGetFloatv(GL_SCISSOR_BOX, scissor);
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draw_w = MIN2(img_w-off_x, ceil((scissor[2]-rast_x)/xzoom));
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draw_h = MIN2(img_h-off_y, ceil((scissor[3]-rast_y)/yzoom));
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if (draw_w>0 && draw_h>0) {
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int old_row_length = glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
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/* Don't use safe RasterPos (slower) if we can avoid it. */
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if (rast_x>=0 && rast_y>=0) {
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glRasterPos2f(rast_x, rast_y);
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} else {
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glaRasterPosSafe2f(rast_x, rast_y, 0, 0);
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, row_w);
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if(format==GL_LUMINANCE || format==GL_RED) {
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if(type==GL_FLOAT) {
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float *f_rect= (float *)rect;
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glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y*row_w + off_x));
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}
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else if(type==GL_INT || type==GL_UNSIGNED_INT) {
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int *i_rect= (int *)rect;
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glDrawPixels(draw_w, draw_h, format, type, i_rect + (off_y*row_w + off_x));
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}
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}
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else { /* RGBA */
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if(type==GL_FLOAT) {
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float *f_rect= (float *)rect;
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glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y*row_w + off_x)*4);
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}
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else if(type==GL_UNSIGNED_BYTE) {
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unsigned char *uc_rect= (unsigned char *) rect;
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glDrawPixels(draw_w, draw_h, format, type, uc_rect + (off_y*row_w + off_x)*4);
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}
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, old_row_length);
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}
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}
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/* 2D Drawing Assistance */
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void glaDefine2DArea(rcti *screen_rect)
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{
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int sc_w= screen_rect->xmax - screen_rect->xmin;
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int sc_h= screen_rect->ymax - screen_rect->ymin;
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glViewport(screen_rect->xmin, screen_rect->ymin, sc_w, sc_h);
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glScissor(screen_rect->xmin, screen_rect->ymin, sc_w, sc_h);
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/* The 0.375 magic number is to shift the matrix so that
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* both raster and vertex integer coordinates fall at pixel
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* centers properly. For a longer discussion see the OpenGL
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* Programming Guide, Appendix H, Correctness Tips.
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*/
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0, sc_w, 0.0, sc_h, -1, 1);
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glTranslatef(0.375, 0.375, 0.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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struct gla2DDrawInfo {
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int orig_vp[4], orig_sc[4];
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float orig_projmat[16], orig_viewmat[16];
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rcti screen_rect;
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rctf world_rect;
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float wo_to_sc[2];
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};
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void gla2DGetMap(gla2DDrawInfo *di, rctf *rect)
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{
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*rect= di->world_rect;
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}
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void gla2DSetMap(gla2DDrawInfo *di, rctf *rect)
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{
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int sc_w, sc_h;
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float wo_w, wo_h;
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di->world_rect= *rect;
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sc_w= (di->screen_rect.xmax-di->screen_rect.xmin);
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sc_h= (di->screen_rect.ymax-di->screen_rect.ymin);
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wo_w= (di->world_rect.xmax-di->world_rect.xmin);
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wo_h= (di->world_rect.ymax-di->world_rect.ymin);
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di->wo_to_sc[0]= sc_w/wo_w;
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di->wo_to_sc[1]= sc_h/wo_h;
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}
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gla2DDrawInfo *glaBegin2DDraw(rcti *screen_rect, rctf *world_rect)
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{
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gla2DDrawInfo *di= MEM_mallocN(sizeof(*di), "gla2DDrawInfo");
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int sc_w, sc_h;
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float wo_w, wo_h;
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glGetIntegerv(GL_VIEWPORT, (GLint *)di->orig_vp);
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glGetIntegerv(GL_SCISSOR_BOX, (GLint *)di->orig_sc);
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glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *)di->orig_projmat);
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|
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);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|