/** * @file BIF_glutil.h * * OpenGL drawing utility functions. * * $Id$ * * ***** 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 ***** */ #ifndef BIF_GLUTIL_H #define BIF_GLUTIL_H struct rcti; struct rctf; void sdrawXORline(int x0, int y0, int x1, int y1); void sdrawXORline4(int nr, int x0, int y0, int x1, int y1); void fdrawXORcirc(float xofs, float yofs, float rad); /** * Draw an XOR'd line in the front buffer between * the given points. * * @attention This function also handles flushing the GL * pipeline, which means it is inappropriate for drawing * a large number of lines at once. */ void glutil_draw_front_xor_line(int x0, int y0, int x1, int y1); /** * Draw a lined (non-looping) arc with the given * @a radius, starting at angle @a start and arcing * through @a angle. The arc is centered at the origin * and drawn in the XY plane. * * @param start The initial angle (in radians). * @param angle The length of the arc (in radians). * @param radius The arc radius. * @param nsegments The number of segments to use in drawing the arc. */ void glutil_draw_lined_arc (float start, float angle, float radius, int nsegments); /** * Draw a filled arc with the given @a radius, * starting at angle @a start and arcing through * @a angle. The arc is centered at the origin * and drawn in the XY plane. * * @param start The initial angle (in radians). * @param angle The length of the arc (in radians). * @param radius The arc radius. * @param nsegments The number of segments to use in drawing the arc. */ void glutil_draw_filled_arc (float start, float angle, float radius, int nsegments); /** * Routines an integer value as obtained by glGetIntegerv. * The param must cause only one value to be gotten from GL. */ int glaGetOneInteger (int param); /** * Routines a float value as obtained by glGetIntegerv. * The param must cause only one value to be gotten from GL. */ float glaGetOneFloat (int param); /** * Functions like glRasterPos2i, except ensures that the resulting * raster position is valid. @a known_good_x and @a known_good_y * should be coordinates of a point known to be within the current * view frustum. * @attention This routine should be used when the distance of @a x * and @y away from the known good point is small (ie. for small icons * and for bitmap characters), when drawing large+zoomed images it is * possible for overflow to occur, the glaDrawPixelsSafe routine should * be used instead. */ void glaRasterPosSafe2f (float x, float y, float known_good_x, float known_good_y); /** * Functions like a limited glDrawPixels, except ensures that * the image is displayed onscreen even if the @a x and @a y * coordinates for would be clipped. The routine respects the * glPixelZoom values, pixel unpacking parameters are _not_ * respected. * @attention This routine makes many assumptions: the rect data * is expected to be in RGBA unsigned byte format, the coordinate * (0.375, 0.375) is assumed to be within the view frustum, and the * modelview and projection matrices are assumed to define a * 1-to-1 mapping to screen space. * @attention Furthmore, in the case of zoomed or unpixel aligned * images extending outside the view frustum, but still within the * window, some portion of the image may be visible left and/or * below of the given @a x and @a y coordinates. It is recommended * to use the glScissor functionality if images are to be drawn * with an inset view matrix. */ void glaDrawPixelsSafe (float x, float y, int img_w, int img_h, void *rect); /** * Functions like a limited glDrawPixels, but actually draws the * image using textures, which can be tremendously faster on low-end * cards, and also avoids problems with the raster position being * clipped when offscreen. The routine respects the glPixelZoom values, * pixel unpacking parameters are _not_ respected. * @attention This routine makes many assumptions: the rect data * is expected to be in RGBA unsigned byte format, and the * modelview and projection matrices are assumed to define a * 1-to-1 mapping to screen space. */ void glaDrawPixelsTex (float x, float y, int img_w, int img_h, void *rect); /* 2D Drawing Assistance */ /** Define a 2D area (viewport, scissor, matrices) for OpenGL rendering. * This routine sets up an OpenGL state appropriate for drawing using * both vertice (glVertex, etc) and raster (glRasterPos, glRect) commands. * All coordinates should be at integer positions. There is little to * no reason to use glVertex2f etc. functions during 2D rendering, and * thus no reason to +-0.5 the coordinates or perform other silly * tricks. * * @param screen_rect The screen rectangle to be defined for 2D drawing. */ void glaDefine2DArea (struct rcti *screen_rect); typedef struct gla2DDrawInfo gla2DDrawInfo; /** Save the current OpenGL state and initialize OpenGL for 2D * rendering. glaEnd2DDraw should be called on the returned structure * to free it and to return OpenGL to its previous state. The * scissor rectangle is set to match the viewport. * * This routine sets up an OpenGL state appropriate for drawing using * both vertice (glVertex, etc) and raster (glRasterPos, glRect) commands. * All coordinates should be at integer positions. There is little to * no reason to use glVertex2f etc. functions during 2D rendering, and * thus no reason to +-0.5 the coordinates or perform other silly * tricks. * * @param screen_rect The screen rectangle to be used for 2D drawing. * @param world_rect The world rectangle that the 2D area represented * by @a screen_rect is supposed to represent. If NULL it is assumed the * world has a 1 to 1 mapping to the screen. */ gla2DDrawInfo* glaBegin2DDraw (struct rcti *screen_rect, struct rctf *world_rect); /** Translate the (@a wo_x, @a wo_y) point from world coordinates into screen space. */ void gla2DDrawTranslatePt (gla2DDrawInfo *di, float wo_x, float wo_y, int *sc_x_r, int *sc_y_r); /** Translate the @a world point from world coordiantes into screen space. */ void gla2DDrawTranslatePtv (gla2DDrawInfo *di, float world[2], int screen_r[2]); /* Restores the previous OpenGL state and free's the auxilary * gla data. */ void glaEnd2DDraw (gla2DDrawInfo *di); /* use this for platform hacks. for now glPointSize is solved here */ void bglBegin(int mode); void bglEnd(void); void bglVertex3fv(float *vec); void bglVertex2fv(float *vec); /* own working polygon offset */ void bglPolygonOffset(float dist); #endif /* BIF_GLUTIL_H */