OpenGL: remove old DrawPixels util functions
a little bit of T49043, mostly related to T49165 Thx to @fclem for marking these as unused & making shader-based replacements.
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@ -136,45 +136,6 @@ int glaGetOneInt(int param);
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*/
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void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y);
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#if 0 /* Obsolete / unused */
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/**
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* Functions like a limited glDrawPixels, except ensures that
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* the image is displayed onscreen even if the \a x and \a y
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* coordinates for would be clipped. The routine respects the
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* glPixelZoom values, pixel unpacking parameters are _not_
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* respected.
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*
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* \attention This routine makes many assumptions: the rect data
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* is expected to be in RGBA unsigned byte format, the coordinate
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* (GLA_PIXEL_OFS, GLA_PIXEL_OFS) is assumed to be within the view frustum,
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* and the modelview and projection matrices are assumed to define a
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* 1-to-1 mapping to screen space.
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* \attention Furthermore, in the case of zoomed or unpixel aligned
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* images extending outside the view frustum, but still within the
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* window, some portion of the image may be visible left and/or
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* below of the given \a x and \a y coordinates. It is recommended
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* to use the glScissor functionality if images are to be drawn
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* with an inset view matrix.
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*/
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void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect);
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/**
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* glaDrawPixelsTex - Functions like a limited glDrawPixels, but actually draws the
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* image using textures, which can be tremendously faster on low-end
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* cards, and also avoids problems with the raster position being
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* clipped when offscreen. The routine respects the glPixelZoom values,
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* pixel unpacking parameters are _not_ respected.
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*
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* \attention This routine makes many assumptions: the rect data
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* is expected to be in RGBA byte or float format, and the
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* modelview and projection matrices are assumed to define a
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* 1-to-1 mapping to screen space.
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*/
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void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect);
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void glaDrawPixelsTex_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
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float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y);
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#endif
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/* To be used before calling immDrawPixelsTex
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* Default shader is GPU_SHADER_2D_IMAGE_COLOR
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* Returns a shader to be able to set uniforms */
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@ -199,22 +160,6 @@ void immDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int ty
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void immDrawPixelsTex_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
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float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y,
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float xzoom, float yzoom, float color[4]);
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#if 0 /* Obsolete / unused */
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/**
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* glaDrawPixelsAuto - Switches between texture or pixel drawing using UserDef.
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* only RGBA
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* needs glaDefine2DArea to be set.
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*/
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void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect);
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void glaDrawPixelsAuto_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
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float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y);
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void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY);
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void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY,
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float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y);
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#endif
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void immDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY,
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float xzoom, float yzoom, float color[4]);
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void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY,
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@ -234,6 +179,9 @@ void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, int
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* \param screen_rect The screen rectangle to be defined for 2D drawing.
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*/
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void glaDefine2DArea(struct rcti *screen_rect);
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/* TODO(merwin): put the following 2D code to use, or build new 2D code inspired & informd by it */
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#if 0 /* UNUSED */
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typedef struct gla2DDrawInfo gla2DDrawInfo;
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@ -286,274 +286,6 @@ static int get_cached_work_texture(int *r_w, int *r_h)
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return texid;
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}
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#if 0 /* Obsolete / unused */
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/* DEPRECATED: use immDrawPixelsTexScaled_clipping instead */
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void glaDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
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int format, int type, int zoomfilter, void *rect,
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float scaleX, float scaleY,
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float clip_min_x, float clip_min_y,
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float clip_max_x, float clip_max_y)
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{
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unsigned char *uc_rect = (unsigned char *) rect;
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const float *f_rect = (float *)rect;
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float xzoom = glaGetOneFloat(GL_ZOOM_X), yzoom = glaGetOneFloat(GL_ZOOM_Y);
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int subpart_x, subpart_y, tex_w, tex_h;
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int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y;
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int texid = get_cached_work_texture(&tex_w, &tex_h);
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int components;
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const bool use_clipping = ((clip_min_x < clip_max_x) && (clip_min_y < clip_max_y));
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/* Specify the color outside this function, and tex will modulate it.
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* This is useful for changing alpha without using glPixelTransferf()
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*/
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glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
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glBindTexture(GL_TEXTURE_2D, texid);
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/* don't want nasty border artifacts */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, zoomfilter);
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/* setup seamless 2=on, 0=off */
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seamless = ((tex_w < img_w || tex_h < img_h) && tex_w > 2 && tex_h > 2) ? 2 : 0;
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offset_x = tex_w - seamless;
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offset_y = tex_h - seamless;
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nsubparts_x = (img_w + (offset_x - 1)) / (offset_x);
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nsubparts_y = (img_h + (offset_y - 1)) / (offset_y);
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if (format == GL_RGBA)
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components = 4;
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else if (format == GL_RGB)
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components = 3;
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else if (ELEM(format, GL_LUMINANCE, GL_ALPHA))
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components = 1;
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else {
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BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled");
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return;
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}
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if (type == GL_FLOAT) {
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/* need to set internal format to higher range float */
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/* NOTE: this could fail on some drivers, like mesa,
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* but currently this code is only used by color
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* management stuff which already checks on whether
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* it's possible to use GL_RGBA16F_ARB
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*/
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, tex_w, tex_h, 0, format, GL_FLOAT, NULL);
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}
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else {
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/* switch to 8bit RGBA for byte buffer */
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL);
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}
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for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) {
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for (subpart_x = 0; subpart_x < nsubparts_x; subpart_x++) {
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int remainder_x = img_w - subpart_x * offset_x;
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int remainder_y = img_h - subpart_y * offset_y;
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int subpart_w = (remainder_x < tex_w) ? remainder_x : tex_w;
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int subpart_h = (remainder_y < tex_h) ? remainder_y : tex_h;
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int offset_left = (seamless && subpart_x != 0) ? 1 : 0;
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int offset_bot = (seamless && subpart_y != 0) ? 1 : 0;
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int offset_right = (seamless && remainder_x > tex_w) ? 1 : 0;
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int offset_top = (seamless && remainder_y > tex_h) ? 1 : 0;
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float rast_x = x + subpart_x * offset_x * xzoom;
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float rast_y = y + subpart_y * offset_y * yzoom;
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/* check if we already got these because we always get 2 more when doing seamless */
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if (subpart_w <= seamless || subpart_h <= seamless)
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continue;
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if (use_clipping) {
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if (rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX < clip_min_x ||
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rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY < clip_min_y)
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{
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continue;
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}
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if (rast_x + (float)offset_left * xzoom > clip_max_x ||
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rast_y + (float)offset_bot * yzoom > clip_max_y)
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{
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continue;
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}
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}
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if (type == GL_FLOAT) {
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
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/* add an extra border of pixels so linear looks ok at edges of full image */
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if (subpart_w < tex_w)
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glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_FLOAT, &f_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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if (subpart_h < tex_h)
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
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if (subpart_w < tex_w && subpart_h < tex_h)
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glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_FLOAT, &f_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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}
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else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + subpart_x * offset_x * components]);
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if (subpart_w < tex_w)
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glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[((size_t)subpart_y) * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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if (subpart_h < tex_h)
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
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if (subpart_w < tex_w && subpart_h < tex_h)
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glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
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}
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GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
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glBegin(GL_QUADS);
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glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h);
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glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom);
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glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h);
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glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom);
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glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h);
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glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
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glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h);
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glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
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glEnd();
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GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
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}
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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/* DEPRECATED: use immDrawPixelsTexScaled instead */
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void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h,
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int format, int type, int zoomfilter, void *rect,
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float scaleX, float scaleY)
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{
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glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
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scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f);
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}
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/* DEPRECATED: use immDrawPixelsTex instead */
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void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect)
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{
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glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 0.0f);
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}
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/* DEPRECATED: use immDrawPixelsTex_clipping instead */
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void glaDrawPixelsTex_clipping(float x, float y, int img_w, int img_h,
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int format, int type, int zoomfilter, void *rect,
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float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y)
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{
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glaDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
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clip_min_x, clip_min_y, clip_max_x, clip_max_y);
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}
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void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect)
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{
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float xzoom = glaGetOneFloat(GL_ZOOM_X);
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float yzoom = glaGetOneFloat(GL_ZOOM_Y);
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/* The pixel space coordinate of the intersection of
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* the [zoomed] image with the origin.
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*/
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float ix = -x / xzoom;
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float iy = -y / yzoom;
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/* The maximum pixel amounts the image can be cropped
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* at the lower left without exceeding the origin.
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*/
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int off_x = floor(max_ff(ix, 0.0f));
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int off_y = floor(max_ff(iy, 0.0f));
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/* The zoomed space coordinate of the raster position
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* (starting at the lower left most unclipped pixel).
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*/
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float rast_x = x + off_x * xzoom;
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float rast_y = y + off_y * yzoom;
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GLfloat scissor[4];
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int draw_w, draw_h;
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/* Determine the smallest number of pixels we need to draw
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* before the image would go off the upper right corner.
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*
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* It may seem this is just an optimization but some graphics
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* cards (ATI) freak out if there is a large zoom factor and
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* a large number of pixels off the screen (probably at some
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* level the number of image pixels to draw is getting multiplied
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* by the zoom and then clamped). Making sure we draw the
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* fewest pixels possible keeps everyone mostly happy (still
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* fails if we zoom in on one really huge pixel so that it
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* covers the entire screen).
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*/
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glGetFloatv(GL_SCISSOR_BOX, scissor);
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draw_w = min_ii(img_w - off_x, ceil((scissor[2] - rast_x) / xzoom));
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draw_h = min_ii(img_h - off_y, ceil((scissor[3] - rast_y) / yzoom));
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if (draw_w > 0 && draw_h > 0) {
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int bound_options;
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GPU_BASIC_SHADER_DISABLE_AND_STORE(bound_options);
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/* Don't use safe RasterPos (slower) if we can avoid it. */
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if (rast_x >= 0 && rast_y >= 0) {
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glRasterPos2f(rast_x, rast_y);
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}
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else {
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glaRasterPosSafe2f(rast_x, rast_y, 0, 0);
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, row_w);
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if (format == GL_LUMINANCE || format == GL_RED) {
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if (type == GL_FLOAT) {
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const float *f_rect = (float *)rect;
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glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y * row_w + off_x));
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}
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else if (type == GL_INT || type == GL_UNSIGNED_INT) {
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const int *i_rect = (int *)rect;
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glDrawPixels(draw_w, draw_h, format, type, i_rect + (off_y * row_w + off_x));
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}
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}
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else { /* RGBA */
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if (type == GL_FLOAT) {
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const float *f_rect = (float *)rect;
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glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y * row_w + off_x) * 4);
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}
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else if (type == GL_UNSIGNED_BYTE) {
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unsigned char *uc_rect = (unsigned char *) rect;
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glDrawPixels(draw_w, draw_h, format, type, uc_rect + (off_y * row_w + off_x) * 4);
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}
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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GPU_BASIC_SHADER_ENABLE_AND_RESTORE(bound_options);
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}
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}
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/* uses either DrawPixelsSafe or DrawPixelsTex, based on user defined maximum */
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void glaDrawPixelsAuto_clipping(float x, float y, int img_w, int img_h,
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int format, int type, int zoomfilter, void *rect,
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float clip_min_x, float clip_min_y,
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float clip_max_x, float clip_max_y)
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{
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if (U.image_draw_method != IMAGE_DRAW_METHOD_DRAWPIXELS) {
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glaDrawPixelsTex_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
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clip_min_x, clip_min_y, clip_max_x, clip_max_y);
|
||||
}
|
||||
else {
|
||||
glaDrawPixelsSafe(x, y, img_w, img_h, img_w, format, type, rect);
|
||||
}
|
||||
}
|
||||
|
||||
void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect)
|
||||
{
|
||||
glaDrawPixelsAuto_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
|
||||
0.0f, 0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
/* To be used before calling immDrawPixelsTex
|
||||
* Default shader is GPU_SHADER_2D_IMAGE_COLOR
|
||||
* You can still set uniforms with :
|
||||
|
|
Loading…
Reference in New Issue