forked from bartvdbraak/blender
8d084e8c8f
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
366 lines
7.8 KiB
C++
366 lines
7.8 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
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* \ingroup blroutines
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*/
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#include "glew-mx.h"
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#include "MEM_guardedalloc.h"
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#include "KX_BlenderCanvas.h"
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#include "DNA_image_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_image.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include <assert.h>
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extern "C" {
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "WM_api.h"
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#include "wm_cursors.h"
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#include "wm_window.h"
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}
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KX_BlenderCanvas::KX_BlenderCanvas(wmWindowManager *wm, wmWindow *win, RAS_Rect &rect, struct ARegion *ar) :
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m_wm(wm),
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m_win(win),
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m_frame_rect(rect)
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{
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// initialize area so that it's available for game logic on frame 1 (ImageViewport)
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m_area_rect = rect;
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// area boundaries needed for mouse coordinates in Letterbox framing mode
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m_area_left = ar->winrct.xmin;
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m_area_top = ar->winrct.ymax;
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glGetIntegerv(GL_VIEWPORT, (GLint *)m_viewport);
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}
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KX_BlenderCanvas::~KX_BlenderCanvas()
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{
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}
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void KX_BlenderCanvas::Init()
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{
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glDepthFunc(GL_LEQUAL);
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}
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void KX_BlenderCanvas::SwapBuffers()
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{
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wm_window_swap_buffers(m_win);
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}
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void KX_BlenderCanvas::SetSwapInterval(int interval)
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{
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wm_window_set_swap_interval(m_win, interval);
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}
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bool KX_BlenderCanvas::GetSwapInterval(int &intervalOut)
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{
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return wm_window_get_swap_interval(m_win, &intervalOut);
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}
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void KX_BlenderCanvas::ResizeWindow(int width, int height)
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{
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// Not implemented for the embedded player
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}
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void KX_BlenderCanvas::SetFullScreen(bool enable)
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{
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// Not implemented for the embedded player
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}
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bool KX_BlenderCanvas::GetFullScreen()
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{
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// Not implemented for the embedded player
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return false;
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}
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bool KX_BlenderCanvas::BeginDraw()
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{
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// in case of multi-window we need to ensure we are drawing to the correct
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// window always, because it may change in window event handling
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wm_window_make_drawable(m_wm, m_win);
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return true;
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}
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void KX_BlenderCanvas::EndDraw()
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{
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// nothing needs to be done here
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}
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void KX_BlenderCanvas::BeginFrame()
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{
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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}
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void KX_BlenderCanvas::EndFrame()
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{
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glDisable(GL_FOG);
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}
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void KX_BlenderCanvas::ClearColor(float r,float g,float b,float a)
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{
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glClearColor(r,g,b,a);
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}
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void KX_BlenderCanvas::ClearBuffer(int type)
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{
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int ogltype = 0;
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if (type & RAS_ICanvas::COLOR_BUFFER )
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ogltype |= GL_COLOR_BUFFER_BIT;
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if (type & RAS_ICanvas::DEPTH_BUFFER )
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ogltype |= GL_DEPTH_BUFFER_BIT;
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glClear(ogltype);
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}
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int KX_BlenderCanvas::GetWidth(
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) const {
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return m_frame_rect.GetWidth();
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}
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int KX_BlenderCanvas::GetHeight(
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) const {
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return m_frame_rect.GetHeight();
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}
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int KX_BlenderCanvas::GetMouseX(int x)
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{
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int left = GetWindowArea().GetLeft();
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return x - (left - m_area_left);
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}
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int KX_BlenderCanvas::GetMouseY(int y)
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{
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int top = GetWindowArea().GetTop();
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return y - (m_area_top - top);
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}
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float KX_BlenderCanvas::GetMouseNormalizedX(int x)
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{
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int can_x = GetMouseX(x);
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return float(can_x)/this->GetWidth();
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}
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float KX_BlenderCanvas::GetMouseNormalizedY(int y)
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{
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int can_y = GetMouseY(y);
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return float(can_y)/this->GetHeight();
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}
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RAS_Rect &
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KX_BlenderCanvas::
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GetWindowArea(
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) {
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return m_area_rect;
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}
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void
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KX_BlenderCanvas::
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SetViewPort(
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int x1, int y1,
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int x2, int y2
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) {
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/* x1 and y1 are the min pixel coordinate (e.g. 0)
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* x2 and y2 are the max pixel coordinate
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* the width,height is calculated including both pixels
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* therefore: max - min + 1
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*/
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int vp_width = (x2 - x1) + 1;
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int vp_height = (y2 - y1) + 1;
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int minx = m_frame_rect.GetLeft();
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int miny = m_frame_rect.GetBottom();
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m_area_rect.SetLeft(minx + x1);
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m_area_rect.SetBottom(miny + y1);
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m_area_rect.SetRight(minx + x2);
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m_area_rect.SetTop(miny + y2);
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m_viewport[0] = minx+x1;
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m_viewport[1] = miny+y1;
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m_viewport[2] = vp_width;
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m_viewport[3] = vp_height;
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glViewport(minx + x1, miny + y1, vp_width, vp_height);
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glScissor(minx + x1, miny + y1, vp_width, vp_height);
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}
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void
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KX_BlenderCanvas::
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UpdateViewPort(
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int x1, int y1,
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int x2, int y2
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) {
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m_viewport[0] = x1;
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m_viewport[1] = y1;
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m_viewport[2] = x2;
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m_viewport[3] = y2;
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}
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const int*
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KX_BlenderCanvas::
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GetViewPort() {
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#ifdef DEBUG
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// If we're in a debug build, we might as well make sure our values don't differ
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// from what the gpu thinks we have. This could lead to nasty, hard to find bugs.
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int viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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assert(viewport[0] == m_viewport[0]);
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assert(viewport[1] == m_viewport[1]);
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assert(viewport[2] == m_viewport[2]);
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assert(viewport[3] == m_viewport[3]);
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#endif
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return m_viewport;
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}
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void KX_BlenderCanvas::SetMouseState(RAS_MouseState mousestate)
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{
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m_mousestate = mousestate;
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switch (mousestate)
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{
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case MOUSE_INVISIBLE:
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{
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WM_cursor_set(m_win, CURSOR_NONE);
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break;
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}
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case MOUSE_WAIT:
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{
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WM_cursor_set(m_win, CURSOR_WAIT);
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break;
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}
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case MOUSE_NORMAL:
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{
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WM_cursor_set(m_win, CURSOR_STD);
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break;
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}
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default:
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{
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}
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}
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}
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// (0,0) is top left, (width,height) is bottom right
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void KX_BlenderCanvas::SetMousePosition(int x,int y)
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{
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int winX = m_frame_rect.GetLeft();
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int winY = m_frame_rect.GetBottom();
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int winH = m_frame_rect.GetHeight();
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WM_cursor_warp(m_win, winX + x, winY + (winH-y));
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}
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/* get shot from frontbuffer sort of a copy from screendump.c */
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static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy)
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{
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int x=0, y=0;
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unsigned int *dumprect= NULL;
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x= curarea->totrct.xmin;
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y= curarea->totrct.ymin;
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*dumpsx= curarea->totrct.xmax-x;
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*dumpsy= curarea->totrct.ymax-y;
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if (*dumpsx && *dumpsy) {
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dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect");
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glReadBuffer(GL_FRONT);
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glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect);
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glFinish();
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glReadBuffer(GL_BACK);
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}
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return dumprect;
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}
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void KX_BlenderCanvas::MakeScreenShot(const char *filename)
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{
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ScrArea area_dummy= {0};
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bScreen *screen = m_win->screen;
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unsigned int *dumprect;
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int dumpsx, dumpsy;
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area_dummy.totrct.xmin = m_frame_rect.GetLeft();
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area_dummy.totrct.xmax = m_frame_rect.GetRight();
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area_dummy.totrct.ymin = m_frame_rect.GetBottom();
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area_dummy.totrct.ymax = m_frame_rect.GetTop();
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dumprect = screenshot(&area_dummy, &dumpsx, &dumpsy);
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if (dumprect) {
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/* initialize image file format data */
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Scene *scene = (screen)? screen->scene: NULL;
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ImageFormatData im_format;
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if (scene)
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im_format = scene->r.im_format;
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else
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BKE_imformat_defaults(&im_format);
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/* create file path */
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char path[FILE_MAX];
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BLI_strncpy(path, filename, sizeof(path));
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BLI_path_abs(path, G.main->name);
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BKE_add_image_extension_from_type(path, im_format.imtype);
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/* create and save imbuf */
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ImBuf *ibuf = IMB_allocImBuf(dumpsx, dumpsy, 24, 0);
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ibuf->rect = dumprect;
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BKE_imbuf_write_as(ibuf, path, &im_format, false);
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ibuf->rect = NULL;
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IMB_freeImBuf(ibuf);
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MEM_freeN(dumprect);
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}
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}
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