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|
/**
* $Id$
*
* ***** 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 *****
*
*
* for compatibility with old iris code, replacement of swinopen, winset, etc
* btw: subwindows in X are way too slow, tried it, and choose for my own system... (ton)
*
*/
#include <string.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_gsqueue.h"
#include "DNA_screen_types.h"
#include "BKE_global.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BIF_mywindow.h"
#include "BIF_screen.h"
#include "mydevice.h"
#include "blendef.h"
#include "winlay.h"
typedef struct {
struct bWindow *next, *prev;
int id, pad;
int xmin, xmax, ymin, ymax;
float viewmat[4][4], winmat[4][4];
GSQueue *qevents;
} bWindow;
/* globals */
static Window *winlay_mainwindow;
static int curswin=0;
static bWindow *swinarray[MAXWIN]= {0};
static bWindow mainwindow, renderwindow;
static int mainwin_color_depth;
/* prototypes --------------- */
void mywindow_init_mainwin(Window *, int , int , int , int );
void mywindow_build_and_set_renderwin( int , int , int , int);
void mywindow_init_mainwin(Window *win, int orx, int ory, int sizex, int sizey)
{
GLint r, g, b;
winlay_mainwindow= win;
swinarray[1]= &mainwindow;
curswin= 1;
mainwindow.xmin= orx;
mainwindow.ymin= ory;
mainwindow.xmax= orx+sizex-1;
mainwindow.ymax= ory+sizey-1;
mainwindow.qevents= NULL;
myortho2(-0.375, (float)sizex-0.375, -0.375, (float)sizey-0.375);
glLoadIdentity();
glGetFloatv(GL_PROJECTION_MATRIX, (float *)mainwindow.winmat);
glGetFloatv(GL_MODELVIEW_MATRIX, (float *)mainwindow.viewmat);
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);
}
}
/* XXXXXXXXXXXXXXXX very hacky, because of blenderwindows vs ghostwindows vs renderwindow
this routine sets up a blenderwin (a mywin)
*/
void mywindow_build_and_set_renderwin( int orx, int ory, int sizex, int sizey)
{
swinarray[2]= &renderwindow;
curswin= 2; /* myortho2 needs this to be set */
renderwindow.xmin= orx;
renderwindow.ymin= ory;
renderwindow.xmax= orx+sizex-1;
renderwindow.ymax= ory+sizey-1;
renderwindow.qevents= NULL;
myortho2(-0.375, (float)sizex-0.375, -0.375, (float)sizey-0.375);
glLoadIdentity();
glGetFloatv(GL_PROJECTION_MATRIX, (float *)renderwindow.winmat);
glGetFloatv(GL_MODELVIEW_MATRIX, (float *)renderwindow.viewmat);
mywinset(2);
}
/* ------------------------------------------------------------------------- */
/* XXXXX, remove later */
static bWindow *bwin_from_winid(int winid)
{
bWindow *bwin= swinarray[winid];
if (!bwin) {
printf("bwin_from_winid: Internal error, bad winid: %d\n", winid);
}
return bwin;
}
int bwin_qtest(int winid)
{
return !BLI_gsqueue_is_empty(bwin_from_winid(winid)->qevents);
}
int bwin_qread(int winid, BWinEvent *evt_r)
{
if (bwin_qtest(winid)) {
BLI_gsqueue_pop(bwin_from_winid(winid)->qevents, evt_r);
return 1;
} else {
return 0;
}
}
void bwin_qadd(int winid, BWinEvent *evt)
{
BLI_gsqueue_push(bwin_from_winid(winid)->qevents, evt);
}
/* ------------------------------------------------------------------------- */
void bwin_get_rect(int winid, rcti *rect_r)
{
bWindow *win= bwin_from_winid(winid);
rect_r->xmin= win->xmin;
rect_r->ymin= win->ymin;
rect_r->xmax= win->xmax;
rect_r->ymax= win->ymax;
}
void bwin_getsize(int win, int *x, int *y)
{
if(win<4) {
if (win==1) {
window_get_size(winlay_mainwindow, x, y);
} else {
printf("bwin_getsize: Internal error, bad winid: %d\n", win);
*x= *y= 0;
}
} else {
bWindow *bwin= swinarray[win];
if (bwin) {
*x= bwin->xmax-bwin->xmin+1;
*y= bwin->ymax-bwin->ymin+1;
}
}
}
void bwin_getsuborigin(int win, int *x, int *y)
{
if(win<4) {
*x= *y= 0;
} else {
bWindow *bwin= swinarray[win];
if (bwin) {
*x= bwin->xmin;
*y= bwin->ymin;
}
}
}
void bwin_getsinglematrix(int winid, float mat[][4])
{
bWindow *win;
float matview[4][4], matproj[4][4];
win= swinarray[winid];
if(win==0) {
glGetFloatv(GL_PROJECTION_MATRIX, (float *)matproj);
glGetFloatv(GL_MODELVIEW_MATRIX, (float *)matview);
Mat4MulMat4(mat, matview, matproj);
}
else {
Mat4MulMat4(mat, win->viewmat, win->winmat);
}
}
/* ------------------------------------------------------------------------- */
void bwin_load_viewmatrix(int winid, float mat[][4])
{
bWindow *win= bwin_from_winid(winid);
glLoadMatrixf(mat);
Mat4CpyMat4(win->viewmat, mat);
}
void bwin_load_winmatrix(int winid, float mat[][4])
{
bWindow *win= bwin_from_winid(winid);
glLoadMatrixf(mat);
Mat4CpyMat4(win->winmat, mat);
}
void bwin_get_viewmatrix(int winid, float mat[][4])
{
bWindow *win= bwin_from_winid(winid);
Mat4CpyMat4(mat, win->viewmat);
}
void bwin_get_winmatrix(int winid, float mat[][4])
{
bWindow *win= bwin_from_winid(winid);
Mat4CpyMat4(mat, win->winmat);
}
void bwin_multmatrix(int winid, float mat[][4])
{
bWindow *win= bwin_from_winid(winid);
glMultMatrixf((float*) mat);
glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->viewmat);
}
void bwin_scalematrix(int winid, float x, float y, float z)
{
bWindow *win= bwin_from_winid(winid);
glScalef(x, y, z);
glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->viewmat);
}
void bwin_clear_viewmat(int swin)
{
bWindow *win;
win= swinarray[swin];
if(win==0) return;
memset(win->viewmat, 0, sizeof(win->viewmat));
win->viewmat[0][0]= 1.0;
win->viewmat[1][1]= 1.0;
win->viewmat[2][2]= 1.0;
win->viewmat[3][3]= 1.0;
}
void myloadmatrix(float mat[][4])
{
if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW) {
bwin_load_viewmatrix(curswin, mat);
} else {
bwin_load_winmatrix(curswin, mat);
}
}
void mygetmatrix(float mat[][4])
{
if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW) {
bwin_get_viewmatrix(curswin, mat);
} else {
bwin_get_winmatrix(curswin, mat);
}
}
void mymultmatrix(float mat[][4])
{
bwin_multmatrix(curswin, mat);
}
void mygetsingmatrix(float mat[][4])
{
bwin_getsinglematrix(curswin, mat);
}
int mywinget(void)
{
return curswin;
}
void mywinset(int wid)
{
bWindow *win;
win= swinarray[wid];
if(win==0) {
printf("mywinset %d: doesn't exist\n", wid);
return;
}
if (wid == 1 || wid == 2) { /* main window or renderwindow*/
glViewport(0, 0, ( win->xmax-win->xmin)+1, ( win->ymax-win->ymin)+1);
glScissor(0, 0, ( win->xmax-win->xmin)+1, ( win->ymax-win->ymin)+1);
}
else {
int width= (win->xmax - win->xmin)+1;
int height= (win->ymax - win->ymin)+1;
/* CRITICAL, this clamping ensures that
* the viewport never goes outside the screen
* edges (assuming the x, y coords aren't
* outside). This causes 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
*/
if (win->xmin + width>G.curscreen->sizex)
width= G.curscreen->sizex - win->xmin;
if (win->ymin + height>G.curscreen->sizey)
height= G.curscreen->sizey - win->ymin;
glViewport(win->xmin, win->ymin, width, height);
glScissor(win->xmin, win->ymin, width, height);
}
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(&win->winmat[0][0]);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(&win->viewmat[0][0]);
glFlush();
curswin= wid;
}
int myswinopen(int parentid, int xmin, int xmax, int ymin, int ymax)
{
bWindow *win= NULL;
int freewinid;
for (freewinid= 4; freewinid<MAXWIN; freewinid++)
if (!swinarray[freewinid])
break;
if (freewinid==MAXWIN) {
printf("too many windows\n");
return 0;
} else {
win= MEM_callocN(sizeof(*win), "winopen");
win->id= freewinid;
swinarray[win->id]= win;
win->xmin= xmin;
win->ymin= ymin;
win->xmax= xmax;
win->ymax= ymax;
win->qevents= BLI_gsqueue_new(sizeof(BWinEvent));
Mat4One(win->viewmat);
Mat4One(win->winmat);
mywinset(win->id);
return win->id;
}
}
void mywinclose(int winid)
{
if (winid<4) {
if (winid==1) {
window_destroy(winlay_mainwindow);
winlay_mainwindow= NULL;
} else {
printf("mwinclose: Internal error, bad winid: %d\n", winid);
}
} else {
bWindow *win= swinarray[winid];
if (win) {
BLI_gsqueue_free(win->qevents);
MEM_freeN(win);
} else {
printf("mwinclose: Internal error, bad winid: %d\n", winid);
}
}
swinarray[winid]= 0;
if (curswin==winid) curswin= 0;
}
void mywinposition(int winid, int xmin, int xmax, int ymin, int ymax) /* watch: syntax differs from iris */
{
bWindow *win= bwin_from_winid(winid);
win->xmin= xmin;
win->ymin= ymin;
win->xmax= xmax;
win->ymax= ymax;
}
void bwin_ortho(int winid, float x1, float x2, float y1, float y2, float n, float f)
{
bWindow *bwin= bwin_from_winid(winid);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(x1, x2, y1, y2, n, f);
glGetFloatv(GL_PROJECTION_MATRIX, (float *)bwin->winmat);
glMatrixMode(GL_MODELVIEW);
}
void bwin_ortho2(int win, float x1, float x2, float y1, float y2)
{
bwin_ortho(win, x1, x2, y1, y2, -1, 1);
}
void bwin_frustum(int winid, float x1, float x2, float y1, float y2, float n, float f)
{
bWindow *win= bwin_from_winid(winid);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(x1, x2, y1, y2, n, f);
glGetFloatv(GL_PROJECTION_MATRIX, (float *)win->winmat);
glMatrixMode(GL_MODELVIEW);
}
void myortho(float x1, float x2, float y1, float y2, float n, float f)
{
bwin_ortho(curswin, x1, x2, y1, y2, n, f);
}
void myortho2(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;
bwin_ortho(curswin, x1, x2, y1, y2, -1, 1);
}
void mywindow(float x1, float x2, float y1, float y2, float n, float f)
{
bwin_frustum(curswin, x1, x2, y1, y2, n, f);
}
#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(mainwin_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 */
static unsigned int index_to_framebuffer(int index)
{
unsigned int i= index;
switch(mainwin_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 set_framebuffer_index_color(int index)
{
cpack(index_to_framebuffer(index));
}
int framebuffer_to_index(unsigned int col)
{
if (col==0) return 0;
switch(mainwin_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 ************** */
#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)
{
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
}
/* *********************** PATTERNS ETC ***************** */
void setlinestyle(int nr)
{
if(nr==0) {
glDisable(GL_LINE_STIPPLE);
}
else {
glEnable(GL_LINE_STIPPLE);
glLineStipple(nr, 0xAAAA);
}
}
/*******************/
/*******************/
/* Menu utilities */
static int *frontbuffer_save= NULL;
static int ov_x, ov_y, ov_sx, ov_sy;
/*
#if defined(__sgi) || defined(__sun) || defined(__sun__) || defined (__sparc) || defined (__sparc__)
*/
/* this is a dirty patch: gets sometimes the backbuffer */
/* my_get_frontbuffer_image(0, 0, 1, 1);
my_put_frontbuffer_image();
#endif
*/
void my_put_frontbuffer_image(void)
{
if (frontbuffer_save) {
glRasterPos2f( (float)ov_x -0.5, (float)ov_y - 0.5 );
glDrawPixels(ov_sx, ov_sy, GL_RGBA, GL_UNSIGNED_BYTE, frontbuffer_save);
MEM_freeN(frontbuffer_save);
frontbuffer_save= NULL;
}
}
void my_get_frontbuffer_image(int x, int y, int sx, int sy)
{
if(frontbuffer_save) return;
ov_x= x;
ov_y= y;
ov_sx= sx;
ov_sy= sy;
if(sx>1 && sy>1) {
frontbuffer_save= MEM_mallocN(sx*sy*4, "temp_frontbuffer_image");
glReadPixels(x, y, sx, sy, GL_RGBA, GL_UNSIGNED_BYTE, frontbuffer_save);
}
#ifdef WIN32
/* different coord system! */
y= (G.curscreen->sizey-y);
if(curswin>3) {
y -= curarea->winrct.ymin;
}
#endif
}
int mywin_inmenu(void) {
return frontbuffer_save?1:0;
}
void mywin_getmenu_rect(int *x, int *y, int *sx, int *sy) {
*x= ov_x;
*sx= ov_sx;
*sy= ov_sy;
#if defined(WIN32) || defined (__BeOS)
*y= ov_y;
#else
*y= (G.curscreen->sizey - ov_y) - ov_sy;
#endif
}
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