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blender-archive/source/blender/editors/interface/interface_icons.c

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/**
* $Id$
*
* ***** 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., 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.
*
* Contributors: Blender Foundation, full recode
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#include <direct.h>
#include "BLI_winstuff.h"
#endif
#include "MEM_guardedalloc.h"
#include "GPU_extensions.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_storage_types.h"
#include "DNA_material_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_icons.h"
#include "BKE_utildefines.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "ED_datafiles.h"
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
#include "ED_render.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h" /* elubie: should be removed once the enum for the ICONS is in BIF_preview_icons.h */
#include "interface_intern.h"
2.5 - Reworked the icon system a bit * After several hours of manual dragging and typing the icon file is now enlarged and completely reorganised logically, rather than scattered throughout. This should provide a lot more room for growth, and is a lot easier to work with (also allowing more space for toggle buttons that require two icon slots next to each other). The icon grid has now 25 x 24 icons - hopefully this might last us for a couple more years :) Some of the naming of icon defines is a bit ancient and can be cleaned up a bit further. Other devs, if when bringing spaces back, it's finding the wrong icon, or missing a define, try and look to see if it's already existing in the new icon file, or drop me a note and I'll fix it up. Note: after these changes, older custom blender 2.4 icon files won't work and will need to be updated to the new layout. * Enlarged the icons themselves from 15x16 pixels to 16x16 pixels (icon designer request). This is a more standard size, and is easier to fit stuff in proportionally. * Added a bunch more of jendrzych's icons that weren't added previously since there wasn't space in the icon file (including a few more modifier icons) * Tweaked the outliner somewhat, so that instead of just showing a generic 'object' icon for all objects, it shows 'object type' icons, per object type. This makes the outliner a lot more useful for browsing at a glance - a huge row of identical 'object' icons doesn't really give much useful information. See here: http://mke3.net/blender/devel/2.5/outliner_obtypes.png
2008-12-28 07:39:23 +00:00
#define ICON_IMAGE_W 600
#define ICON_IMAGE_H 640
#define ICON_GRID_COLS 26
#define ICON_GRID_ROWS 30
#define ICON_GRID_MARGIN 5
2.5 - Reworked the icon system a bit * After several hours of manual dragging and typing the icon file is now enlarged and completely reorganised logically, rather than scattered throughout. This should provide a lot more room for growth, and is a lot easier to work with (also allowing more space for toggle buttons that require two icon slots next to each other). The icon grid has now 25 x 24 icons - hopefully this might last us for a couple more years :) Some of the naming of icon defines is a bit ancient and can be cleaned up a bit further. Other devs, if when bringing spaces back, it's finding the wrong icon, or missing a define, try and look to see if it's already existing in the new icon file, or drop me a note and I'll fix it up. Note: after these changes, older custom blender 2.4 icon files won't work and will need to be updated to the new layout. * Enlarged the icons themselves from 15x16 pixels to 16x16 pixels (icon designer request). This is a more standard size, and is easier to fit stuff in proportionally. * Added a bunch more of jendrzych's icons that weren't added previously since there wasn't space in the icon file (including a few more modifier icons) * Tweaked the outliner somewhat, so that instead of just showing a generic 'object' icon for all objects, it shows 'object type' icons, per object type. This makes the outliner a lot more useful for browsing at a glance - a huge row of identical 'object' icons doesn't really give much useful information. See here: http://mke3.net/blender/devel/2.5/outliner_obtypes.png
2008-12-28 07:39:23 +00:00
#define ICON_GRID_W 16
#define ICON_GRID_H 16
typedef struct IconImage {
int w;
int h;
unsigned int *rect;
} IconImage;
typedef void (*VectorDrawFunc)(int x, int y, int w, int h, float alpha);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
#define ICON_TYPE_PREVIEW 0
#define ICON_TYPE_TEXTURE 1
#define ICON_TYPE_BUFFER 2
#define ICON_TYPE_VECTOR 3
typedef struct DrawInfo {
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
int type;
union {
/* type specific data */
struct {
VectorDrawFunc func;
} vector;
struct {
IconImage* image;
} buffer;
struct {
int x, y, w, h;
} texture;
} data;
} DrawInfo;
typedef struct IconTexture {
GLuint id;
int w;
int h;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
float invw;
float invh;
} IconTexture;
/* ******************* STATIC LOCAL VARS ******************* */
/* static here to cache results of icon directory scan, so it's not
* scanning the filesystem each time the menu is drawn */
static struct ListBase iconfilelist = {0, 0};
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
static IconTexture icongltex = {0, 0, 0, 0.0f, 0.0f};
/* **************************************************** */
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
static void def_internal_icon(ImBuf *bbuf, int icon_id, int xofs, int yofs, int size, int type)
{
Icon *new_icon = NULL;
IconImage *iimg = NULL;
DrawInfo *di;
int y = 0;
int imgsize = 0;
new_icon = MEM_callocN(sizeof(Icon), "texicon");
new_icon->obj = 0; /* icon is not for library object */
new_icon->type = 0;
di = MEM_callocN(sizeof(DrawInfo), "drawinfo");
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
di->type= type;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(type == ICON_TYPE_TEXTURE) {
di->data.texture.x= xofs;
di->data.texture.y= yofs;
di->data.texture.w= size;
di->data.texture.h= size;
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
else if(type == ICON_TYPE_BUFFER) {
iimg = MEM_mallocN(sizeof(IconImage), "icon_img");
iimg->rect = MEM_mallocN(size*size*sizeof(unsigned int), "icon_rect");
iimg->w = size;
iimg->h = size;
/* Here we store the rect in the icon - same as before */
imgsize = bbuf->x;
for (y=0; y<size; y++) {
memcpy(&iimg->rect[y*size], &bbuf->rect[(y+yofs)*imgsize+xofs], size*sizeof(int));
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
di->data.buffer.image = iimg;
}
new_icon->drawinfo_free = UI_icons_free_drawinfo;
new_icon->drawinfo = di;
BKE_icon_set(icon_id, new_icon);
}
static void def_internal_vicon( int icon_id, VectorDrawFunc drawFunc)
{
Icon *new_icon = NULL;
DrawInfo* di;
new_icon = MEM_callocN(sizeof(Icon), "texicon");
new_icon->obj = 0; /* icon is not for library object */
new_icon->type = 0;
di = MEM_callocN(sizeof(DrawInfo), "drawinfo");
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
di->type= ICON_TYPE_VECTOR;
di->data.vector.func =drawFunc;
new_icon->drawinfo_free = 0;
new_icon->drawinfo = di;
BKE_icon_set(icon_id, new_icon);
}
/* Vector Icon Drawing Routines */
/* Utilities */
static void viconutil_set_point(GLint pt[2], int x, int y)
{
pt[0] = x;
pt[1] = y;
}
static void viconutil_draw_tri(GLint (*pts)[2])
{
glBegin(GL_TRIANGLES);
glVertex2iv(pts[0]);
glVertex2iv(pts[1]);
glVertex2iv(pts[2]);
glEnd();
}
static void viconutil_draw_lineloop(GLint (*pts)[2], int numPoints)
{
int i;
glBegin(GL_LINE_LOOP);
for (i=0; i<numPoints; i++) {
glVertex2iv(pts[i]);
}
glEnd();
}
static void viconutil_draw_lineloop_smooth(GLint (*pts)[2], int numPoints)
{
glEnable(GL_LINE_SMOOTH);
viconutil_draw_lineloop(pts, numPoints);
glDisable(GL_LINE_SMOOTH);
}
static void viconutil_draw_points(GLint (*pts)[2], int numPoints, int pointSize)
{
int i;
glBegin(GL_QUADS);
for (i=0; i<numPoints; i++) {
int x = pts[i][0], y = pts[i][1];
glVertex2i(x-pointSize,y-pointSize);
glVertex2i(x+pointSize,y-pointSize);
glVertex2i(x+pointSize,y+pointSize);
glVertex2i(x-pointSize,y+pointSize);
}
glEnd();
}
/* Drawing functions */
static void vicon_x_draw(int x, int y, int w, int h, float alpha)
{
x += 3;
y += 3;
w -= 6;
h -= 6;
glEnable( GL_LINE_SMOOTH );
glLineWidth(2.5);
glColor4f(0.0, 0.0, 0.0, alpha);
glBegin(GL_LINES);
glVertex2i(x ,y );
glVertex2i(x+w,y+h);
glVertex2i(x+w,y );
glVertex2i(x ,y+h);
glEnd();
glLineWidth(1.0);
glDisable( GL_LINE_SMOOTH );
}
static void vicon_view3d_draw(int x, int y, int w, int h, float alpha)
{
int cx = x + w/2;
int cy = y + h/2;
int d = MAX2(2, h/3);
glColor4f(0.5, 0.5, 0.5, alpha);
glBegin(GL_LINES);
glVertex2i(x , cy-d);
glVertex2i(x+w, cy-d);
glVertex2i(x , cy+d);
glVertex2i(x+w, cy+d);
glVertex2i(cx-d, y );
glVertex2i(cx-d, y+h);
glVertex2i(cx+d, y );
glVertex2i(cx+d, y+h);
glEnd();
glColor4f(0.0, 0.0, 0.0, alpha);
glBegin(GL_LINES);
glVertex2i(x , cy);
glVertex2i(x+w, cy);
glVertex2i(cx, y );
glVertex2i(cx, y+h);
glEnd();
}
static void vicon_edit_draw(int x, int y, int w, int h, float alpha)
{
GLint pts[4][2];
viconutil_set_point(pts[0], x+3 , y+3 );
viconutil_set_point(pts[1], x+w-3, y+3 );
viconutil_set_point(pts[2], x+w-3, y+h-3);
viconutil_set_point(pts[3], x+3 , y+h-3);
glColor4f(0.0, 0.0, 0.0, alpha);
viconutil_draw_lineloop(pts, 4);
glColor3f(1, 1, 0.0);
viconutil_draw_points(pts, 4, 1);
}
static void vicon_editmode_hlt_draw(int x, int y, int w, int h, float alpha)
{
GLint pts[3][2];
viconutil_set_point(pts[0], x+w/2, y+h-2);
viconutil_set_point(pts[1], x+3, y+4);
viconutil_set_point(pts[2], x+w-3, y+4);
glColor4f(0.5, 0.5, 0.5, alpha);
viconutil_draw_tri(pts);
glColor4f(0.0, 0.0, 0.0, 1);
viconutil_draw_lineloop_smooth(pts, 3);
glColor3f(1, 1, 0.0);
viconutil_draw_points(pts, 3, 1);
}
static void vicon_editmode_dehlt_draw(int x, int y, int w, int h, float alpha)
{
GLint pts[3][2];
viconutil_set_point(pts[0], x+w/2, y+h-2);
viconutil_set_point(pts[1], x+3, y+4);
viconutil_set_point(pts[2], x+w-3, y+4);
glColor4f(0.0f, 0.0f, 0.0f, 1);
viconutil_draw_lineloop_smooth(pts, 3);
glColor3f(.9f, .9f, .9f);
viconutil_draw_points(pts, 3, 1);
}
static void vicon_disclosure_tri_right_draw(int x, int y, int w, int h, float alpha)
{
GLint pts[3][2];
int cx = x+w/2;
int cy = y+w/2;
int d = w/3, d2 = w/5;
viconutil_set_point(pts[0], cx-d2, cy+d);
viconutil_set_point(pts[1], cx-d2, cy-d);
viconutil_set_point(pts[2], cx+d2, cy);
glShadeModel(GL_SMOOTH);
glBegin(GL_TRIANGLES);
glColor4f(0.8f, 0.8f, 0.8f, alpha);
glVertex2iv(pts[0]);
glVertex2iv(pts[1]);
glColor4f(0.3f, 0.3f, 0.3f, alpha);
glVertex2iv(pts[2]);
glEnd();
glShadeModel(GL_FLAT);
glColor4f(0.0f, 0.0f, 0.0f, 1);
viconutil_draw_lineloop_smooth(pts, 3);
}
static void vicon_small_tri_right_draw(int x, int y, int w, int h, float alpha)
{
GLint pts[3][2];
int cx = x+w/2-4;
int cy = y+w/2;
int d = w/5, d2 = w/7;
viconutil_set_point(pts[0], cx-d2, cy+d);
viconutil_set_point(pts[1], cx-d2, cy-d);
viconutil_set_point(pts[2], cx+d2, cy);
glColor4f(0.2f, 0.2f, 0.2f, alpha);
glShadeModel(GL_SMOOTH);
glBegin(GL_TRIANGLES);
glVertex2iv(pts[0]);
glVertex2iv(pts[1]);
glVertex2iv(pts[2]);
glEnd();
glShadeModel(GL_FLAT);
}
static void vicon_disclosure_tri_down_draw(int x, int y, int w, int h, float alpha)
{
GLint pts[3][2];
int cx = x+w/2;
int cy = y+w/2;
int d = w/3, d2 = w/5;
viconutil_set_point(pts[0], cx+d, cy+d2);
viconutil_set_point(pts[1], cx-d, cy+d2);
viconutil_set_point(pts[2], cx, cy-d2);
glShadeModel(GL_SMOOTH);
glBegin(GL_TRIANGLES);
glColor4f(0.8f, 0.8f, 0.8f, alpha);
glVertex2iv(pts[0]);
glVertex2iv(pts[1]);
glColor4f(0.3f, 0.3f, 0.3f, alpha);
glVertex2iv(pts[2]);
glEnd();
glShadeModel(GL_FLAT);
glColor4f(0.0f, 0.0f, 0.0f, 1);
viconutil_draw_lineloop_smooth(pts, 3);
}
static void vicon_move_up_draw(int x, int y, int w, int h, float alpha)
{
int d=-2;
glEnable(GL_LINE_SMOOTH);
glLineWidth(1);
glColor3f(0.0, 0.0, 0.0);
glBegin(GL_LINE_STRIP);
glVertex2i(x+w/2-d*2, y+h/2+d);
glVertex2i(x+w/2, y+h/2-d + 1);
glVertex2i(x+w/2+d*2, y+h/2+d);
glEnd();
glLineWidth(1.0);
glDisable(GL_LINE_SMOOTH);
}
static void vicon_move_down_draw(int x, int y, int w, int h, float alpha)
{
int d=2;
glEnable(GL_LINE_SMOOTH);
glLineWidth(1);
glColor3f(0.0, 0.0, 0.0);
glBegin(GL_LINE_STRIP);
glVertex2i(x+w/2-d*2, y+h/2+d);
glVertex2i(x+w/2, y+h/2-d - 1);
glVertex2i(x+w/2+d*2, y+h/2+d);
glEnd();
glLineWidth(1.0);
glDisable(GL_LINE_SMOOTH);
}
static void init_internal_icons()
{
bTheme *btheme= U.themes.first;
ImBuf *bbuf= NULL;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
int x, y, icontype;
char iconfilestr[FILE_MAXDIR+FILE_MAXFILE];
char filenamestr[FILE_MAXFILE+16]; // 16 == strlen(".blender/icons/")+1
if ((btheme!=NULL) && (strlen(btheme->tui.iconfile) > 0)) {
#ifdef WIN32
sprintf(filenamestr, "icons/%s", btheme->tui.iconfile);
#else
sprintf(filenamestr, ".blender/icons/%s", btheme->tui.iconfile);
#endif
BLI_make_file_string("/", iconfilestr, BLI_gethome(), filenamestr);
if (BLI_exists(iconfilestr)) {
bbuf = IMB_loadiffname(iconfilestr, IB_rect);
if(bbuf->x < ICON_IMAGE_W || bbuf->y < ICON_IMAGE_H) {
printf("\n***WARNING***\nIcons file %s too small.\nUsing built-in Icons instead\n", iconfilestr);
IMB_freeImBuf(bbuf);
bbuf= NULL;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
}
}
}
if(bbuf==NULL)
bbuf = IMB_ibImageFromMemory((int *)datatoc_blenderbuttons, datatoc_blenderbuttons_size, IB_rect);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(bbuf) {
/* free existing texture if any */
if(icongltex.id) {
glDeleteTextures(1, &icongltex.id);
icongltex.id= 0;
}
/* we only use a texture for cards with non-power of two */
if(GPU_non_power_of_two_support()) {
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
glGenTextures(1, &icongltex.id);
if(icongltex.id) {
icongltex.w = bbuf->x;
icongltex.h = bbuf->y;
icongltex.invw = 1.0f/bbuf->x;
icongltex.invh = 1.0f/bbuf->y;
glBindTexture(GL_TEXTURE_2D, icongltex.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bbuf->x, bbuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, bbuf->rect);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
if(glGetError() == GL_OUT_OF_MEMORY) {
glDeleteTextures(1, &icongltex.id);
icongltex.id= 0;
}
}
}
}
if(icongltex.id)
icontype= ICON_TYPE_TEXTURE;
else
icontype= ICON_TYPE_BUFFER;
for (y=0; y<ICON_GRID_ROWS; y++) {
for (x=0; x<ICON_GRID_COLS; x++) {
def_internal_icon(bbuf, BIFICONID_FIRST + y*ICON_GRID_COLS + x,
2.5 - Reworked the icon system a bit * After several hours of manual dragging and typing the icon file is now enlarged and completely reorganised logically, rather than scattered throughout. This should provide a lot more room for growth, and is a lot easier to work with (also allowing more space for toggle buttons that require two icon slots next to each other). The icon grid has now 25 x 24 icons - hopefully this might last us for a couple more years :) Some of the naming of icon defines is a bit ancient and can be cleaned up a bit further. Other devs, if when bringing spaces back, it's finding the wrong icon, or missing a define, try and look to see if it's already existing in the new icon file, or drop me a note and I'll fix it up. Note: after these changes, older custom blender 2.4 icon files won't work and will need to be updated to the new layout. * Enlarged the icons themselves from 15x16 pixels to 16x16 pixels (icon designer request). This is a more standard size, and is easier to fit stuff in proportionally. * Added a bunch more of jendrzych's icons that weren't added previously since there wasn't space in the icon file (including a few more modifier icons) * Tweaked the outliner somewhat, so that instead of just showing a generic 'object' icon for all objects, it shows 'object type' icons, per object type. This makes the outliner a lot more useful for browsing at a glance - a huge row of identical 'object' icons doesn't really give much useful information. See here: http://mke3.net/blender/devel/2.5/outliner_obtypes.png
2008-12-28 07:39:23 +00:00
x*(ICON_GRID_W+ICON_GRID_MARGIN)+ICON_GRID_MARGIN,
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
y*(ICON_GRID_H+ICON_GRID_MARGIN)+ICON_GRID_MARGIN, ICON_GRID_W,
icontype);
}
}
def_internal_vicon(VICO_VIEW3D_VEC, vicon_view3d_draw);
def_internal_vicon(VICO_EDIT_VEC, vicon_edit_draw);
def_internal_vicon(VICO_EDITMODE_DEHLT, vicon_editmode_dehlt_draw);
def_internal_vicon(VICO_EDITMODE_HLT, vicon_editmode_hlt_draw);
def_internal_vicon(VICO_DISCLOSURE_TRI_RIGHT_VEC, vicon_disclosure_tri_right_draw);
def_internal_vicon(VICO_DISCLOSURE_TRI_DOWN_VEC, vicon_disclosure_tri_down_draw);
def_internal_vicon(VICO_MOVE_UP_VEC, vicon_move_up_draw);
def_internal_vicon(VICO_MOVE_DOWN_VEC, vicon_move_down_draw);
def_internal_vicon(VICO_X_VEC, vicon_x_draw);
def_internal_vicon(VICO_SMALL_TRI_RIGHT_VEC, vicon_small_tri_right_draw);
IMB_freeImBuf(bbuf);
}
static void init_iconfile_list(struct ListBase *list)
{
IconFile *ifile;
ImBuf *bbuf= NULL;
struct direntry *dir;
int restoredir = 1; /* restore to current directory */
int totfile, i, index=1;
int ifilex, ifiley;
char icondirstr[FILE_MAX];
char iconfilestr[FILE_MAX+16]; /* allow 256 chars for file+dir */
char olddir[FILE_MAX];
list->first = list->last = NULL;
#ifdef WIN32
BLI_make_file_string("/", icondirstr, BLI_gethome(), "icons");
#else
BLI_make_file_string("/", icondirstr, BLI_gethome(), ".blender/icons");
#endif
if(BLI_exists(icondirstr)==0)
return;
/* since BLI_getdir changes the current working directory, restore it
back to old value afterwards */
if(!BLI_getwdN(olddir))
restoredir = 0;
totfile = BLI_getdir(icondirstr, &dir);
if (restoredir)
chdir(olddir);
for(i=0; i<totfile; i++) {
if( (dir[i].type & S_IFREG) ) {
char *filename = dir[i].relname;
if(BLI_testextensie(filename, ".png")) {
/* check to see if the image is the right size, continue if not */
/* copying strings here should go ok, assuming that we never get back
a complete path to file longer than 256 chars */
sprintf(iconfilestr, "%s/%s", icondirstr, filename);
if(BLI_exists(iconfilestr)) bbuf = IMB_loadiffname(iconfilestr, IB_rect);
ifilex = bbuf->x;
ifiley = bbuf->y;
IMB_freeImBuf(bbuf);
if ((ifilex != ICON_IMAGE_W) || (ifiley != ICON_IMAGE_H))
continue;
/* found a potential icon file, so make an entry for it in the cache list */
ifile = MEM_callocN(sizeof(IconFile), "IconFile");
BLI_strncpy(ifile->filename, filename, sizeof(ifile->filename));
ifile->index = index;
BLI_addtail(list, ifile);
index++;
}
}
}
/* free temporary direntry structure that's been created by BLI_getdir() */
i= totfile-1;
for(; i>=0; i--){
MEM_freeN(dir[i].relname);
if (dir[i].string) MEM_freeN(dir[i].string);
}
free(dir);
dir= 0;
}
static void free_iconfile_list(struct ListBase *list)
{
IconFile *ifile=NULL, *next_ifile=NULL;
for(ifile=list->first; ifile; ifile=next_ifile) {
next_ifile = ifile->next;
BLI_freelinkN(list, ifile);
}
}
int UI_iconfile_get_index(char *filename)
{
IconFile *ifile;
ListBase *list=&(iconfilelist);
for(ifile=list->first; ifile; ifile=ifile->next) {
if ( BLI_streq(filename, ifile->filename)) {
return ifile->index;
}
}
return 0;
}
ListBase *UI_iconfile_list(void)
{
ListBase *list=&(iconfilelist);
return list;
}
void UI_icons_free()
{
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(icongltex.id) {
glDeleteTextures(1, &icongltex.id);
icongltex.id= 0;
}
free_iconfile_list(&iconfilelist);
BKE_icons_free();
}
void UI_icons_free_drawinfo(void *drawinfo)
{
DrawInfo *di = drawinfo;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(di) {
if(di->type == ICON_TYPE_BUFFER) {
if(di->data.buffer.image) {
MEM_freeN(di->data.buffer.image->rect);
MEM_freeN(di->data.buffer.image);
}
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
MEM_freeN(di);
}
}
static DrawInfo *icon_create_drawinfo()
{
DrawInfo *di = NULL;
di = MEM_callocN(sizeof(DrawInfo), "di_icon");
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
di->type= ICON_TYPE_PREVIEW;
return di;
}
int UI_icon_get_width(int icon_id)
{
Icon *icon = NULL;
DrawInfo *di = NULL;
icon = BKE_icon_get(icon_id);
if (!icon) {
printf("UI_icon_get_width: Internal error, no icon for icon ID: %d\n", icon_id);
return 0;
}
di = (DrawInfo *)icon->drawinfo;
if (!di) {
di = icon_create_drawinfo();
icon->drawinfo = di;
}
if (di)
return ICON_DEFAULT_WIDTH;
return 0;
}
int UI_icon_get_height(int icon_id)
{
Icon *icon = NULL;
DrawInfo *di = NULL;
icon = BKE_icon_get(icon_id);
if (!icon) {
printf("UI_icon_get_height: Internal error, no icon for icon ID: %d\n", icon_id);
return 0;
}
di = (DrawInfo*)icon->drawinfo;
if (!di) {
di = icon_create_drawinfo();
icon->drawinfo = di;
}
if (di)
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
return ICON_DEFAULT_HEIGHT;
return 0;
}
void UI_icons_init(int first_dyn_id)
{
init_iconfile_list(&iconfilelist);
BKE_icons_init(first_dyn_id);
init_internal_icons();
}
/* Render size for preview images at level miplevel */
static int preview_render_size(int miplevel)
{
switch (miplevel) {
case 0: return 32;
case 1: return PREVIEW_DEFAULT_HEIGHT;
}
return 0;
}
static void icon_create_mipmap(struct PreviewImage* prv_img, int miplevel)
{
unsigned int size = preview_render_size(miplevel);
if (!prv_img) {
printf("Error: requested preview image does not exist");
}
if (!prv_img->rect[miplevel]) {
prv_img->w[miplevel] = size;
prv_img->h[miplevel] = size;
prv_img->changed[miplevel] = 1;
prv_img->rect[miplevel] = MEM_callocN(size*size*sizeof(unsigned int), "prv_rect");
}
}
/* only called when icon has changed */
/* only call with valid pointer from UI_icon_draw */
static void icon_set_image(bContext *C, ID *id, PreviewImage* prv_img, int miplevel)
{
if (!prv_img) {
printf("No preview image for this ID: %s\n", id->name);
return;
}
/* create the preview rect */
icon_create_mipmap(prv_img, miplevel);
ED_preview_icon_job(C, prv_img, id, prv_img->rect[miplevel],
prv_img->w[miplevel], prv_img->h[miplevel]);
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
static void icon_draw_rect(float x, float y, int w, int h, float aspect, int rw, int rh, unsigned int *rect, float alpha, float *rgb)
{
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
/* modulate color */
if(alpha != 1.0f)
glPixelTransferf(GL_ALPHA_SCALE, alpha);
if(rgb) {
glPixelTransferf(GL_RED_SCALE, rgb[0]);
glPixelTransferf(GL_GREEN_SCALE, rgb[1]);
glPixelTransferf(GL_BLUE_SCALE, rgb[2]);
}
/* position */
glRasterPos2f(x, y);
// XXX ui_rasterpos_safe(x, y, aspect);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
/* draw */
if((w<1 || h<1)) {
// XXX - TODO 2.5 verify whether this case can happen
// and only print in debug
printf("what the heck! - icons are %i x %i pixels?\n", w, h);
}
/* rect contains image in 'rendersize', we only scale if needed */
else if(rw!=w && rh!=h) {
if(w>2000 || h>2000) { /* something has gone wrong! */
printf("insane icon size w=%d h=%d\n",w,h);
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
else {
ImBuf *ima;
/* first allocate imbuf for scaling and copy preview into it */
ima = IMB_allocImBuf(rw, rh, 32, IB_rect, 0);
memcpy(ima->rect, rect, rw*rh*sizeof(unsigned int));
/* scale it */
IMB_scaleImBuf(ima, w, h);
glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, ima->rect);
IMB_freeImBuf(ima);
}
}
else
glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, rect);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
/* restore color */
if(alpha != 0.0f)
glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
if(rgb) {
glPixelTransferf(GL_RED_SCALE, 1.0f);
glPixelTransferf(GL_GREEN_SCALE, 1.0f);
glPixelTransferf(GL_BLUE_SCALE, 1.0f);
}
}
static void icon_draw_texture(float x, float y, float w, float h, int ix, int iy, int iw, int ih, float alpha, float *rgb)
{
float x1, x2, y1, y2;
if(rgb) glColor4f(rgb[0], rgb[1], rgb[2], alpha);
else glColor4f(1.0f, 1.0f, 1.0f, alpha);
x1= ix*icongltex.invw;
x2= (ix + ih)*icongltex.invw;
y1= iy*icongltex.invh;
y2= (iy + ih)*icongltex.invh;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, icongltex.id);
glBegin(GL_QUADS);
glTexCoord2f(x1, y1);
glVertex2f(x, y);
glTexCoord2f(x2, y1);
glVertex2f(x+w, y);
glTexCoord2f(x2, y2);
glVertex2f(x+w, y+h);
glTexCoord2f(x1, y2);
glVertex2f(x, y+h);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}
/* Drawing size for preview images at level miplevel */
static int preview_size(int miplevel)
{
switch (miplevel) {
case 0: return ICON_DEFAULT_HEIGHT;
case 1: return PREVIEW_DEFAULT_HEIGHT;
}
return 0;
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
static void icon_draw_size(float x, float y, int icon_id, float aspect, float alpha, float *rgb, int miplevel, int draw_size, int nocreate)
{
Icon *icon = NULL;
DrawInfo *di = NULL;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
IconImage *iimg;
int w, h;
icon = BKE_icon_get(icon_id);
if (!icon) {
printf("icon_draw_mipmap: Internal error, no icon for icon ID: %d\n", icon_id);
return;
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
di = (DrawInfo*)icon->drawinfo;
if (!di) {
di = icon_create_drawinfo();
icon->drawinfo = di;
icon->drawinfo_free = UI_icons_free_drawinfo;
}
/* scale width and height according to aspect */
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
w = (int)(draw_size/aspect + 0.5f);
h = (int)(draw_size/aspect + 0.5f);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(di->type == ICON_TYPE_VECTOR) {
/* vector icons use the uiBlock transformation, they are not drawn
with untransformed coordinates like the other icons */
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
di->data.vector.func(x, y, ICON_DEFAULT_HEIGHT, ICON_DEFAULT_HEIGHT, 1.0f);
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
else if(di->type == ICON_TYPE_TEXTURE) {
icon_draw_texture(x, y, w, h, di->data.texture.x, di->data.texture.y,
di->data.texture.w, di->data.texture.h, alpha, rgb);
}
else if(di->type == ICON_TYPE_BUFFER) {
/* it is a builtin icon */
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
iimg= di->data.buffer.image;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(!iimg->rect) return; /* something has gone wrong! */
icon_draw_rect(x, y, w, h, aspect, iimg->w, iimg->h, iimg->rect, alpha, rgb);
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
else if(di->type == ICON_TYPE_PREVIEW) {
PreviewImage* pi = BKE_previewimg_get((ID*)icon->obj);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(pi) {
/* no create icon on this level in code */
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(!pi->rect[miplevel]) return; /* something has gone wrong! */
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
/* preview images use premul alpha ... */
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
icon_draw_rect(x, y, w, h, aspect, pi->w[miplevel], pi->h[miplevel], pi->rect[miplevel], 1.0f, NULL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
}
void ui_id_icon_render(bContext *C, ID *id, int preview)
{
PreviewImage *pi = BKE_previewimg_get(id);
if (pi) {
if ((pi->changed[0] ||!pi->rect[0])) /* changed only ever set by dynamic icons */
{
/* create the preview rect if necessary */
icon_set_image(C, id, pi, 0); /* icon size */
if (preview)
icon_set_image(C, id, pi, 1); /* preview size */
pi->changed[0] = 0;
}
}
}
int ui_id_icon_get(bContext *C, ID *id, int preview)
{
int iconid= 0;
/* icon */
switch(GS(id->name))
{
case ID_MA: /* fall through */
case ID_TE: /* fall through */
case ID_IM: /* fall through */
case ID_WO: /* fall through */
case ID_LA: /* fall through */
iconid= BKE_icon_getid(id);
/* checks if not exists, or changed */
ui_id_icon_render(C, id, preview);
break;
default:
break;
}
return iconid;
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
static void icon_draw_mipmap(float x, float y, int icon_id, float aspect, float alpha, int miplevel, int nocreate)
{
int draw_size = preview_size(miplevel);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
icon_draw_size(x, y, icon_id, aspect, alpha, NULL, miplevel, draw_size, nocreate);
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
void UI_icon_draw_aspect(float x, float y, int icon_id, float aspect, float alpha)
{
icon_draw_mipmap(x, y, icon_id, aspect, alpha, PREVIEW_MIPMAP_ZERO, 0);
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
void UI_icon_draw_aspect_color(float x, float y, int icon_id, float aspect, float *rgb)
{
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
int draw_size = preview_size(PREVIEW_MIPMAP_ZERO);
icon_draw_size(x, y, icon_id, aspect, 1.0f, rgb, PREVIEW_MIPMAP_ZERO, draw_size, 0);
}
void UI_icon_draw(float x, float y, int icon_id)
{
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
UI_icon_draw_aspect(x, y, icon_id, 1.0f, 1.0f);
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
void UI_icon_draw_size(float x, float y, int size, int icon_id, float alpha)
{
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
icon_draw_size(x, y, icon_id, 1.0f, alpha, NULL, 0, size, 1);
}
void UI_icon_draw_preview(float x, float y, int icon_id)
{
icon_draw_mipmap(x, y, icon_id, 1.0f, 1.0f, PREVIEW_MIPMAP_LARGE, 0);
}
void UI_icon_draw_preview_aspect(float x, float y, int icon_id, float aspect)
{
icon_draw_mipmap(x, y, icon_id, aspect, 1.0f, PREVIEW_MIPMAP_LARGE, 0);
}
void UI_icon_draw_preview_aspect_size(float x, float y, int icon_id, float aspect, int size)
{
icon_draw_size(x, y, icon_id, aspect, 1.0f, NULL, PREVIEW_MIPMAP_LARGE, size, 0);
}