Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gpu_viewport.c « intern « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: a4fb3494639692044a45a1df9a1fe75bf643cc96 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
/*
 * ***** 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) 2006 Blender Foundation.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s):
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file blender/gpu/intern/gpu_viewport.c
 *  \ingroup gpu
 *
 * System that manages viewport drawing.
 */

#include "GPU_glew.h"
#include "GPU_immediate.h"
#include "GPU_viewport.h"
#include "GPU_texture.h"

#include "MEM_guardedalloc.h"

struct GPUViewport {
	float pad[4];

	/* debug */
	GPUTexture *debug_depth;
	int debug_width, debug_height;
};

GPUViewport *GPU_viewport_create(void)
{
	GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
	return viewport;
}

void GPU_viewport_free(GPUViewport *viewport)
{
	GPU_viewport_debug_depth_free(viewport);
	MEM_freeN(viewport);
}

/****************** debug ********************/

bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256])
{
	viewport->debug_depth = GPU_texture_create_2D_custom(width, height, 4, GPU_RGBA16F, NULL, err_out);
	return (viewport->debug_depth != NULL);
}

void GPU_viewport_debug_depth_free(GPUViewport *viewport)
{
	if (viewport->debug_depth != NULL) {
		MEM_freeN(viewport->debug_depth);
		viewport->debug_depth = NULL;
	}
}

void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y)
{
	const int w = GPU_texture_width(viewport->debug_depth);
	const int h = GPU_texture_height(viewport->debug_depth);

	GPU_texture_bind(viewport->debug_depth, 0);
	glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, x, y, w, h, 0);
	GPU_texture_unbind(viewport->debug_depth);
}

void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar)
{
	const float w = (float)GPU_texture_width(viewport->debug_depth);
	const float h = (float)GPU_texture_height(viewport->debug_depth);

	VertexFormat *format = immVertexFormat();
	unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
	unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);

	immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH);

	GPU_texture_bind(viewport->debug_depth, 0);

	immUniform1f("znear", znear);
	immUniform1f("zfar", zfar);
	immUniform1i("image", 0); /* default GL_TEXTURE0 unit */

	immBegin(GL_QUADS, 4);

	immAttrib2f(texcoord, 0.0f, 0.0f);
	immVertex2f(pos, 0.0f, 0.0f);

	immAttrib2f(texcoord, 1.0f, 0.0f);
	immVertex2f(pos, w, 0.0f);

	immAttrib2f(texcoord, 1.0f, 1.0f);
	immVertex2f(pos, w, h);

	immAttrib2f(texcoord, 0.0f, 1.0f);
	immVertex2f(pos, 0.0f, h);

	immEnd();

	GPU_texture_unbind(viewport->debug_depth);

	immUnbindProgram();
}

int GPU_viewport_debug_depth_width(const GPUViewport *viewport)
{
	return GPU_texture_width(viewport->debug_depth);
}

int GPU_viewport_debug_depth_height(const GPUViewport *viewport)
{
	return GPU_texture_height(viewport->debug_depth);
}

bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport)
{
	return viewport->debug_depth != NULL;
}