blender/intern/cycles/util/util_view.cpp
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00

276 lines
5.6 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <stdio.h>
#include <stdlib.h>
#include "util/util_opengl.h"
#include "util/util_string.h"
#include "util/util_time.h"
#include "util/util_version.h"
#include "util/util_view.h"
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
CCL_NAMESPACE_BEGIN
/* structs */
struct View {
ViewInitFunc initf;
ViewExitFunc exitf;
ViewResizeFunc resize;
ViewDisplayFunc display;
ViewKeyboardFunc keyboard;
ViewMotionFunc motion;
bool first_display;
bool redraw;
int mouseX, mouseY;
int mouseBut0, mouseBut2;
int width, height;
} V;
/* public */
static void view_display_text(int x, int y, const char *text)
{
const char *c;
glRasterPos3f(x, y, 0);
for(c = text; *c != '\0'; c++)
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_10, *c);
}
void view_display_info(const char *info)
{
const int height = 20;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.1f, 0.1f, 0.1f, 0.8f);
glRectf(0.0f, V.height - height, V.width, V.height);
glDisable(GL_BLEND);
glColor3f(0.5f, 0.5f, 0.5f);
view_display_text(10, 7 + V.height - height, info);
glColor3f(1.0f, 1.0f, 1.0f);
}
void view_display_help()
{
const int w = (int)((float)V.width / 1.15f);
const int h = (int)((float)V.height / 1.15f);
const int x1 = (V.width - w) / 2;
const int x2 = x1 + w;
const int y1 = (V.height - h) / 2;
const int y2 = y1 + h;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.5f, 0.5f, 0.5f, 0.8f);
glRectf(x1, y1, x2, y2);
glDisable(GL_BLEND);
glColor3f(0.8f, 0.8f, 0.8f);
string info = string("Cycles Renderer ") + CYCLES_VERSION_STRING;
view_display_text(x1+20, y2-20, info.c_str());
view_display_text(x1+20, y2-40, "(C) 2011-2016 Blender Foundation");
view_display_text(x1+20, y2-80, "Controls:");
view_display_text(x1+20, y2-100, "h: Info/Help");
view_display_text(x1+20, y2-120, "r: Reset");
view_display_text(x1+20, y2-140, "p: Pause");
view_display_text(x1+20, y2-160, "esc: Cancel");
view_display_text(x1+20, y2-180, "q: Quit program");
view_display_text(x1+20, y2-210, "i: Interactive mode");
view_display_text(x1+20, y2-230, "Left mouse: Move camera");
view_display_text(x1+20, y2-250, "Right mouse: Rotate camera");
view_display_text(x1+20, y2-270, "W/A/S/D: Move camera");
view_display_text(x1+20, y2-290, "0/1/2/3: Set max bounces");
glColor3f(1.0f, 1.0f, 1.0f);
}
static void view_display()
{
if(V.first_display) {
if(V.initf) V.initf();
if(V.exitf) atexit(V.exitf);
V.first_display = false;
}
glClearColor(0.05f, 0.05f, 0.05f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, V.width, 0, V.height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRasterPos3f(0, 0, 0);
if(V.display)
V.display();
glutSwapBuffers();
}
static void view_reshape(int width, int height)
{
if(width <= 0 || height <= 0)
return;
V.width = width;
V.height = height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if(V.resize)
V.resize(width, height);
}
static void view_keyboard(unsigned char key, int x, int y)
{
if(V.keyboard)
V.keyboard(key);
if(key == 'm')
printf("mouse %d %d\n", x, y);
if(key == 'q') {
if(V.exitf) V.exitf();
exit(0);
}
}
static void view_mouse(int button, int state, int x, int y)
{
if(button == 0) {
if(state == GLUT_DOWN) {
V.mouseX = x;
V.mouseY = y;
V.mouseBut0 = 1;
}
else if(state == GLUT_UP) {
V.mouseBut0 = 0;
}
}
else if(button == 2) {
if(state == GLUT_DOWN) {
V.mouseX = x;
V.mouseY = y;
V.mouseBut2 = 1;
}
else if(state == GLUT_UP) {
V.mouseBut2 = 0;
}
}
}
static void view_motion(int x, int y)
{
const int but = V.mouseBut0? 0:2;
const int distX = x - V.mouseX;
const int distY = y - V.mouseY;
if(V.motion)
V.motion(distX, distY, but);
V.mouseX = x;
V.mouseY = y;
}
static void view_idle(void)
{
if(V.redraw) {
V.redraw = false;
glutPostRedisplay();
}
time_sleep(0.1);
}
void view_main_loop(const char *title, int width, int height,
ViewInitFunc initf, ViewExitFunc exitf,
ViewResizeFunc resize, ViewDisplayFunc display,
ViewKeyboardFunc keyboard, ViewMotionFunc motion)
{
const char *name = "app";
char *argv = (char*)name;
int argc = 1;
memset(&V, 0, sizeof(V));
V.width = width;
V.height = height;
V.first_display = true;
V.redraw = false;
V.initf = initf;
V.exitf = exitf;
V.resize = resize;
V.display = display;
V.keyboard = keyboard;
V.motion = motion;
glutInit(&argc, &argv);
glutInitWindowSize(width, height);
glutInitWindowPosition(0, 0);
glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow(title);
mxMakeCurrentContext(mxCreateContext());
view_reshape(width, height);
glutDisplayFunc(view_display);
glutIdleFunc(view_idle);
glutReshapeFunc(view_reshape);
glutKeyboardFunc(view_keyboard);
glutMouseFunc(view_mouse);
glutMotionFunc(view_motion);
glutMainLoop();
}
void view_redraw()
{
V.redraw = true;
}
CCL_NAMESPACE_END