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Diffstat (limited to 'source/blender/windowmanager/intern/wm_subwindow.c')
-rw-r--r--source/blender/windowmanager/intern/wm_subwindow.c528
1 files changed, 528 insertions, 0 deletions
diff --git a/source/blender/windowmanager/intern/wm_subwindow.c b/source/blender/windowmanager/intern/wm_subwindow.c
new file mode 100644
index 00000000000..cfd111d355c
--- /dev/null
+++ b/source/blender/windowmanager/intern/wm_subwindow.c
@@ -0,0 +1,528 @@
+/**
+ * $Id: mywindow.c 9584 2007-01-03 13:45:03Z ton $
+ *
+ * ***** BEGIN GPL 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.
+ *
+ * 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.
+ *
+ * Contributor(s): 2007 Blender Foundation (refactor)
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ *
+ *
+ * Subwindow opengl handling.
+ * BTW: subwindows open/close in X11 are way too slow, tried it, and choose for my own system... (ton)
+ *
+ */
+
+#include <string.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_windowmanager_types.h"
+#include "DNA_screen_types.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+
+#include "BKE_global.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "WM_api.h"
+#include "wm_subwindow.h"
+#include "wm_window.h"
+
+/* wmSubWindow stored in wmWindow... but not exposed outside this C file */
+/* it seems a bit redundant (area regions can store it too, but we keep it
+ because we can store all kind of future opengl fanciness here */
+
+/* we use indices and array because:
+ - index has safety, no pointers from this C file hanging around
+ - fast lookups of indices with array, list would give overhead
+ - old code used it this way...
+ - keep option open to have 2 screens using same window
+*/
+
+typedef struct wmSubWindow {
+ struct wmSubWindow *next, *prev;
+
+ rcti winrct;
+ int swinid;
+
+ float viewmat[4][4], winmat[4][4];
+} wmSubWindow;
+
+
+/* ******************* open, free, set, get data ******************** */
+
+/* not subwindow itself */
+static void wm_subwindow_free(wmSubWindow *swin)
+{
+ /* future fancy stuff */
+}
+
+void wm_subwindows_free(wmWindow *win)
+{
+ wmSubWindow *swin;
+
+ for(swin= win->subwindows.first; swin; swin= swin->next)
+ wm_subwindow_free(swin);
+
+ BLI_freelistN(&win->subwindows);
+}
+
+
+int wm_subwindow_get(wmWindow *win)
+{
+ if(win->curswin)
+ return win->curswin->swinid;
+ return 0;
+}
+
+static wmSubWindow *swin_from_swinid(wmWindow *win, int swinid)
+{
+ wmSubWindow *swin;
+
+ for(swin= win->subwindows.first; swin; swin= swin->next)
+ if(swin->swinid==swinid)
+ break;
+ return swin;
+}
+
+void wm_subwindow_getsize(wmWindow *win, int swinid, int *x, int *y)
+{
+ wmSubWindow *swin= swin_from_swinid(win, swinid);
+
+ if(swin) {
+ *x= swin->winrct.xmax - swin->winrct.xmin + 1;
+ *y= swin->winrct.ymax - swin->winrct.ymin + 1;
+ }
+}
+
+void wm_subwindow_getorigin(wmWindow *win, int swinid, int *x, int *y)
+{
+ wmSubWindow *swin= swin_from_swinid(win, swinid);
+
+ if(swin) {
+ *x= swin->winrct.xmin;
+ *y= swin->winrct.ymin;
+ }
+}
+
+void wm_subwindow_getmatrix(wmWindow *win, int swinid, float mat[][4])
+{
+ wmSubWindow *swin= swin_from_swinid(win, swinid);
+
+ if(swin)
+ Mat4MulMat4(mat, swin->viewmat, swin->winmat);
+}
+
+void wm_subwindow_set(wmWindow *win, int swinid)
+{
+ wmSubWindow *swin= swin_from_swinid(win, swinid);
+ int width, height;
+
+ if(swin==NULL) {
+ printf("wm_subwindow_set %d: doesn't exist\n", swinid);
+ return;
+ }
+
+ win->curswin= swin;
+ wm_subwindow_getsize(win, swinid, &width, &height);
+
+ glViewport(swin->winrct.xmin, swin->winrct.ymin, width, height);
+ glScissor(swin->winrct.xmin, swin->winrct.ymin, width, height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(&swin->winmat[0][0]);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(&swin->viewmat[0][0]);
+
+ glFlush();
+
+}
+
+/* always sets pixel-precise 2D window/view matrices */
+/* coords is in whole pixels. xmin = 15, xmax= 16: means window is 2 pix big */
+int wm_subwindow_open(wmWindow *win, rcti *winrct)
+{
+ wmSubWindow *swin;
+ int width, height;
+ int freewinid= 1;
+
+ for(swin= win->subwindows.first; swin; swin= swin->next)
+ if(freewinid <= swin->swinid)
+ freewinid= swin->swinid+1;
+
+ win->curswin= swin= MEM_callocN(sizeof(wmSubWindow), "swinopen");
+ BLI_addtail(&win->subwindows, swin);
+
+ if(G.f & G_DEBUG) printf("swin %d added\n", freewinid);
+ swin->swinid= freewinid;
+ swin->winrct= *winrct;
+
+ Mat4One(swin->viewmat);
+ Mat4One(swin->winmat);
+
+ /* and we appy it all right away */
+ wm_subwindow_set(win, swin->swinid);
+
+ /* extra service */
+ wm_subwindow_getsize(win, swin->swinid, &width, &height);
+ wmOrtho2(win, -0.375, (float)width-0.375, -0.375, (float)height-0.375);
+ wmLoadIdentity(win);
+
+ return swin->swinid;
+}
+
+
+void wm_subwindow_close(wmWindow *win, int swinid)
+{
+ wmSubWindow *swin= swin_from_swinid(win, swinid);
+
+ if (swin) {
+ if (swin==win->curswin)
+ win->curswin= NULL;
+ wm_subwindow_free(swin);
+ BLI_remlink(&win->subwindows, swin);
+ MEM_freeN(swin);
+ }
+ else {
+ printf("wm_subwindow_close: Internal error, bad winid: %d\n", swinid);
+ }
+
+}
+
+/* pixels go from 0-99 for a 100 pixel window */
+void wm_subwindow_position(wmWindow *win, int swinid, rcti *winrct)
+{
+ wmSubWindow *swin= swin_from_swinid(win, swinid);
+
+ if(swin) {
+ int width, height;
+
+ swin->winrct= *winrct;
+
+ /* CRITICAL, this clamping ensures that
+ * the viewport never goes outside the screen
+ * edges (assuming the x, y coords aren't
+ * outside). This caused a hardware lock
+ * on Matrox cards if it happens.
+ *
+ * Really Blender should never _ever_ try
+ * to do such a thing, but just to be safe
+ * clamp it anyway (or fix the bScreen
+ * scaling routine, and be damn sure you
+ * fixed it). - zr (2001!)
+ */
+
+ if (swin->winrct.xmax >= win->sizex)
+ swin->winrct.xmax= win->sizex-1;
+ if (swin->winrct.ymax >= win->sizey)
+ swin->winrct.ymax= win->sizey-1;
+
+ /* extra service */
+ wm_subwindow_set(win, swinid);
+ wm_subwindow_getsize(win, swinid, &width, &height);
+ wmOrtho2(win, -0.375, (float)width-0.375, -0.375, (float)height-0.375);
+ }
+ else {
+ printf("wm_subwindow_position: Internal error, bad winid: %d\n", swinid);
+ }
+}
+
+/* ---------------- WM versions of OpenGL calls, using glBlah() syntax ------------------------ */
+/* ----------------- exported in WM_api.h ------------------------------------------------------ */
+
+
+void wmLoadMatrix(wmWindow *win, float mat[][4])
+{
+ if(win->curswin==NULL) return;
+
+ glLoadMatrixf(mat);
+
+ if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
+ Mat4CpyMat4(win->curswin->viewmat, mat);
+ else
+ Mat4CpyMat4(win->curswin->winmat, mat);
+}
+
+void wmGetMatrix(wmWindow *win, float mat[][4])
+{
+ if(win->curswin==NULL) return;
+
+ if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW) {
+ Mat4CpyMat4(mat, win->curswin->viewmat);
+ } else {
+ Mat4CpyMat4(mat, win->curswin->winmat);
+ }
+}
+
+void wmMultMatrix(wmWindow *win, float mat[][4])
+{
+ if(win->curswin==NULL) return;
+
+ glMultMatrixf((float*) mat);
+
+ if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
+ glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->viewmat);
+ else
+ glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->winmat);
+}
+
+void wmGetSingleMatrix(wmWindow *win, float mat[][4])
+{
+ if(win->curswin)
+ Mat4MulMat4(mat, win->curswin->viewmat, win->curswin->winmat);
+}
+
+void wmScale(wmWindow *win, float x, float y, float z)
+{
+ if(win->curswin==NULL) return;
+
+ glScalef(x, y, z);
+
+ if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
+ glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->viewmat);
+ else
+ glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->winmat);
+
+}
+
+void wmLoadIdentity(wmWindow *win)
+{
+ if(win->curswin==NULL) return;
+
+ if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
+ Mat4One(win->curswin->viewmat);
+ else
+ Mat4One(win->curswin->winmat);
+
+ glLoadIdentity();
+}
+
+void wmFrustum(wmWindow *win, float x1, float x2, float y1, float y2, float n, float f)
+{
+ if(win->curswin) {
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(x1, x2, y1, y2, n, f);
+
+ glGetFloatv(GL_PROJECTION_MATRIX, (float *)win->curswin->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ }
+}
+
+void wmOrtho(wmWindow *win, float x1, float x2, float y1, float y2, float n, float f)
+{
+ if(win->curswin) {
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ glOrtho(x1, x2, y1, y2, n, f);
+
+ glGetFloatv(GL_PROJECTION_MATRIX, (float *)win->curswin->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ }
+}
+
+void wmOrtho2(wmWindow *win, float x1, float x2, float y1, float y2)
+{
+ /* prevent opengl from generating errors */
+ if(x1==x2) x2+=1.0;
+ if(y1==y2) y2+=1.0;
+ wmOrtho(win, x1, x2, y1, y2, -100, 100);
+}
+
+
+/* *************************** Framebuffer color depth, for selection codes ********************** */
+
+static int wm_get_colordepth(void)
+{
+ static int mainwin_color_depth= 0;
+
+ if(mainwin_color_depth==0) {
+ GLint r, g, b;
+
+ glGetIntegerv(GL_RED_BITS, &r);
+ glGetIntegerv(GL_GREEN_BITS, &g);
+ glGetIntegerv(GL_BLUE_BITS, &b);
+
+ mainwin_color_depth= r + g + b;
+ if(G.f & G_DEBUG) {
+ printf("Color depth r %d g %d b %d\n", (int)r, (int)g, (int)b);
+ glGetIntegerv(GL_AUX_BUFFERS, &r);
+ printf("Aux buffers: %d\n", (int)r);
+ }
+ }
+ return mainwin_color_depth;
+}
+
+
+#ifdef __APPLE__
+
+/* apple seems to round colors to below and up on some configs */
+
+static unsigned int index_to_framebuffer(int index)
+{
+ unsigned int i= index;
+
+ switch(wm_get_colordepth()) {
+ case 12:
+ i= ((i & 0xF00)<<12) + ((i & 0xF0)<<8) + ((i & 0xF)<<4);
+ /* sometimes dithering subtracts! */
+ i |= 0x070707;
+ break;
+ case 15:
+ case 16:
+ i= ((i & 0x7C00)<<9) + ((i & 0x3E0)<<6) + ((i & 0x1F)<<3);
+ i |= 0x030303;
+ break;
+ case 24:
+ break;
+ default: // 18 bits...
+ i= ((i & 0x3F000)<<6) + ((i & 0xFC0)<<4) + ((i & 0x3F)<<2);
+ i |= 0x010101;
+ break;
+ }
+
+ return i;
+}
+
+#else
+
+/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
+
+static unsigned int index_to_framebuffer(int index)
+{
+ unsigned int i= index;
+
+ switch(wm_get_colordepth()) {
+ case 8:
+ i= ((i & 48)<<18) + ((i & 12)<<12) + ((i & 3)<<6);
+ i |= 0x3F3F3F;
+ break;
+ case 12:
+ i= ((i & 0xF00)<<12) + ((i & 0xF0)<<8) + ((i & 0xF)<<4);
+ /* sometimes dithering subtracts! */
+ i |= 0x0F0F0F;
+ break;
+ case 15:
+ case 16:
+ i= ((i & 0x7C00)<<9) + ((i & 0x3E0)<<6) + ((i & 0x1F)<<3);
+ i |= 0x070707;
+ break;
+ case 24:
+ break;
+ default: // 18 bits...
+ i= ((i & 0x3F000)<<6) + ((i & 0xFC0)<<4) + ((i & 0x3F)<<2);
+ i |= 0x030303;
+ break;
+ }
+
+ return i;
+}
+
+#endif
+
+void set_framebuffer_index_color(int index)
+{
+ cpack(index_to_framebuffer(index));
+}
+
+int framebuffer_to_index(unsigned int col)
+{
+ if (col==0) return 0;
+
+ switch(wm_get_colordepth()) {
+ case 8:
+ return ((col & 0xC00000)>>18) + ((col & 0xC000)>>12) + ((col & 0xC0)>>6);
+ case 12:
+ return ((col & 0xF00000)>>12) + ((col & 0xF000)>>8) + ((col & 0xF0)>>4);
+ case 15:
+ case 16:
+ return ((col & 0xF80000)>>9) + ((col & 0xF800)>>6) + ((col & 0xF8)>>3);
+ case 24:
+ return col & 0xFFFFFF;
+ default: // 18 bits...
+ return ((col & 0xFC0000)>>6) + ((col & 0xFC00)>>4) + ((col & 0xFC)>>2);
+ }
+}
+
+
+/* ********** END MY WINDOW ************** */
+
+#ifdef WIN32
+static int is_a_really_crappy_nvidia_card(void) {
+ static int well_is_it= -1;
+
+ /* Do you understand the implication? Do you? */
+ if (well_is_it==-1)
+ well_is_it= (strcmp((char*) glGetString(GL_VENDOR), "NVIDIA Corporation") == 0);
+
+ return well_is_it;
+}
+#endif
+
+void myswapbuffers(void) /* XXX */
+{
+ ScrArea *sa;
+
+ sa= G.curscreen->areabase.first;
+ while(sa) {
+// if(sa->win_swap==WIN_BACK_OK) sa->win_swap= WIN_FRONT_OK;
+// if(sa->head_swap==WIN_BACK_OK) sa->head_swap= WIN_FRONT_OK;
+
+ sa= sa->next;
+ }
+
+ /* HACK, some windows drivers feel they should honor the scissor
+ * test when swapping buffers, disable the test while swapping
+ * on WIN32. (namely Matrox and NVidia's new drivers around Oct 1 2001)
+ * - zr
+ */
+
+#ifdef WIN32
+ /* HACK, in some NVidia driver release some kind of
+ * fancy optimiziation (I presume) was put in which for
+ * some reason causes parts of the buffer not to be
+ * swapped. One way to defeat it is the following wierd
+ * code (which we only do for nvidia cards). This should
+ * be removed if NVidia fixes their drivers. - zr
+ */
+ if (is_a_really_crappy_nvidia_card()) {
+ glDrawBuffer(GL_FRONT);
+
+ glBegin(GL_LINES);
+ glEnd();
+
+ glDrawBuffer(GL_BACK);
+ }
+
+ glDisable(GL_SCISSOR_TEST);
+// window_swap_buffers(winlay_mainwindow);
+ glEnable(GL_SCISSOR_TEST);
+#else
+// window_swap_buffers(winlay_mainwindow);
+#endif
+}
+