OpenGL: draw color picker wheel with new immediate mode
Includes new imm_draw_lined_circle function that can be used for other widgets. Part of T49043
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@@ -80,6 +80,20 @@ void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments
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*/
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void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments);
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/**
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* Draw a circle outline with the given \a radius,
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* starting at angle \a start and arcing through
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* \a angle. The circle is centered at \a x, \a y
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* and drawn in the XY plane.
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*
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* \param pos The vertex attribute number for position.
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* \param x Horizontal center.
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* \param y Vertical center.
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* \param radius The circle's radius.
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* \param nsegments The number of segments to use in drawing (more = smoother).
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*/
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void imm_draw_lined_circle(unsigned pos, float x, float y, float radius, int nsegments);
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/**
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* Returns a float value as obtained by glGetFloatv.
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* The param must cause only one value to be gotten from GL.
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@@ -58,6 +58,8 @@
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#include "interface_intern.h"
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#include "GPU_basic_shader.h"
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#include "GPU_shader.h"
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#include "GPU_immediate.h"
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#ifdef WITH_INPUT_IME
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# include "WM_types.h"
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@@ -2266,18 +2268,17 @@ void ui_hsvcircle_pos_from_vals(uiBut *but, const rcti *rect, float *hsv, float
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static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
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{
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/* TODO(merwin): reimplement as shader for pixel-perfect colors */
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const int tot = 64;
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const float radstep = 2.0f * (float)M_PI / (float)tot;
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const float centx = BLI_rcti_cent_x_fl(rect);
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const float centy = BLI_rcti_cent_y_fl(rect);
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float radius = (float)min_ii(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)) / 2.0f;
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/* gouraud triangle fan */
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ColorPicker *cpicker = but->custom_data;
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const float *hsv_ptr = cpicker->color_data;
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float xpos, ypos, ang = 0.0f;
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float rgb[3], hsvo[3], hsv[3], col[3], colcent[3];
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int a;
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bool color_profile = ui_but_is_colorpicker_display_space(but);
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/* color */
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@@ -2308,11 +2309,18 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
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ui_color_picker_to_rgb(0.0f, 0.0f, hsv[2], colcent, colcent + 1, colcent + 2);
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glBegin(GL_TRIANGLE_FAN);
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glColor3fv(colcent);
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glVertex2f(centx, centy);
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VertexFormat* format = immVertexFormat();
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unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
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for (a = 0; a <= tot; a++, ang += radstep) {
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immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
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immBegin(GL_TRIANGLE_FAN, tot + 2);
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immAttrib3fv(color, colcent);
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immVertex2f(pos, centx, centy);
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float ang = 0.0f;
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for (int a = 0; a <= tot; a++, ang += radstep) {
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float si = sinf(ang);
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float co = cosf(ang);
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@@ -2320,25 +2328,37 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
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ui_color_picker_to_rgb_v(hsv, col);
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glColor3fv(col);
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glVertex2f(centx + co * radius, centy + si * radius);
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immAttrib3fv(color, col);
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immVertex2f(pos, centx + co * radius, centy + si * radius);
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}
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glEnd();
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immEnd();
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immUnbindProgram();
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/* fully rounded outline */
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glPushMatrix();
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glTranslatef(centx, centy, 0.0f);
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format = immVertexFormat();
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pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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glEnable(GL_BLEND);
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glEnable(GL_LINE_SMOOTH);
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glColor3ubv((unsigned char *)wcol->outline);
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glutil_draw_lined_arc(0.0f, M_PI * 2.0, radius, tot + 1);
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const float scale = 1.0f / 255.0f; /* TODO: treat as sRGB? */
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const float outline_r = scale * (unsigned char)wcol->outline[0];
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const float outline_g = scale * (unsigned char)wcol->outline[1];
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const float outline_b = scale * (unsigned char)wcol->outline[2];
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immUniform4f("color", outline_r, outline_g, outline_b, 1.0f);
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imm_draw_lined_circle(pos, centx, centy, radius, tot);
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glDisable(GL_BLEND);
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glDisable(GL_LINE_SMOOTH);
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glPopMatrix();
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immUnbindProgram();
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/* cursor */
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float xpos, ypos;
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ui_hsvcircle_pos_from_vals(but, rect, hsvo, &xpos, &ypos);
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ui_hsv_cursor(xpos, ypos);
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}
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@@ -49,6 +49,7 @@
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#include "IMB_imbuf_types.h"
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#include "GPU_basic_shader.h"
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#include "GPU_immediate.h"
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#include "UI_interface.h"
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@@ -181,6 +182,17 @@ void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments
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glEnd();
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}
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void imm_draw_lined_circle(unsigned pos, float x, float y, float rad, int nsegments)
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{
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immBegin(GL_LINE_LOOP, nsegments);
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for (int i = 0; i < nsegments; ++i) {
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float angle = 2 * M_PI * ((float)i / (float)nsegments);
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immVertex2f(pos, x + rad * cosf(angle),
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y + rad * sinf(angle));
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}
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immEnd();
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}
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float glaGetOneFloat(int param)
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{
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GLfloat v;
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