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blender-archive/source/blender/editors/screen/screen_draw.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/screen/screen_draw.c
* \ingroup edscr
*/
#include "ED_screen.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "WM_api.h"
#include "WM_types.h"
#include "screen_intern.h"
/**
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* Draw horizontal shape visualizing future joining (left as well right direction of future joining).
*/
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static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
vec2f points[10];
short i;
float w, h;
float width = sa->v3->vec.x - sa->v1->vec.x;
float height = sa->v3->vec.y - sa->v1->vec.y;
if (height < width) {
h = height / 8;
w = height / 4;
}
else {
h = width / 8;
w = width / 4;
}
points[0].x = sa->v1->vec.x;
points[0].y = sa->v1->vec.y + height / 2;
points[1].x = sa->v1->vec.x;
points[1].y = sa->v1->vec.y;
points[2].x = sa->v4->vec.x - w;
points[2].y = sa->v4->vec.y;
points[3].x = sa->v4->vec.x - w;
points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
points[4].x = sa->v4->vec.x - 2 * w;
points[4].y = sa->v4->vec.y + height / 2;
points[5].x = sa->v4->vec.x - w;
points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
points[6].x = sa->v3->vec.x - w;
points[6].y = sa->v3->vec.y;
points[7].x = sa->v2->vec.x;
points[7].y = sa->v2->vec.y;
points[8].x = sa->v4->vec.x;
points[8].y = sa->v4->vec.y + height / 2 - h;
points[9].x = sa->v4->vec.x;
points[9].y = sa->v4->vec.y + height / 2 + h;
if (dir == 'l') {
/* when direction is left, then we flip direction of arrow */
float cx = sa->v1->vec.x + width;
for (i = 0; i < 10; i++) {
points[i].x -= cx;
points[i].x = -points[i].x;
points[i].x += sa->v1->vec.x;
}
}
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immBegin(GL_TRIANGLE_FAN, 5);
for (i = 0; i < 5; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
}
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immEnd();
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immBegin(GL_TRIANGLE_FAN, 5);
for (i = 4; i < 8; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
}
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immVertex2f(pos, points[0].x, points[0].y);
immEnd();
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immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
}
/**
* Draw vertical shape visualizing future joining (up/down direction).
*/
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static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
vec2f points[10];
short i;
float w, h;
float width = sa->v3->vec.x - sa->v1->vec.x;
float height = sa->v3->vec.y - sa->v1->vec.y;
if (height < width) {
h = height / 4;
w = height / 8;
}
else {
h = width / 4;
w = width / 8;
}
points[0].x = sa->v1->vec.x + width / 2;
points[0].y = sa->v3->vec.y;
points[1].x = sa->v2->vec.x;
points[1].y = sa->v2->vec.y;
points[2].x = sa->v1->vec.x;
points[2].y = sa->v1->vec.y + h;
points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
points[3].y = sa->v1->vec.y + h;
points[4].x = sa->v1->vec.x + width / 2;
points[4].y = sa->v1->vec.y + 2 * h;
points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
points[5].y = sa->v1->vec.y + h;
points[6].x = sa->v4->vec.x;
points[6].y = sa->v4->vec.y + h;
points[7].x = sa->v3->vec.x;
points[7].y = sa->v3->vec.y;
points[8].x = sa->v1->vec.x + width / 2 - w;
points[8].y = sa->v1->vec.y;
points[9].x = sa->v1->vec.x + width / 2 + w;
points[9].y = sa->v1->vec.y;
if (dir == 'u') {
/* when direction is up, then we flip direction of arrow */
float cy = sa->v1->vec.y + height;
for (i = 0; i < 10; i++) {
points[i].y -= cy;
points[i].y = -points[i].y;
points[i].y += sa->v1->vec.y;
}
}
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immBegin(GL_TRIANGLE_FAN, 5);
for (i = 0; i < 5; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
}
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immEnd();
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immBegin(GL_TRIANGLE_FAN, 5);
for (i = 4; i < 8; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
}
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immVertex2f(pos, points[0].x, points[0].y);
immEnd();
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immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
}
/**
* Draw join shape due to direction of joining.
*/
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static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
if (dir == 'u' || dir == 'd') {
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draw_vertical_join_shape(sa, dir, pos);
}
else {
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draw_horizontal_join_shape(sa, dir, pos);
}
}
/**
* Draw screen area darker with arrow (visualization of future joining).
*/
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static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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immUniformColor4ub(0, 0, 0, 50);
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draw_join_shape(sa, dir, pos);
}
/**
* Draw screen area ligher with arrow shape ("eraser" of previous dark shape).
*/
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static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int pos)
{
glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
/* value 181 was hardly computed: 181~105 */
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immUniformColor4ub(255, 255, 255, 50);
/* draw_join_shape(sa, dir); */
immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
}
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static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, unsigned int pos)
{
int count = 0;
if (x2 < sizex - 1) count += 2;
if (x1 > 0) count += 2;
if (y2 < sizey - 1) count += 2;
if (y1 > 0) count += 2;
if (count == 0) {
return;
}
immBegin(GL_LINES, count);
/* right border area */
if (x2 < sizex - 1) {
immVertex2f(pos, x2, y1);
immVertex2f(pos, x2, y2);
}
/* left border area */
if (x1 > 0) { /* otherwise it draws the emboss of window over */
immVertex2f(pos, x1, y1);
immVertex2f(pos, x1, y2);
}
/* top border area */
if (y2 < sizey - 1) {
immVertex2f(pos, x1, y2);
immVertex2f(pos, x2, y2);
}
/* bottom border area */
if (y1 > 0) {
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y1);
}
immEnd();
}
/**
* \brief Screen edges drawing.
*/
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static void drawscredge_area(ScrArea *sa, int sizex, int sizey, unsigned int pos)
{
short x1 = sa->v1->vec.x;
short y1 = sa->v1->vec.y;
short x2 = sa->v3->vec.x;
short y2 = sa->v3->vec.y;
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drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, pos);
}
/**
* Only for edge lines between areas, and the blended join arrows.
*/
void ED_screen_draw(wmWindow *win)
{
const int winsize_x = WM_window_pixels_x(win);
const int winsize_y = WM_window_pixels_y(win);
ScrArea *sa;
ScrArea *sa1 = NULL;
ScrArea *sa2 = NULL;
ScrArea *sa3 = NULL;
wmSubWindowSet(win, win->screen->mainwin);
unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
if (U.pixelsize > 1.0f) {
/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
glLineWidth((2.0f * U.pixelsize) - 1);
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immUniformColor3ub(0x50, 0x50, 0x50);
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
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drawscredge_area(sa, winsize_x, winsize_y, pos);
}
}
glLineWidth(1);
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immUniformColor3ub(0, 0, 0);
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
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drawscredge_area(sa, winsize_x, winsize_y, pos);
/* gather area split/join info */
if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa;
if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa;
if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa;
}
/* blended join arrow */
if (sa1 && sa2) {
int dir = area_getorientation(sa1, sa2);
int dira = -1;
if (dir != -1) {
switch (dir) {
case 0: /* W */
dir = 'r';
dira = 'l';
break;
case 1: /* N */
dir = 'd';
dira = 'u';
break;
case 2: /* E */
dir = 'l';
dira = 'r';
break;
case 3: /* S */
dir = 'u';
dira = 'd';
break;
}
}
glEnable(GL_BLEND);
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scrarea_draw_shape_dark(sa2, dir, pos);
scrarea_draw_shape_light(sa1, dira, pos);
glDisable(GL_BLEND);
}
/* splitpoint */
if (sa3) {
glEnable(GL_BLEND);
immUniformColor4ub(255, 255, 255, 100);
immBegin(GL_LINES, 2);
if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y);
immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y);
immEnd();
immUniformColor4ub(0, 0, 0, 100);
immBegin(GL_LINES, 2);
immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y + 1);
immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y + 1);
}
else {
immVertex2f(pos, win->eventstate->x, sa3->totrct.ymin);
immVertex2f(pos, win->eventstate->x, sa3->totrct.ymax);
immEnd();
immUniformColor4ub(0, 0, 0, 100);
immBegin(GL_LINES, 2);
immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymin);
immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymax);
}
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immEnd();
glDisable(GL_BLEND);
}
immUnbindProgram();
win->screen->do_draw = false;
}
/* -------------------------------------------------------------------- */
/* Screen Thumbnail Preview */
/**
* Calculates a scale factor to squash the preview for \a screen into a rectangle of given size and aspect.
*/
static void screen_preview_scale_get(
const bScreen *screen, float size_x, float size_y,
const float asp[2],
float r_scale[2])
{
float max_x = 0, max_y = 0;
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
max_x = MAX2(max_x, sa->totrct.xmax);
max_y = MAX2(max_y, sa->totrct.ymax);
}
r_scale[0] = (size_x * asp[0]) / max_x;
r_scale[1] = (size_y * asp[1]) / max_y;
}
static void screen_preview_draw_areas(const bScreen *screen, const float scale[2], const float col[4],
const float ofs_between_areas)
{
const float ofs_h = ofs_between_areas * 0.5f;
unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
rctf rect;
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(col);
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
rect.xmin = sa->totrct.xmin * scale[0] + ofs_h;
rect.xmax = sa->totrct.xmax * scale[0] - ofs_h;
rect.ymin = sa->totrct.ymin * scale[1] + ofs_h;
rect.ymax = sa->totrct.ymax * scale[1] - ofs_h;
immBegin(PRIM_TRIANGLE_FAN, 4);
immVertex2f(pos, rect.xmin, rect.ymin);
immVertex2f(pos, rect.xmax, rect.ymin);
immVertex2f(pos, rect.xmax, rect.ymax);
immVertex2f(pos, rect.xmin, rect.ymax);
immEnd();
}
immUnbindProgram();
}
static void screen_preview_draw(const bScreen *screen, int size_x, int size_y)
{
const float asp[2] = {1.0f, 0.8f}; /* square previews look a bit ugly */
/* could use theme color (tui.wcol_menu_item.text), but then we'd need to regenerate all previews when changing */
const float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float scale[2];
wmOrtho2(0.0f, size_x, 0.0f, size_y);
/* center */
glTranslatef(size_x * (1.0f - asp[0]) * 0.5f, size_y * (1.0f - asp[1]) * 0.5f, 0.0f);
screen_preview_scale_get(screen, size_x, size_y, asp, scale);
screen_preview_draw_areas(screen, scale, col, 1.5f);
}
/**
* Render the preview for a screen layout in \a screen.
*/
void ED_screen_preview_render(const bScreen *screen, int size_x, int size_y, unsigned int *r_rect)
{
char err_out[256] = "unknown";
GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, 0, err_out);
GPU_offscreen_bind(offscreen, true);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
screen_preview_draw(screen, size_x, size_y);
GPU_offscreen_read_pixels(offscreen, GL_UNSIGNED_BYTE, r_rect);
GPU_offscreen_unbind(offscreen, true);
GPU_offscreen_free(offscreen);
}