/* * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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) * */ /** \file blender/windowmanager/intern/wm_subwindow.c * \ingroup wm * * Internal subwindows used for OpenGL state, used for regions and screens. */ #include #include "MEM_guardedalloc.h" #include "DNA_windowmanager_types.h" #include "DNA_screen_types.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_utildefines.h" #include "BKE_context.h" #include "BIF_gl.h" #include "GPU_extensions.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; } wmSubWindow; /* ******************* open, free, set, get data ******************** */ /* not subwindow itself */ static void wm_subwindow_free(wmSubWindow *UNUSED(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_id(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; } static void wm_swin_size_get(wmSubWindow *swin, int *x, int *y) { *x = BLI_rcti_size_x(&swin->winrct) + 1; *y = BLI_rcti_size_y(&swin->winrct) + 1; } void wm_subwindow_size_get(wmWindow *win, int swinid, int *x, int *y) { wmSubWindow *swin = swin_from_swinid(win, swinid); if (swin) { wm_swin_size_get(swin, x, y); } } static void wm_swin_origin_get(wmSubWindow *swin, int *x, int *y) { *x = swin->winrct.xmin; *y = swin->winrct.ymin; } void wm_subwindow_origin_get(wmWindow *win, int swinid, int *x, int *y) { wmSubWindow *swin = swin_from_swinid(win, swinid); if (swin) { wm_swin_origin_get(swin, x, y); } } static void wm_swin_matrix_get(wmWindow *win, wmSubWindow *swin, float mat[4][4]) { /* used by UI, should find a better way to get the matrix there */ if (swin->swinid == win->screen->mainwin) { int width, height; wm_swin_size_get(swin, &width, &height); orthographic_m4(mat, -GLA_PIXEL_OFS, (float)width - GLA_PIXEL_OFS, -GLA_PIXEL_OFS, (float)height - GLA_PIXEL_OFS, -100, 100); } else { glGetFloatv(GL_PROJECTION_MATRIX, (float *)mat); } } void wm_subwindow_matrix_get(wmWindow *win, int swinid, float mat[4][4]) { wmSubWindow *swin = swin_from_swinid(win, swinid); if (swin) { wm_swin_matrix_get(win, swin, mat); } } static void wm_swin_rect_get(wmSubWindow *swin, rcti *r_rect) { *r_rect = swin->winrct; } void wm_subwindow_rect_get(wmWindow *win, int swinid, rcti *r_rect) { wmSubWindow *swin = swin_from_swinid(win, swinid); if (swin) { wm_swin_rect_get(swin, r_rect); } } static void wm_swin_rect_set(wmSubWindow *swin, const rcti *rect) { swin->winrct = *rect; } void wm_subwindow_rect_set(wmWindow *win, int swinid, const rcti *rect) { wmSubWindow *swin = swin_from_swinid(win, swinid); if (swin) { wm_swin_rect_set(swin, rect); } } /* 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, const 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); swin->swinid = freewinid; swin->winrct = *winrct; /* and we appy it all right away */ wmSubWindowSet(win, swin->swinid); /* extra service */ wm_swin_size_get(swin, &width, &height); wmOrtho2_pixelspace(width, height); glLoadIdentity(); 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("%s: Internal error, bad winid: %d\n", __func__, swinid); } } /* pixels go from 0-99 for a 100 pixel window */ void wm_subwindow_position(wmWindow *win, int swinid, const rcti *winrct) { wmSubWindow *swin = swin_from_swinid(win, swinid); if (swin) { const int winsize_x = WM_window_pixels_x(win); const int winsize_y = WM_window_pixels_y(win); 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 > winsize_x) swin->winrct.xmax = winsize_x; if (swin->winrct.ymax > winsize_y) swin->winrct.ymax = winsize_y; /* extra service */ wmSubWindowSet(win, swinid); wm_swin_size_get(swin, &width, &height); wmOrtho2_pixelspace(width, height); } else { printf("%s: Internal error, bad winid: %d\n", __func__, swinid); } } /* ---------------- WM versions of OpenGL style API calls ------------------------ */ /* ----------------- exported in WM_api.h ------------------------------------------------------ */ /* internal state, no threaded opengl! XXX */ static wmWindow *_curwindow = NULL; static wmSubWindow *_curswin = NULL; void wmSubWindowScissorSet(wmWindow *win, int swinid, const rcti *srct, bool srct_pad) { int width, height; _curswin = swin_from_swinid(win, swinid); if (_curswin == NULL) { printf("%s %d: doesn't exist\n", __func__, swinid); return; } win->curswin = _curswin; _curwindow = win; width = BLI_rcti_size_x(&_curswin->winrct) + 1; height = BLI_rcti_size_y(&_curswin->winrct) + 1; glViewport(_curswin->winrct.xmin, _curswin->winrct.ymin, width, height); if (srct) { int scissor_width = BLI_rcti_size_x(srct); int scissor_height = BLI_rcti_size_y(srct); /* typically a single pixel doesn't matter, * but one pixel offset is noticeable with viewport border render */ if (srct_pad) { scissor_width += 1; scissor_height += 1; } glScissor(srct->xmin, srct->ymin, scissor_width, scissor_height); } else glScissor(_curswin->winrct.xmin, _curswin->winrct.ymin, width, height); wmOrtho2_pixelspace(width, height); glLoadIdentity(); glFlush(); } /* enable the WM versions of opengl calls */ void wmSubWindowSet(wmWindow *win, int swinid) { wmSubWindowScissorSet(win, swinid, NULL, true); } void wmFrustum(float x1, float x2, float y1, float y2, float n, float f) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(x1, x2, y1, y2, n, f); glMatrixMode(GL_MODELVIEW); } void wmOrtho(float x1, float x2, float y1, float y2, float n, float f) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(x1, x2, y1, y2, n, f); glMatrixMode(GL_MODELVIEW); } void wmOrtho2(float x1, float x2, float y1, float y2) { /* prevent opengl from generating errors */ if (x1 == x2) x2 += 1.0f; if (y1 == y2) y2 += 1.0f; wmOrtho(x1, x2, y1, y2, -100, 100); } static void wmOrtho2_offset(const float x, const float y, const float ofs) { wmOrtho2(ofs, x + ofs, ofs, y + ofs); } /** * default pixel alignment. */ void wmOrtho2_region_pixelspace(const struct ARegion *ar) { wmOrtho2_offset(ar->winx + 1, ar->winy + 1, -GLA_PIXEL_OFS); } void wmOrtho2_pixelspace(const float x, const float y) { wmOrtho2_offset(x, y, -GLA_PIXEL_OFS); } /** * use for drawing uiBlock, any UI elements and text. * \note prevents blurry text with multi-sample (FSAA), see T41749 */ void wmOrtho2_region_ui(const ARegion *ar) { /* note, intentionally no '+ 1', * as with wmOrtho2_region_pixelspace */ wmOrtho2_offset(ar->winx, ar->winy, -0.01f); } /* *************************** Framebuffer color depth, for selection codes ********************** */ #ifdef __APPLE__ /* apple seems to round colors to below and up on some configs */ unsigned int index_to_framebuffer(int index) { unsigned int i = index; switch (GPU_color_depth()) { 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 */ unsigned int index_to_framebuffer(int index) { unsigned int i = index; switch (GPU_color_depth()) { 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 WM_framebuffer_index_set(int index) { const int col = index_to_framebuffer(index); cpack(col); } int WM_framebuffer_to_index(unsigned int col) { if (col == 0) return 0; switch (GPU_color_depth()) { 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 ************** */