# Conflicts: # intern/cycles/blender/blender_mesh.cpp # source/blender/editors/screen/screen_ops.c # source/blender/editors/space_view3d/drawobject.c
515 lines
12 KiB
C
515 lines
12 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/screen/screen_draw.c
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* \ingroup edscr
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*/
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#include "ED_screen.h"
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#include "GPU_framebuffer.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "screen_intern.h"
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/**
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* Draw horizontal shape visualizing future joining (left as well right direction of future joining).
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*/
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static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
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{
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vec2f points[10];
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short i;
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float w, h;
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float width = sa->v3->vec.x - sa->v1->vec.x;
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float height = sa->v3->vec.y - sa->v1->vec.y;
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if (height < width) {
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h = height / 8;
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w = height / 4;
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}
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else {
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h = width / 8;
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w = width / 4;
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}
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points[0].x = sa->v1->vec.x;
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points[0].y = sa->v1->vec.y + height / 2;
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points[1].x = sa->v1->vec.x;
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points[1].y = sa->v1->vec.y;
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points[2].x = sa->v4->vec.x - w;
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points[2].y = sa->v4->vec.y;
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points[3].x = sa->v4->vec.x - w;
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points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
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points[4].x = sa->v4->vec.x - 2 * w;
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points[4].y = sa->v4->vec.y + height / 2;
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points[5].x = sa->v4->vec.x - w;
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points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
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points[6].x = sa->v3->vec.x - w;
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points[6].y = sa->v3->vec.y;
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points[7].x = sa->v2->vec.x;
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points[7].y = sa->v2->vec.y;
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points[8].x = sa->v4->vec.x;
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points[8].y = sa->v4->vec.y + height / 2 - h;
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points[9].x = sa->v4->vec.x;
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points[9].y = sa->v4->vec.y + height / 2 + h;
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if (dir == 'l') {
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/* when direction is left, then we flip direction of arrow */
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float cx = sa->v1->vec.x + width;
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for (i = 0; i < 10; i++) {
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points[i].x -= cx;
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points[i].x = -points[i].x;
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points[i].x += sa->v1->vec.x;
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}
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}
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immBegin(GWN_PRIM_TRI_FAN, 5);
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for (i = 0; i < 5; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
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}
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immEnd();
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immBegin(GWN_PRIM_TRI_FAN, 5);
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for (i = 4; i < 8; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
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}
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immVertex2f(pos, points[0].x, points[0].y);
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immEnd();
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immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
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immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
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}
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/**
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* Draw vertical shape visualizing future joining (up/down direction).
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*/
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static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
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{
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vec2f points[10];
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short i;
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float w, h;
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float width = sa->v3->vec.x - sa->v1->vec.x;
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float height = sa->v3->vec.y - sa->v1->vec.y;
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if (height < width) {
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h = height / 4;
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w = height / 8;
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}
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else {
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h = width / 4;
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w = width / 8;
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}
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points[0].x = sa->v1->vec.x + width / 2;
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points[0].y = sa->v3->vec.y;
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points[1].x = sa->v2->vec.x;
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points[1].y = sa->v2->vec.y;
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points[2].x = sa->v1->vec.x;
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points[2].y = sa->v1->vec.y + h;
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points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
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points[3].y = sa->v1->vec.y + h;
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points[4].x = sa->v1->vec.x + width / 2;
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points[4].y = sa->v1->vec.y + 2 * h;
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points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
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points[5].y = sa->v1->vec.y + h;
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points[6].x = sa->v4->vec.x;
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points[6].y = sa->v4->vec.y + h;
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points[7].x = sa->v3->vec.x;
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points[7].y = sa->v3->vec.y;
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points[8].x = sa->v1->vec.x + width / 2 - w;
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points[8].y = sa->v1->vec.y;
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points[9].x = sa->v1->vec.x + width / 2 + w;
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points[9].y = sa->v1->vec.y;
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if (dir == 'u') {
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/* when direction is up, then we flip direction of arrow */
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float cy = sa->v1->vec.y + height;
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for (i = 0; i < 10; i++) {
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points[i].y -= cy;
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points[i].y = -points[i].y;
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points[i].y += sa->v1->vec.y;
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}
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}
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immBegin(GWN_PRIM_TRI_FAN, 5);
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for (i = 0; i < 5; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
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}
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immEnd();
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immBegin(GWN_PRIM_TRI_FAN, 5);
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for (i = 4; i < 8; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
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}
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immVertex2f(pos, points[0].x, points[0].y);
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immEnd();
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immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
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immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
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}
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/**
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* Draw join shape due to direction of joining.
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*/
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static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
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{
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if (dir == 'u' || dir == 'd') {
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draw_vertical_join_shape(sa, dir, pos);
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}
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else {
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draw_horizontal_join_shape(sa, dir, pos);
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}
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}
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/**
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* Draw screen area darker with arrow (visualization of future joining).
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*/
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static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos)
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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immUniformColor4ub(0, 0, 0, 50);
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draw_join_shape(sa, dir, pos);
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}
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/**
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* Draw screen area ligher with arrow shape ("eraser" of previous dark shape).
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*/
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static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int pos)
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{
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glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
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/* value 181 was hardly computed: 181~105 */
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immUniformColor4ub(255, 255, 255, 50);
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/* draw_join_shape(sa, dir); */
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immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
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}
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static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, unsigned int pos)
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{
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int count = 0;
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if (x2 < sizex - 1) count += 2;
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if (x1 > 0) count += 2;
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if (y2 < sizey - 1) count += 2;
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if (y1 > 0) count += 2;
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if (count == 0) {
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return;
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}
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immBegin(GWN_PRIM_LINES, count);
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/* right border area */
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if (x2 < sizex - 1) {
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immVertex2f(pos, x2, y1);
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immVertex2f(pos, x2, y2);
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}
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/* left border area */
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if (x1 > 0) { /* otherwise it draws the emboss of window over */
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x1, y2);
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}
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/* top border area */
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if (y2 < sizey - 1) {
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immVertex2f(pos, x1, y2);
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immVertex2f(pos, x2, y2);
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}
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/* bottom border area */
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if (y1 > 0) {
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x2, y1);
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}
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immEnd();
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}
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/**
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* \brief Screen edges drawing.
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*/
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static void drawscredge_area(ScrArea *sa, int sizex, int sizey, unsigned int pos)
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{
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short x1 = sa->v1->vec.x;
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short y1 = sa->v1->vec.y;
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short x2 = sa->v3->vec.x;
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short y2 = sa->v3->vec.y;
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drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, pos);
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}
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/**
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* Only for edge lines between areas.
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*/
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void ED_screen_draw_edges(wmWindow *win)
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{
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bScreen *screen = WM_window_get_active_screen(win);
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const int winsize_x = WM_window_pixels_x(win);
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const int winsize_y = WM_window_pixels_y(win);
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ScrArea *sa;
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wmSubWindowSet(win, screen->mainwin);
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unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
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if (U.pixelsize > 1.0f) {
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/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
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glLineWidth((2.0f * U.pixelsize) - 1);
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immUniformColor3ub(0x50, 0x50, 0x50);
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for (sa = screen->areabase.first; sa; sa = sa->next) {
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drawscredge_area(sa, winsize_x, winsize_y, pos);
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}
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}
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glLineWidth(1);
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immUniformColor3ub(0, 0, 0);
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for (sa = screen->areabase.first; sa; sa = sa->next) {
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drawscredge_area(sa, winsize_x, winsize_y, pos);
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}
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immUnbindProgram();
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screen->do_draw = false;
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}
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/**
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* The blended join arrows.
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*
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* \param sa1: Area from which the resultant originates.
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* \param sa2: Target area that will be replaced.
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*/
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void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2)
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{
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unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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glLineWidth(1);
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/* blended join arrow */
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int dir = area_getorientation(sa1, sa2);
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int dira = -1;
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if (dir != -1) {
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switch (dir) {
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case 0: /* W */
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dir = 'r';
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dira = 'l';
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break;
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case 1: /* N */
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dir = 'd';
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dira = 'u';
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break;
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case 2: /* E */
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dir = 'l';
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dira = 'r';
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break;
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case 3: /* S */
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dir = 'u';
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dira = 'd';
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break;
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}
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glEnable(GL_BLEND);
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scrarea_draw_shape_dark(sa2, dir, pos);
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scrarea_draw_shape_light(sa1, dira, pos);
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glDisable(GL_BLEND);
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}
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immUnbindProgram();
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}
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void ED_screen_draw_split_preview(ScrArea *sa, const int dir, const float fac)
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{
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unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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/* splitpoint */
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glEnable(GL_BLEND);
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immUniformColor4ub(255, 255, 255, 100);
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immBegin(GWN_PRIM_LINES, 2);
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if (dir == 'h') {
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const float y = (1 - fac) * sa->totrct.ymin + fac * sa->totrct.ymax;
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immVertex2f(pos, sa->totrct.xmin, y);
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immVertex2f(pos, sa->totrct.xmax, y);
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immEnd();
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immUniformColor4ub(0, 0, 0, 100);
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immBegin(GWN_PRIM_LINES, 2);
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immVertex2f(pos, sa->totrct.xmin, y + 1);
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immVertex2f(pos, sa->totrct.xmax, y + 1);
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immEnd();
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}
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else {
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BLI_assert(dir == 'v');
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const float x = (1 - fac) * sa->totrct.xmin + fac * sa->totrct.xmax;
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immVertex2f(pos, x, sa->totrct.ymin);
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immVertex2f(pos, x, sa->totrct.ymax);
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immEnd();
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immUniformColor4ub(0, 0, 0, 100);
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immBegin(GWN_PRIM_LINES, 2);
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immVertex2f(pos, x + 1, sa->totrct.ymin);
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immVertex2f(pos, x + 1, sa->totrct.ymax);
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immEnd();
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}
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glDisable(GL_BLEND);
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immUnbindProgram();
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}
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/* -------------------------------------------------------------------- */
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/* Screen Thumbnail Preview */
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/**
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* Calculates a scale factor to squash the preview for \a screen into a rectangle of given size and aspect.
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*/
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static void screen_preview_scale_get(
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const bScreen *screen, float size_x, float size_y,
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const float asp[2],
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float r_scale[2])
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{
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float max_x = 0, max_y = 0;
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for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
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max_x = MAX2(max_x, sa->totrct.xmax);
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max_y = MAX2(max_y, sa->totrct.ymax);
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}
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r_scale[0] = (size_x * asp[0]) / max_x;
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r_scale[1] = (size_y * asp[1]) / max_y;
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}
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static void screen_preview_draw_areas(const bScreen *screen, const float scale[2], const float col[4],
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const float ofs_between_areas)
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{
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const float ofs_h = ofs_between_areas * 0.5f;
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unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4fv(col);
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for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
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rctf rect = {
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.xmin = sa->totrct.xmin * scale[0] + ofs_h,
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.xmax = sa->totrct.xmax * scale[0] - ofs_h,
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.ymin = sa->totrct.ymin * scale[1] + ofs_h,
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.ymax = sa->totrct.ymax * scale[1] - ofs_h
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};
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immBegin(GWN_PRIM_TRI_FAN, 4);
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immVertex2f(pos, rect.xmin, rect.ymin);
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immVertex2f(pos, rect.xmax, rect.ymin);
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immVertex2f(pos, rect.xmax, rect.ymax);
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immVertex2f(pos, rect.xmin, rect.ymax);
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immEnd();
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}
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immUnbindProgram();
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}
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static void screen_preview_draw(const bScreen *screen, int size_x, int size_y)
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{
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const float asp[2] = {1.0f, 0.8f}; /* square previews look a bit ugly */
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/* could use theme color (tui.wcol_menu_item.text), but then we'd need to regenerate all previews when changing */
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const float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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float scale[2];
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wmOrtho2(0.0f, size_x, 0.0f, size_y);
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/* center */
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gpuPushMatrix();
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gpuTranslate2f(size_x * (1.0f - asp[0]) * 0.5f, size_y * (1.0f - asp[1]) * 0.5f);
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screen_preview_scale_get(screen, size_x, size_y, asp, scale);
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screen_preview_draw_areas(screen, scale, col, 1.5f);
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gpuPopMatrix();
|
|
}
|
|
|
|
/**
|
|
* Render the preview for a screen layout in \a screen.
|
|
*/
|
|
void ED_screen_preview_render(const bScreen *screen, int size_x, int size_y, unsigned int *r_rect)
|
|
{
|
|
char err_out[256] = "unknown";
|
|
GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, 0, false, err_out);
|
|
|
|
GPU_offscreen_bind(offscreen, true);
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
screen_preview_draw(screen, size_x, size_y);
|
|
|
|
GPU_offscreen_read_pixels(offscreen, GL_UNSIGNED_BYTE, r_rect);
|
|
GPU_offscreen_unbind(offscreen, true);
|
|
|
|
GPU_offscreen_free(offscreen);
|
|
}
|