diff options
Diffstat (limited to 'source/blender/editors/screen/glutil.c')
-rw-r--r-- | source/blender/editors/screen/glutil.c | 646 |
1 files changed, 163 insertions, 483 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c index 216cbe9d7f4..2eb981467f2 100644 --- a/source/blender/editors/screen/glutil.c +++ b/source/blender/editors/screen/glutil.c @@ -49,133 +49,11 @@ #include "IMB_imbuf_types.h" #include "GPU_basic_shader.h" +#include "GPU_immediate.h" +#include "GPU_matrix.h" #include "UI_interface.h" -#ifndef GL_CLAMP_TO_EDGE -#define GL_CLAMP_TO_EDGE 0x812F -#endif - -/* UNUSED */ -#if 0 -void fdrawbezier(float vec[4][3]) -{ - float dist; - float curve_res = 24, spline_step = 0.0f; - - dist = 0.5f * fabsf(vec[0][0] - vec[3][0]); - - /* check direction later, for top sockets */ - vec[1][0] = vec[0][0] + dist; - vec[1][1] = vec[0][1]; - - vec[2][0] = vec[3][0] - dist; - vec[2][1] = vec[3][1]; - /* we can reuse the dist variable here to increment the GL curve eval amount */ - dist = 1.0f / curve_res; - - cpack(0x0); - glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, vec[0]); - glBegin(GL_LINE_STRIP); - while (spline_step < 1.000001f) { -#if 0 - if (do_shaded) - UI_ThemeColorBlend(th_col1, th_col2, spline_step); -#endif - glEvalCoord1f(spline_step); - spline_step += dist; - } - glEnd(); -} -#endif - -void fdrawline(float x1, float y1, float x2, float y2) -{ - glBegin(GL_LINES); - glVertex2f(x1, y1); - glVertex2f(x2, y2); - glEnd(); -} - -void fdrawbox(float x1, float y1, float x2, float y2) -{ - glBegin(GL_LINE_LOOP); - - glVertex2f(x1, y1); - glVertex2f(x1, y2); - glVertex2f(x2, y2); - glVertex2f(x2, y1); - - glEnd(); -} - -void fdrawcheckerboard(float x1, float y1, float x2, float y2) -{ - unsigned char col1[4] = {40, 40, 40}, col2[4] = {50, 50, 50}; - - glColor3ubv(col1); - glRectf(x1, y1, x2, y2); - glColor3ubv(col2); - - GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR); - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_CHECKER_8PX); - glRectf(x1, y1, x2, y2); - GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); -} - -void sdrawline(int x1, int y1, int x2, int y2) -{ - glBegin(GL_LINES); - glVertex2i(x1, y1); - glVertex2i(x2, y2); - glEnd(); -} - -/* UNUSED */ -#if 0 -/* - * x1,y2 - * | \ - * | \ - * | \ - * x1,y1-- x2,y1 - */ - -static void sdrawtripoints(int x1, int y1, int x2, int y2) -{ - glVertex2i(x1, y1); - glVertex2i(x1, y2); - glVertex2i(x2, y1); -} - -void sdrawtri(int x1, int y1, int x2, int y2) -{ - glBegin(GL_LINE_STRIP); - sdrawtripoints(x1, y1, x2, y2); - glEnd(); -} - -void sdrawtrifill(int x1, int y1, int x2, int y2) -{ - glBegin(GL_TRIANGLES); - sdrawtripoints(x1, y1, x2, y2); - glEnd(); -} -#endif - -void sdrawbox(int x1, int y1, int x2, int y2) -{ - glBegin(GL_LINE_LOOP); - - glVertex2i(x1, y1); - glVertex2i(x1, y2); - glVertex2i(x2, y2); - glVertex2i(x2, y1); - - glEnd(); -} - - /* ******************************************** */ void setlinestyle(int nr) @@ -204,122 +82,6 @@ void set_inverted_drawing(int enable) GL_TOGGLE(GL_DITHER, !enable); } -/* UNUSED */ -#if 0 -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 sdrawXORline4(int nr, int x0, int y0, int x1, int y1) -{ - static int 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]) { - glVertex2iv(old[nr][0]); - glVertex2iv(old[nr][1]); - flags[nr] = 0; - } - } - } - else { - if (nr >= 0 && nr < 4) { - if (flags[nr]) { - glVertex2iv(old[nr][0]); - glVertex2iv(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 fdrawXORellipse(float xofs, float yofs, float hw, float hh) -{ - if (hw == 0) return; - - set_inverted_drawing(1); - - glPushMatrix(); - glTranslatef(xofs, yofs, 0.0f); - glScalef(1.0f, hh / hw, 1.0f); - glutil_draw_lined_arc(0.0, M_PI * 2.0, hw, 20); - glPopMatrix(); - - set_inverted_drawing(0); -} - -#endif - -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(cosf(cur) * radius, sinf(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(cosf(cur) * radius, sinf(cur) * radius); - } - glEnd(); -} - float glaGetOneFloat(int param) { GLfloat v; @@ -375,24 +137,66 @@ static int get_cached_work_texture(int *r_w, int *r_h) return texid; } -void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, +static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state) +{ + VertexFormat *vert_format = immVertexFormat(); + state->pos = VertexFormat_add_attrib(vert_format, "pos", COMP_F32, 2, KEEP_FLOAT); + state->texco = VertexFormat_add_attrib(vert_format, "texCoord", COMP_F32, 2, KEEP_FLOAT); +} + +/* To be used before calling immDrawPixelsTex + * Default shader is GPU_SHADER_2D_IMAGE_COLOR + * You can still set uniforms with : + * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0); + * */ +IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin) +{ + IMMDrawPixelsTexState state; + immDrawPixelsTexSetupAttributes(&state); + + state.shader = GPU_shader_get_builtin_shader(builtin); + + /* Shader will be unbind by immUnbindProgram in immDrawPixelsTexScaled_clipping */ + immBindBuiltinProgram(builtin); + immUniform1i("image", 0); + state.do_shader_unbind = true; + + return state; +} + +/* Use the currently bound shader. + * + * Use immDrawPixelsTexSetup to bind the shader you + * want before calling immDrawPixelsTex. + * + * If using a special shader double check it uses the same + * attributes "pos" "texCoord" and uniform "image". + * + * If color is NULL then use white by default + * + * Be also aware that this function unbinds the shader when + * it's finished. + * */ +void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state, + float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY, float clip_min_x, float clip_min_y, - float clip_max_x, float clip_max_y) + float clip_max_x, float clip_max_y, + float xzoom, float yzoom, float color[4]) { unsigned char *uc_rect = (unsigned char *) rect; const float *f_rect = (float *)rect; - float xzoom = glaGetOneFloat(GL_ZOOM_X), yzoom = glaGetOneFloat(GL_ZOOM_Y); int subpart_x, subpart_y, tex_w, tex_h; int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y; int texid = get_cached_work_texture(&tex_w, &tex_h); int components; const bool use_clipping = ((clip_min_x < clip_max_x) && (clip_min_y < clip_max_y)); + float white[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + + GLint unpack_row_length; + glGetIntegerv(GL_UNPACK_ROW_LENGTH, &unpack_row_length); - /* Specify the color outside this function, and tex will modulate it. - * This is useful for changing alpha without using glPixelTransferf() - */ glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w); glBindTexture(GL_TEXTURE_2D, texid); @@ -401,18 +205,12 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, zoomfilter); -#if defined(__APPLE__) && 0 - /* [merwin] disable this workaround and see if anyone is affected. If not scrap it! Also at end of this function */ - /* workaround for os x 10.5/10.6 driver bug: http://lists.apple.com/archives/Mac-opengl/2008/Jul/msg00117.html */ - glPixelZoom(1.0f, 1.0f); -#endif - /* setup seamless 2=on, 0=off */ seamless = ((tex_w < img_w || tex_h < img_h) && tex_w > 2 && tex_h > 2) ? 2 : 0; - + offset_x = tex_w - seamless; offset_y = tex_h - seamless; - + nsubparts_x = (img_w + (offset_x - 1)) / (offset_x); nsubparts_y = (img_h + (offset_y - 1)) / (offset_y); @@ -420,7 +218,7 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, components = 4; else if (format == GL_RGB) components = 3; - else if (ELEM(format, GL_LUMINANCE, GL_ALPHA)) + else if (format == GL_RED) components = 1; else { BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled"); @@ -436,6 +234,7 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, * it's possible to use GL_RGBA16F_ARB */ + /* TODO viewport : remove extension */ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, tex_w, tex_h, 0, format, GL_FLOAT, NULL); } else { @@ -443,6 +242,16 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL); } + unsigned int pos = state->pos, texco = state->texco; + + /* optional */ + /* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since + * it does not need color. + */ + if (state->shader != NULL && GPU_shader_get_uniform(state->shader, "color") != -1) { + immUniformColor4fv((color) ? color : white); + } + for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) { for (subpart_x = 0; subpart_x < nsubparts_x; subpart_x++) { int remainder_x = img_w - subpart_x * offset_x; @@ -474,7 +283,7 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, if (type == GL_FLOAT) { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]); - + /* add an extra border of pixels so linear looks ok at edges of full image */ if (subpart_w < tex_w) glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); @@ -485,7 +294,7 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]); - + if (subpart_w < tex_w) glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); if (subpart_h < tex_h) @@ -494,158 +303,55 @@ void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); } - GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); - glBegin(GL_QUADS); - glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h); - glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom); + immBegin(PRIM_TRIANGLE_FAN, 4); + immAttrib2f(texco, (float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h); + immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom); - glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h); - glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom); + immAttrib2f(texco, (float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h); + immVertex2f(pos, rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom); - glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h); - glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY); + immAttrib2f(texco, (float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h); + immVertex2f(pos, rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY); - glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h); - glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY); - glEnd(); - GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); + immAttrib2f(texco, (float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h); + immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY); + immEnd(); } } + if (state->do_shader_unbind) { + immUnbindProgram(); + } + glBindTexture(GL_TEXTURE_2D, 0); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - -#if defined(__APPLE__) && 0 - /* workaround for os x 10.5/10.6 driver bug (above) */ - glPixelZoom(xzoom, yzoom); -#endif + glPixelStorei(GL_UNPACK_ROW_LENGTH, unpack_row_length); } -void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, +void immDrawPixelsTexScaled(IMMDrawPixelsTexState *state, + float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, - float scaleX, float scaleY) + float scaleX, float scaleY, float xzoom, float yzoom, float color[4]) { - glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, - scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f); + immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, + scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color); } -void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect) +void immDrawPixelsTex(IMMDrawPixelsTexState *state, + float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, + float xzoom, float yzoom, float color[4]) { - glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f, - 0.0f, 0.0f, 0.0f, 0.0f); + immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f, + 0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color); } -void glaDrawPixelsTex_clipping(float x, float y, int img_w, int img_h, +void immDrawPixelsTex_clipping(IMMDrawPixelsTexState *state, + float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, - float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y) -{ - glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f, - clip_min_x, clip_min_y, clip_max_x, clip_max_y); -} - -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(max_ff(ix, 0.0f)); - int off_y = floor(max_ff(iy, 0.0f)); - - /* 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 viewport[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_VIEWPORT, viewport); - draw_w = min_ii(img_w - off_x, ceil((viewport[2] - rast_x) / xzoom)); - draw_h = min_ii(img_h - off_y, ceil((viewport[3] - rast_y) / yzoom)); - - if (draw_w > 0 && draw_h > 0) { - - int bound_options; - GPU_BASIC_SHADER_DISABLE_AND_STORE(bound_options); - - /* 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) { - const 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) { - const 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) { - const 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, 0); - - GPU_BASIC_SHADER_ENABLE_AND_RESTORE(bound_options); - } -} - -/* uses either DrawPixelsSafe or DrawPixelsTex, based on user defined maximum */ -void glaDrawPixelsAuto_clipping(float x, float y, int img_w, int img_h, - int format, int type, int zoomfilter, void *rect, - float clip_min_x, float clip_min_y, - float clip_max_x, float clip_max_y) + float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y, + float xzoom, float yzoom, float color[4]) { - if (U.image_draw_method != IMAGE_DRAW_METHOD_DRAWPIXELS) { - glColor4f(1.0, 1.0, 1.0, 1.0); - glaDrawPixelsTex_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, - clip_min_x, clip_min_y, clip_max_x, clip_max_y); - } - else { - glaDrawPixelsSafe(x, y, img_w, img_h, img_w, format, type, rect); - } -} - -void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect) -{ - glaDrawPixelsAuto_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, - 0.0f, 0.0f, 0.0f, 0.0f); + immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f, + clip_min_x, clip_min_y, clip_max_x, clip_max_y, xzoom, yzoom, color); } /* 2D Drawing Assistance */ @@ -664,15 +370,12 @@ void glaDefine2DArea(rcti *screen_rect) * Programming Guide, Appendix H, Correctness Tips. */ - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(0.0, sc_w, 0.0, sc_h, -1, 1); - glTranslatef(GLA_PIXEL_OFS, GLA_PIXEL_OFS, 0.0); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + gpuOrtho2D(GLA_PIXEL_OFS, sc_w + GLA_PIXEL_OFS, GLA_PIXEL_OFS, sc_h + GLA_PIXEL_OFS); + gpuLoadIdentity(); } +/* TODO(merwin): put the following 2D code to use, or build new 2D code inspired & informd by it */ + #if 0 /* UNUSED */ struct gla2DDrawInfo { @@ -726,8 +429,8 @@ gla2DDrawInfo *glaBegin2DDraw(rcti *screen_rect, rctf *world_rect) 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); + gpuGetProjectionMatrix(di->orig_projmat); + gpuGetModelViewMatrix(di->orig_viewmat); di->screen_rect = *screen_rect; if (world_rect) { @@ -778,42 +481,14 @@ 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); + gpuLoadProjectionMatrix(di->orig_projmat); + gpuLoadMatrix(di->orig_viewmat); MEM_freeN(di); } -#endif +#endif /* UNUSED */ -/* Uses current OpenGL state to get view matrices for gluProject/gluUnProject */ -void bgl_get_mats(bglMats *mats) -{ - const double badvalue = 1.0e-6; - - glGetDoublev(GL_MODELVIEW_MATRIX, mats->modelview); - glGetDoublev(GL_PROJECTION_MATRIX, mats->projection); - glGetIntegerv(GL_VIEWPORT, (GLint *)mats->viewport); - - /* Very strange code here - it seems that certain bad values in the - * modelview matrix can cause gluUnProject to give bad results. */ - if (mats->modelview[0] < badvalue && - mats->modelview[0] > -badvalue) - { - mats->modelview[0] = 0; - } - if (mats->modelview[5] < badvalue && - mats->modelview[5] > -badvalue) - { - mats->modelview[5] = 0; - } - - /* Set up viewport so that gluUnProject will give correct values */ - mats->viewport[0] = 0; - mats->viewport[1] = 0; -} /* *************** glPolygonOffset hack ************* */ @@ -831,8 +506,7 @@ void bglPolygonOffset(float viewdist, float dist) // glPolygonOffset(-1.0, -1.0); /* hack below is to mimic polygon offset */ - glMatrixMode(GL_PROJECTION); - glGetFloatv(GL_PROJECTION_MATRIX, (float *)winmat); + gpuGetProjectionMatrix(winmat); /* dist is from camera to center point */ @@ -863,17 +537,13 @@ void bglPolygonOffset(float viewdist, float dist) 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); } + + gpuLoadProjectionMatrix(winmat); } /* **** Color management helper functions for GLSL display/transform ***** */ @@ -883,7 +553,8 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter, ColorManagedViewSettings *view_settings, ColorManagedDisplaySettings *display_settings, float clip_min_x, float clip_min_y, - float clip_max_x, float clip_max_y) + float clip_max_x, float clip_max_y, + float zoom_x, float zoom_y) { bool force_fallback = false; bool need_fallback = true; @@ -902,6 +573,11 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter, if (force_fallback == false) { int ok; + IMMDrawPixelsTexState state = {0}; + /* We want GLSL state to be fully handled by OCIO. */ + state.do_shader_unbind = false; + immDrawPixelsTexSetupAttributes(&state); + if (ibuf->rect_float) { if (ibuf->float_colorspace) { ok = IMB_colormanagement_setup_glsl_draw_from_space(view_settings, display_settings, @@ -920,8 +596,6 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter, } if (ok) { - glColor4f(1.0, 1.0, 1.0, 1.0); - if (ibuf->rect_float) { int format = 0; @@ -933,16 +607,20 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter, BLI_assert(!"Incompatible number of channels for GLSL display"); if (format != 0) { - glaDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, format, GL_FLOAT, + immDrawPixelsTex_clipping(&state, + x, y, ibuf->x, ibuf->y, format, GL_FLOAT, zoomfilter, ibuf->rect_float, - clip_min_x, clip_min_y, clip_max_x, clip_max_y); + clip_min_x, clip_min_y, clip_max_x, clip_max_y, + zoom_x, zoom_y, NULL); } } else if (ibuf->rect) { /* ibuf->rect is always RGBA */ - glaDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, + immDrawPixelsTex_clipping(&state, + x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, zoomfilter, ibuf->rect, - clip_min_x, clip_min_y, clip_max_x, clip_max_y); + clip_min_x, clip_min_y, clip_max_x, clip_max_y, + zoom_x, zoom_y, NULL); } IMB_colormanagement_finish_glsl_draw(); @@ -959,9 +637,12 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter, display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle); if (display_buffer) { - glaDrawPixelsAuto_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, - zoomfilter, display_buffer, - clip_min_x, clip_min_y, clip_max_x, clip_max_y); + IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR); + immDrawPixelsTex_clipping(&state, + x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, + zoomfilter, display_buffer, + clip_min_x, clip_min_y, clip_max_x, clip_max_y, + zoom_x, zoom_y, NULL); } IMB_display_buffer_release(cache_handle); @@ -970,10 +651,11 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter, void glaDrawImBuf_glsl(ImBuf *ibuf, float x, float y, int zoomfilter, ColorManagedViewSettings *view_settings, - ColorManagedDisplaySettings *display_settings) + ColorManagedDisplaySettings *display_settings, + float zoom_x, float zoom_y) { glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings, - 0.0f, 0.0f, 0.0f, 0.0f); + 0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y); } void glaDrawImBuf_glsl_ctx_clipping(const bContext *C, @@ -981,7 +663,8 @@ void glaDrawImBuf_glsl_ctx_clipping(const bContext *C, float x, float y, int zoomfilter, float clip_min_x, float clip_min_y, - float clip_max_x, float clip_max_y) + float clip_max_x, float clip_max_y, + float zoom_x, float zoom_y) { ColorManagedViewSettings *view_settings; ColorManagedDisplaySettings *display_settings; @@ -989,22 +672,19 @@ void glaDrawImBuf_glsl_ctx_clipping(const bContext *C, IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings); glaDrawImBuf_glsl_clipping(ibuf, x, y, zoomfilter, view_settings, display_settings, - clip_min_x, clip_min_y, clip_max_x, clip_max_y); -} - -void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter) -{ - glaDrawImBuf_glsl_ctx_clipping(C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f); + clip_min_x, clip_min_y, clip_max_x, clip_max_y, + zoom_x, zoom_y); } -void cpack(unsigned int x) +void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter, + float zoom_x, float zoom_y) { - glColor3ub(( (x) & 0xFF), - (((x) >> 8) & 0xFF), - (((x) >> 16) & 0xFF)); + glaDrawImBuf_glsl_ctx_clipping(C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y); } -void glaDrawBorderCorners(const rcti *border, float zoomx, float zoomy) +/* don't move to GPU_immediate_util.h because this uses user-prefs + * and isn't very low level */ +void immDrawBorderCorners(unsigned int pos, const rcti *border, float zoomx, float zoomy) { float delta_x = 4.0f * UI_DPI_FAC / zoomx; float delta_y = 4.0f * UI_DPI_FAC / zoomy; @@ -1013,30 +693,30 @@ void glaDrawBorderCorners(const rcti *border, float zoomx, float zoomy) delta_y = min_ff(delta_y, border->ymax - border->ymin); /* left bottom corner */ - glBegin(GL_LINE_STRIP); - glVertex2f(border->xmin, border->ymin + delta_y); - glVertex2f(border->xmin, border->ymin); - glVertex2f(border->xmin + delta_x, border->ymin); - glEnd(); + immBegin(PRIM_LINE_STRIP, 3); + immVertex2f(pos, border->xmin, border->ymin + delta_y); + immVertex2f(pos, border->xmin, border->ymin); + immVertex2f(pos, border->xmin + delta_x, border->ymin); + immEnd(); /* left top corner */ - glBegin(GL_LINE_STRIP); - glVertex2f(border->xmin, border->ymax - delta_y); - glVertex2f(border->xmin, border->ymax); - glVertex2f(border->xmin + delta_x, border->ymax); - glEnd(); + immBegin(PRIM_LINE_STRIP, 3); + immVertex2f(pos, border->xmin, border->ymax - delta_y); + immVertex2f(pos, border->xmin, border->ymax); + immVertex2f(pos, border->xmin + delta_x, border->ymax); + immEnd(); /* right bottom corner */ - glBegin(GL_LINE_STRIP); - glVertex2f(border->xmax - delta_x, border->ymin); - glVertex2f(border->xmax, border->ymin); - glVertex2f(border->xmax, border->ymin + delta_y); - glEnd(); + immBegin(PRIM_LINE_STRIP, 3); + immVertex2f(pos, border->xmax - delta_x, border->ymin); + immVertex2f(pos, border->xmax, border->ymin); + immVertex2f(pos, border->xmax, border->ymin + delta_y); + immEnd(); /* right top corner */ - glBegin(GL_LINE_STRIP); - glVertex2f(border->xmax - delta_x, border->ymax); - glVertex2f(border->xmax, border->ymax); - glVertex2f(border->xmax, border->ymax - delta_y); - glEnd(); + immBegin(PRIM_LINE_STRIP, 3); + immVertex2f(pos, border->xmax - delta_x, border->ymax); + immVertex2f(pos, border->xmax, border->ymax); + immVertex2f(pos, border->xmax, border->ymax - delta_y); + immEnd(); } |