This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/editors/interface/interface_icons.c

1158 lines
28 KiB
C
Raw Normal View History

/*
* $Id$
*
* ***** 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributors: Blender Foundation, full recode
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/interface/interface_icons.c
* \ingroup edinterface
*/
#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 "BLI_utildefines.h"
#include "DNA_brush_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "RNA_access.h"
#include "RNA_enum_types.h"
#include "BKE_context.h"
#include "BKE_global.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 "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 UNUSED(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 UNUSED(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 UNUSED(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 UNUSED(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 UNUSED(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 UNUSED(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_brush_icons(void)
{
#define INIT_BRUSH_ICON(icon_id, name) \
bbuf = IMB_ibImageFromMemory((unsigned char*)datatoc_ ##name## _png, \
datatoc_ ##name## _png_size, IB_rect); \
def_internal_icon(bbuf, icon_id, 0, 0, w, ICON_TYPE_BUFFER); \
IMB_freeImBuf(bbuf);
// end INIT_BRUSH_ICON
ImBuf *bbuf;
const int w = 96;
INIT_BRUSH_ICON(ICON_BRUSH_ADD, add);
INIT_BRUSH_ICON(ICON_BRUSH_BLOB, blob);
INIT_BRUSH_ICON(ICON_BRUSH_BLUR, blur);
INIT_BRUSH_ICON(ICON_BRUSH_CLAY, clay);
INIT_BRUSH_ICON(ICON_BRUSH_CLONE, clone);
INIT_BRUSH_ICON(ICON_BRUSH_CREASE, crease);
INIT_BRUSH_ICON(ICON_BRUSH_DARKEN, darken);
INIT_BRUSH_ICON(ICON_BRUSH_SCULPT_DRAW, draw);
INIT_BRUSH_ICON(ICON_BRUSH_FILL, fill);
INIT_BRUSH_ICON(ICON_BRUSH_FLATTEN, flatten);
INIT_BRUSH_ICON(ICON_BRUSH_GRAB, grab);
INIT_BRUSH_ICON(ICON_BRUSH_INFLATE, inflate);
INIT_BRUSH_ICON(ICON_BRUSH_LAYER, layer);
INIT_BRUSH_ICON(ICON_BRUSH_LIGHTEN, lighten);
INIT_BRUSH_ICON(ICON_BRUSH_MIX, mix);
INIT_BRUSH_ICON(ICON_BRUSH_MULTIPLY, multiply);
INIT_BRUSH_ICON(ICON_BRUSH_NUDGE, nudge);
INIT_BRUSH_ICON(ICON_BRUSH_PINCH, pinch);
INIT_BRUSH_ICON(ICON_BRUSH_SCRAPE, scrape);
INIT_BRUSH_ICON(ICON_BRUSH_SMEAR, smear);
INIT_BRUSH_ICON(ICON_BRUSH_SMOOTH, smooth);
INIT_BRUSH_ICON(ICON_BRUSH_SNAKE_HOOK, snake_hook);
INIT_BRUSH_ICON(ICON_BRUSH_SOFTEN, soften);
INIT_BRUSH_ICON(ICON_BRUSH_SUBTRACT, subtract);
INIT_BRUSH_ICON(ICON_BRUSH_TEXDRAW, texdraw);
INIT_BRUSH_ICON(ICON_BRUSH_THUMB, thumb);
INIT_BRUSH_ICON(ICON_BRUSH_ROTATE, twist);
INIT_BRUSH_ICON(ICON_BRUSH_VERTEXDRAW, vertexdraw);
#undef INIT_BRUSH_ICON
}
static void init_internal_icons(void)
{
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];
if ((btheme!=NULL) && btheme->tui.iconfile[0]) {
char *icondir= BLI_get_folder(BLENDER_DATAFILES, "icons");
if (icondir) {
BLI_join_dirfile(iconfilestr, sizeof(iconfilestr), icondir, btheme->tui.iconfile);
bbuf = IMB_loadiffname(iconfilestr, IB_rect); /* if the image is missing bbuf will just be NULL */
if(bbuf && (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((unsigned char*)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;
if(bbuf) {
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,
x*(ICON_GRID_W+ICON_GRID_MARGIN)+ICON_GRID_MARGIN,
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;
struct direntry *dir;
int restoredir = 1; /* restore to current directory */
int totfile, i, index=1;
const char *icondir;
char olddir[FILE_MAX];
list->first = list->last = NULL;
icondir = BLI_get_folder(BLENDER_DATAFILES, "icons");
if(icondir==NULL)
return;
/* since BLI_getdir changes the current working directory, restore it
back to old value afterwards */
if(!BLI_getwdN(olddir, sizeof(olddir)))
restoredir = 0;
totfile = BLI_getdir(icondir, &dir);
if (restoredir && !chdir(olddir)) {} /* fix warning about checking return value */
for(i=0; i<totfile; i++) {
if( (dir[i].type & S_IFREG) ) {
char *filename = dir[i].relname;
if(BLI_testextensie(filename, ".png")) {
/* loading all icons on file start is overkill & slows startup
* its possible they change size after blender load anyway. */
#if 0
int ifilex, ifiley;
char iconfilestr[FILE_MAX+16]; /* allow 256 chars for file+dir */
ImBuf *bbuf= NULL;
/* 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 */
BLI_join_dirfile(iconfilestr, sizeof(iconfilestr), icondir, filename);
bbuf= IMB_loadiffname(iconfilestr, IB_rect);
if(bbuf) {
ifilex = bbuf->x;
ifiley = bbuf->y;
IMB_freeImBuf(bbuf);
}
else {
ifilex= ifiley= 0;
}
/* bad size or failed to load */
if ((ifilex != ICON_IMAGE_W) || (ifiley != ICON_IMAGE_H)) {
printf("icon '%s' is wrong size %dx%d\n", iconfilestr, ifilex, ifiley);
continue;
}
#endif /* removed */
/* 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);
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
MEM_freeN(dir[i].path);
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(const 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(void)
{
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(void)
{
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==NULL) {
if (G.f & G_DEBUG)
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==NULL) {
if (G.f & G_DEBUG)
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();
init_brush_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) {
if (G.f & G_DEBUG)
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->changed_timestamp[miplevel] = 0;
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) {
if (G.f & G_DEBUG)
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]);
}
static void icon_draw_rect(float x, float y, int w, int h, float UNUSED(aspect), int rw, int rh, unsigned int *rect, float alpha, float *rgb, short is_preview)
{
ImBuf *ima= NULL;
/* sanity check */
if(w<=0 || h<=0 || w>2000 || h>2000) {
printf("icon_draw_rect: icons are %i x %i pixels?\n", w, h);
2011-01-09 15:12:08 +00:00
BLI_assert(!"invalid icon size");
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
/* 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]);
}
/* rect contains image in 'rendersize', we only scale if needed */
if(rw!=w && rh!=h) {
/* first allocate imbuf for scaling and copy preview into it */
ima = IMB_allocImBuf(rw, rh, 32, IB_rect);
memcpy(ima->rect, rect, rw*rh*sizeof(unsigned int));
IMB_scaleImBuf(ima, w, h); /* scale it */
rect= ima->rect;
}
/* draw */
if(is_preview) {
glaDrawPixelsSafe(x, y, w, h, w, GL_RGBA, GL_UNSIGNED_BYTE, rect);
}
else {
glRasterPos2f(x, y);
glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, rect);
}
if(ima)
IMB_freeImBuf(ima);
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 UNUSED(iw), int ih, 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
{
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;
}
static void icon_draw_size(float x, float y, int icon_id, float aspect, float alpha, float *rgb, int miplevel, int draw_size, int UNUSED(nocreate), int is_preview)
{
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==NULL) {
if (G.f & G_DEBUG)
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 */
di->data.vector.func((int)x, (int)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, (float)w, (float)h, di->data.texture.x, di->data.texture.y,
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.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, is_preview);
}
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, is_preview);
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
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
}
static void ui_id_icon_render(bContext *C, ID *id, int big)
{
PreviewImage *pi = BKE_previewimg_get(id);
if (pi) {
if ((pi->changed[0] ||!pi->rect[0])) /* changed only ever set by dynamic icons */
{
/* create the rect if necessary */
icon_set_image(C, id, pi, 0); /* icon size */
if (big)
icon_set_image(C, id, pi, 1); /* bigger preview size */
pi->changed[0] = 0;
}
}
}
static void ui_id_brush_render(bContext *C, ID *id)
{
PreviewImage *pi = BKE_previewimg_get(id);
int i;
if(!pi)
return;
for(i = 0; i < PREVIEW_MIPMAPS; i++) {
/* check if rect needs to be created; changed
only set by dynamic icons */
if((pi->changed[i] || !pi->rect[i])) {
icon_set_image(C, id, pi, i);
pi->changed[i] = 0;
}
}
}
static int ui_id_brush_get_icon(bContext *C, ID *id)
{
Brush *br = (Brush*)id;
if(br->flag & BRUSH_CUSTOM_ICON) {
BKE_icon_getid(id);
ui_id_brush_render(C, id);
}
else {
Object *ob = CTX_data_active_object(C);
SpaceImage *sima;
EnumPropertyItem *items = NULL;
int tool, mode = 0;
/* XXX: this is not nice, should probably make brushes
be strictly in one paint mode only to avoid
checking various context stuff here */
if(CTX_wm_view3d(C) && ob) {
if(ob->mode & OB_MODE_SCULPT)
mode = OB_MODE_SCULPT;
else if(ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT))
mode = OB_MODE_VERTEX_PAINT;
else if(ob->mode & OB_MODE_TEXTURE_PAINT)
mode = OB_MODE_TEXTURE_PAINT;
}
else if((sima = CTX_wm_space_image(C)) &&
(sima->flag & SI_DRAWTOOL)) {
mode = OB_MODE_TEXTURE_PAINT;
}
/* reset the icon */
if(mode == OB_MODE_SCULPT) {
items = brush_sculpt_tool_items;
tool = br->sculpt_tool;
}
else if(mode == OB_MODE_VERTEX_PAINT) {
items = brush_vertexpaint_tool_items;
tool = br->vertexpaint_tool;
}
else if(mode == OB_MODE_TEXTURE_PAINT) {
items = brush_imagepaint_tool_items;
tool = br->imagepaint_tool;
}
if(!items || !RNA_enum_icon_from_value(items, tool, &id->icon_id))
id->icon_id = 0;
}
return id->icon_id;
}
int ui_id_icon_get(bContext *C, ID *id, int big)
{
int iconid= 0;
/* icon */
switch(GS(id->name))
{
case ID_BR:
iconid= ui_id_brush_get_icon(C, id);
break;
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, big);
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);
icon_draw_size(x, y, icon_id, aspect, alpha, NULL, miplevel, draw_size, nocreate, FALSE);
}
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, FALSE, FALSE);
}
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)
{
icon_draw_size(x, y, icon_id, 1.0f, alpha, NULL, PREVIEW_MIPMAP_ZERO, size, TRUE, FALSE);
}
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, FALSE, TRUE);
}