blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
Jason Wilkins 8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00

366 lines
7.8 KiB
C++

/*
* ***** 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
* \ingroup blroutines
*/
#include "glew-mx.h"
#include "MEM_guardedalloc.h"
#include "KX_BlenderCanvas.h"
#include "DNA_image_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_image.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include <assert.h>
extern "C" {
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "WM_api.h"
#include "wm_cursors.h"
#include "wm_window.h"
}
KX_BlenderCanvas::KX_BlenderCanvas(wmWindowManager *wm, wmWindow *win, RAS_Rect &rect, struct ARegion *ar) :
m_wm(wm),
m_win(win),
m_frame_rect(rect)
{
// initialize area so that it's available for game logic on frame 1 (ImageViewport)
m_area_rect = rect;
// area boundaries needed for mouse coordinates in Letterbox framing mode
m_area_left = ar->winrct.xmin;
m_area_top = ar->winrct.ymax;
glGetIntegerv(GL_VIEWPORT, (GLint *)m_viewport);
}
KX_BlenderCanvas::~KX_BlenderCanvas()
{
}
void KX_BlenderCanvas::Init()
{
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::SwapBuffers()
{
wm_window_swap_buffers(m_win);
}
void KX_BlenderCanvas::SetSwapInterval(int interval)
{
wm_window_set_swap_interval(m_win, interval);
}
bool KX_BlenderCanvas::GetSwapInterval(int &intervalOut)
{
return wm_window_get_swap_interval(m_win, &intervalOut);
}
void KX_BlenderCanvas::ResizeWindow(int width, int height)
{
// Not implemented for the embedded player
}
void KX_BlenderCanvas::SetFullScreen(bool enable)
{
// Not implemented for the embedded player
}
bool KX_BlenderCanvas::GetFullScreen()
{
// Not implemented for the embedded player
return false;
}
bool KX_BlenderCanvas::BeginDraw()
{
// in case of multi-window we need to ensure we are drawing to the correct
// window always, because it may change in window event handling
wm_window_make_drawable(m_wm, m_win);
return true;
}
void KX_BlenderCanvas::EndDraw()
{
// nothing needs to be done here
}
void KX_BlenderCanvas::BeginFrame()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::EndFrame()
{
glDisable(GL_FOG);
}
void KX_BlenderCanvas::ClearColor(float r,float g,float b,float a)
{
glClearColor(r,g,b,a);
}
void KX_BlenderCanvas::ClearBuffer(int type)
{
int ogltype = 0;
if (type & RAS_ICanvas::COLOR_BUFFER )
ogltype |= GL_COLOR_BUFFER_BIT;
if (type & RAS_ICanvas::DEPTH_BUFFER )
ogltype |= GL_DEPTH_BUFFER_BIT;
glClear(ogltype);
}
int KX_BlenderCanvas::GetWidth(
) const {
return m_frame_rect.GetWidth();
}
int KX_BlenderCanvas::GetHeight(
) const {
return m_frame_rect.GetHeight();
}
int KX_BlenderCanvas::GetMouseX(int x)
{
int left = GetWindowArea().GetLeft();
return x - (left - m_area_left);
}
int KX_BlenderCanvas::GetMouseY(int y)
{
int top = GetWindowArea().GetTop();
return y - (m_area_top - top);
}
float KX_BlenderCanvas::GetMouseNormalizedX(int x)
{
int can_x = GetMouseX(x);
return float(can_x)/this->GetWidth();
}
float KX_BlenderCanvas::GetMouseNormalizedY(int y)
{
int can_y = GetMouseY(y);
return float(can_y)/this->GetHeight();
}
RAS_Rect &
KX_BlenderCanvas::
GetWindowArea(
) {
return m_area_rect;
}
void
KX_BlenderCanvas::
SetViewPort(
int x1, int y1,
int x2, int y2
) {
/* x1 and y1 are the min pixel coordinate (e.g. 0)
* x2 and y2 are the max pixel coordinate
* the width,height is calculated including both pixels
* therefore: max - min + 1
*/
int vp_width = (x2 - x1) + 1;
int vp_height = (y2 - y1) + 1;
int minx = m_frame_rect.GetLeft();
int miny = m_frame_rect.GetBottom();
m_area_rect.SetLeft(minx + x1);
m_area_rect.SetBottom(miny + y1);
m_area_rect.SetRight(minx + x2);
m_area_rect.SetTop(miny + y2);
m_viewport[0] = minx+x1;
m_viewport[1] = miny+y1;
m_viewport[2] = vp_width;
m_viewport[3] = vp_height;
glViewport(minx + x1, miny + y1, vp_width, vp_height);
glScissor(minx + x1, miny + y1, vp_width, vp_height);
}
void
KX_BlenderCanvas::
UpdateViewPort(
int x1, int y1,
int x2, int y2
) {
m_viewport[0] = x1;
m_viewport[1] = y1;
m_viewport[2] = x2;
m_viewport[3] = y2;
}
const int*
KX_BlenderCanvas::
GetViewPort() {
#ifdef DEBUG
// If we're in a debug build, we might as well make sure our values don't differ
// from what the gpu thinks we have. This could lead to nasty, hard to find bugs.
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
assert(viewport[0] == m_viewport[0]);
assert(viewport[1] == m_viewport[1]);
assert(viewport[2] == m_viewport[2]);
assert(viewport[3] == m_viewport[3]);
#endif
return m_viewport;
}
void KX_BlenderCanvas::SetMouseState(RAS_MouseState mousestate)
{
m_mousestate = mousestate;
switch (mousestate)
{
case MOUSE_INVISIBLE:
{
WM_cursor_set(m_win, CURSOR_NONE);
break;
}
case MOUSE_WAIT:
{
WM_cursor_set(m_win, CURSOR_WAIT);
break;
}
case MOUSE_NORMAL:
{
WM_cursor_set(m_win, CURSOR_STD);
break;
}
default:
{
}
}
}
// (0,0) is top left, (width,height) is bottom right
void KX_BlenderCanvas::SetMousePosition(int x,int y)
{
int winX = m_frame_rect.GetLeft();
int winY = m_frame_rect.GetBottom();
int winH = m_frame_rect.GetHeight();
WM_cursor_warp(m_win, winX + x, winY + (winH-y));
}
/* get shot from frontbuffer sort of a copy from screendump.c */
static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy)
{
int x=0, y=0;
unsigned int *dumprect= NULL;
x= curarea->totrct.xmin;
y= curarea->totrct.ymin;
*dumpsx= curarea->totrct.xmax-x;
*dumpsy= curarea->totrct.ymax-y;
if (*dumpsx && *dumpsy) {
dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect");
glReadBuffer(GL_FRONT);
glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect);
glFinish();
glReadBuffer(GL_BACK);
}
return dumprect;
}
void KX_BlenderCanvas::MakeScreenShot(const char *filename)
{
ScrArea area_dummy= {0};
bScreen *screen = m_win->screen;
unsigned int *dumprect;
int dumpsx, dumpsy;
area_dummy.totrct.xmin = m_frame_rect.GetLeft();
area_dummy.totrct.xmax = m_frame_rect.GetRight();
area_dummy.totrct.ymin = m_frame_rect.GetBottom();
area_dummy.totrct.ymax = m_frame_rect.GetTop();
dumprect = screenshot(&area_dummy, &dumpsx, &dumpsy);
if (dumprect) {
/* initialize image file format data */
Scene *scene = (screen)? screen->scene: NULL;
ImageFormatData im_format;
if (scene)
im_format = scene->r.im_format;
else
BKE_imformat_defaults(&im_format);
/* create file path */
char path[FILE_MAX];
BLI_strncpy(path, filename, sizeof(path));
BLI_path_abs(path, G.main->name);
BKE_add_image_extension_from_type(path, im_format.imtype);
/* create and save imbuf */
ImBuf *ibuf = IMB_allocImBuf(dumpsx, dumpsy, 24, 0);
ibuf->rect = dumprect;
BKE_imbuf_write_as(ibuf, path, &im_format, false);
ibuf->rect = NULL;
IMB_freeImBuf(ibuf);
MEM_freeN(dumprect);
}
}