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blender-archive/source/blender/editors/space_graph/graph_draw.c
Jacques Lucke ad3d925682 Fix T62636: Overlapping scrollbar in driver editor
Instead of only `ymin` and `ymax`, `ANIM_channel_draw_widgets`
has a rectangle as input now.
This allows the caller to set a custom width for the channel.

Some space types need the extra space for the scrollbar
(drivers, graph), but the other don't have a scrollbar.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D4543
2019-03-18 17:28:52 +01:00

1276 lines
40 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) Blender Foundation
*/
/** \file
* \ingroup spgraph
*/
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <float.h>
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "DNA_anim_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_userdef_types.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_fcurve.h"
#include "GPU_draw.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "ED_anim_api.h"
#include "graph_intern.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
/* *************************** */
/* Utility Drawing Defines */
/* determine the alpha value that should be used when
* drawing components for some F-Curve (fcu)
* - selected F-Curves should be more visible than partially visible ones
*/
static float fcurve_display_alpha(FCurve *fcu)
{
return (fcu->flag & FCURVE_SELECTED) ? 1.0f : U.fcu_inactive_alpha;
}
/* *************************** */
/* F-Curve Modifier Drawing */
/* Envelope -------------- */
/* TODO: draw a shaded poly showing the region of influence too!!! */
static void draw_fcurve_modifier_controls_envelope(FModifier *fcm, View2D *v2d)
{
FMod_Envelope *env = (FMod_Envelope *)fcm->data;
FCM_EnvelopeData *fed;
const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
int i;
const uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_line_width(1.0f);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 0); /* Simple dashes. */
immUniformColor3f(0.0f, 0.0f, 0.0f);
immUniform1f("dash_width", 10.0f);
immUniform1f("dash_factor", 0.5f);
/* draw two black lines showing the standard reference levels */
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(shdr_pos, v2d->cur.xmin, env->midval + env->min);
immVertex2f(shdr_pos, v2d->cur.xmax, env->midval + env->min);
immVertex2f(shdr_pos, v2d->cur.xmin, env->midval + env->max);
immVertex2f(shdr_pos, v2d->cur.xmax, env->midval + env->max);
immEnd();
immUnbindProgram();
if (env->totvert > 0) {
/* set size of vertices (non-adjustable for now) */
GPU_point_size(2.0f);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* for now, point color is fixed, and is white */
immUniformColor3f(1.0f, 1.0f, 1.0f);
immBeginAtMost(GPU_PRIM_POINTS, env->totvert * 2);
for (i = 0, fed = env->data; i < env->totvert; i++, fed++) {
/* only draw if visible
* - min/max here are fixed, not relative
*/
if (IN_RANGE(fed->time, (v2d->cur.xmin - fac), (v2d->cur.xmax + fac))) {
immVertex2f(shdr_pos, fed->time, fed->min);
immVertex2f(shdr_pos, fed->time, fed->max);
}
}
immEnd();
immUnbindProgram();
}
}
/* *************************** */
/* F-Curve Drawing */
/* Points ---------------- */
/* helper func - set color to draw F-Curve data with */
static void set_fcurve_vertex_color(FCurve *fcu, bool sel)
{
float color[4];
float diff;
/* Set color of curve vertex based on state of curve (i.e. 'Edit' Mode) */
if ((fcu->flag & FCURVE_PROTECTED) == 0) {
/* Curve's points ARE BEING edited */
UI_GetThemeColor3fv(sel ? TH_VERTEX_SELECT : TH_VERTEX, color);
}
else {
/* Curve's points CANNOT BE edited */
UI_GetThemeColor3fv(sel ? TH_TEXT_HI : TH_TEXT, color);
}
/* Fade the 'intensity' of the vertices based on the selection of the curves too
* - Only fade by 50% the amount the curves were faded by, so that the points
* still stand out for easier selection
*/
diff = 1.0f - fcurve_display_alpha(fcu);
color[3] = 1.0f - (diff * 0.5f);
CLAMP(color[3], 0.2f, 1.0f);
immUniformColor4fv(color);
}
static void draw_fcurve_selected_keyframe_vertices(FCurve *fcu, View2D *v2d, bool edit, bool sel, unsigned pos)
{
const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
set_fcurve_vertex_color(fcu, sel);
immBeginAtMost(GPU_PRIM_POINTS, fcu->totvert);
BezTriple *bezt = fcu->bezt;
for (int i = 0; i < fcu->totvert; i++, bezt++) {
/* as an optimization step, only draw those in view
* - we apply a correction factor to ensure that points don't pop in/out due to slight twitches of view size
*/
if (IN_RANGE(bezt->vec[1][0], (v2d->cur.xmin - fac), (v2d->cur.xmax + fac))) {
if (edit) {
/* 'Keyframe' vertex only, as handle lines and handles have already been drawn
* - only draw those with correct selection state for the current drawing color
* -
*/
if ((bezt->f2 & SELECT) == sel)
immVertex2fv(pos, bezt->vec[1]);
}
else {
/* no check for selection here, as curve is not editable... */
/* XXX perhaps we don't want to even draw points? maybe add an option for that later */
immVertex2fv(pos, bezt->vec[1]);
}
}
}
immEnd();
}
/* helper func - draw keyframe vertices only for an F-Curve */
static void draw_fcurve_keyframe_vertices(FCurve *fcu, View2D *v2d, bool edit, unsigned pos)
{
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", UI_GetThemeValuef(TH_VERTEX_SIZE) * U.pixelsize);
draw_fcurve_selected_keyframe_vertices(fcu, v2d, edit, false, pos);
draw_fcurve_selected_keyframe_vertices(fcu, v2d, edit, true, pos);
immUnbindProgram();
}
/* helper func - draw handle vertices only for an F-Curve (if it is not protected) */
static void draw_fcurve_selected_handle_vertices(FCurve *fcu, View2D *v2d, bool sel, bool sel_handle_only, unsigned pos)
{
(void) v2d; /* TODO: use this to draw only points in view */
/* set handle color */
float hcolor[3];
UI_GetThemeColor3fv(sel ? TH_HANDLE_VERTEX_SELECT : TH_HANDLE_VERTEX, hcolor);
immUniform4f("outlineColor", hcolor[0], hcolor[1], hcolor[2], 1.0f);
immUniformColor3fvAlpha(hcolor, 0.01f); /* almost invisible - only keep for smoothness */
immBeginAtMost(GPU_PRIM_POINTS, fcu->totvert * 2);
BezTriple *bezt = fcu->bezt;
BezTriple *prevbezt = NULL;
for (int i = 0; i < fcu->totvert; i++, prevbezt = bezt, bezt++) {
/* Draw the editmode handles for a bezier curve (others don't have handles)
* if their selection status matches the selection status we're drawing for
* - first handle only if previous beztriple was bezier-mode
* - second handle only if current beztriple is bezier-mode
*
* Also, need to take into account whether the keyframe was selected
* if a Graph Editor option to only show handles of selected keys is on.
*/
if (!sel_handle_only || BEZT_ISSEL_ANY(bezt)) {
if ((!prevbezt && (bezt->ipo == BEZT_IPO_BEZ)) || (prevbezt && (prevbezt->ipo == BEZT_IPO_BEZ))) {
if ((bezt->f1 & SELECT) == sel
/* && v2d->cur.xmin < bezt->vec[0][0] < v2d->cur.xmax) */ )
{
immVertex2fv(pos, bezt->vec[0]);
}
}
if (bezt->ipo == BEZT_IPO_BEZ) {
if ((bezt->f3 & SELECT) == sel
/* && v2d->cur.xmin < bezt->vec[2][0] < v2d->cur.xmax) */ )
{
immVertex2fv(pos, bezt->vec[2]);
}
}
}
}
immEnd();
}
/* helper func - draw handle vertices only for an F-Curve (if it is not protected) */
static void draw_fcurve_handle_vertices(FCurve *fcu, View2D *v2d, bool sel_handle_only, unsigned pos)
{
/* smooth outlines for more consistent appearance */
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
/* set handle size */
immUniform1f("size", (1.4f * UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE)) * U.pixelsize);
immUniform1f("outlineWidth", 1.5f * U.pixelsize);
draw_fcurve_selected_handle_vertices(fcu, v2d, false, sel_handle_only, pos);
draw_fcurve_selected_handle_vertices(fcu, v2d, true, sel_handle_only, pos);
immUnbindProgram();
}
static void draw_fcurve_vertices(ARegion *ar, FCurve *fcu, bool do_handles, bool sel_handle_only)
{
View2D *v2d = &ar->v2d;
/* only draw points if curve is visible
* - draw unselected points before selected points as separate passes
* to make sure in the case of overlapping points that the selected is always visible
* - draw handles before keyframes, so that keyframes will overlap handles (keyframes are more important for users)
*/
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_blend(true);
GPU_enable_program_point_size();
/* draw the two handles first (if they're shown, the curve doesn't
* have just a single keyframe, and the curve is being edited) */
if (do_handles) {
draw_fcurve_handle_vertices(fcu, v2d, sel_handle_only, pos);
}
/* draw keyframes over the handles */
draw_fcurve_keyframe_vertices(fcu, v2d, !(fcu->flag & FCURVE_PROTECTED), pos);
GPU_disable_program_point_size();
GPU_blend(false);
}
/* Handles ---------------- */
static bool draw_fcurve_handles_check(SpaceGraph *sipo, FCurve *fcu)
{
/* don't draw handle lines if handles are not to be shown */
if (
/* handles shouldn't be shown anywhere */
(sipo->flag & SIPO_NOHANDLES) ||
/* keyframes aren't editable */
(fcu->flag & FCURVE_PROTECTED) ||
#if 0 /* handles can still be selected and handle types set, better draw - campbell */
/* editing the handles here will cause weird/incorrect interpolation issues */
(fcu->flag & FCURVE_INT_VALUES) ||
#endif
/* group that curve belongs to is not editable */
((fcu->grp) && (fcu->grp->flag & AGRP_PROTECTED)) ||
/* do not show handles if there is only 1 keyframe,
* otherwise they all clump together in an ugly ball */
(fcu->totvert <= 1)
)
{
return false;
}
else {
return true;
}
}
/* draw lines for F-Curve handles only (this is only done in EditMode)
* note: draw_fcurve_handles_check must be checked before running this. */
static void draw_fcurve_handles(SpaceGraph *sipo, FCurve *fcu)
{
int sel, b;
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBeginAtMost(GPU_PRIM_LINES, 4 * 2 * fcu->totvert);
/* slightly hacky, but we want to draw unselected points before selected ones
* so that selected points are clearly visible
*/
for (sel = 0; sel < 2; sel++) {
BezTriple *bezt = fcu->bezt, *prevbezt = NULL;
int basecol = (sel) ? TH_HANDLE_SEL_FREE : TH_HANDLE_FREE;
const float *fp;
unsigned char col[4];
for (b = 0; b < fcu->totvert; b++, prevbezt = bezt, bezt++) {
/* if only selected keyframes can get their handles shown,
* check that keyframe is selected
*/
if (sipo->flag & SIPO_SELVHANDLESONLY) {
if (BEZT_ISSEL_ANY(bezt) == 0)
continue;
}
/* draw handle with appropriate set of colors if selection is ok */
if ((bezt->f2 & SELECT) == sel) {
fp = bezt->vec[0];
/* only draw first handle if previous segment had handles */
if ((!prevbezt && (bezt->ipo == BEZT_IPO_BEZ)) || (prevbezt && (prevbezt->ipo == BEZT_IPO_BEZ))) {
UI_GetThemeColor3ubv(basecol + bezt->h1, col);
col[3] = fcurve_display_alpha(fcu) * 255;
immAttr4ubv(color, col);
immVertex2fv(pos, fp);
immAttr4ubv(color, col);
immVertex2fv(pos, fp + 3);
}
/* only draw second handle if this segment is bezier */
if (bezt->ipo == BEZT_IPO_BEZ) {
UI_GetThemeColor3ubv(basecol + bezt->h2, col);
col[3] = fcurve_display_alpha(fcu) * 255;
immAttr4ubv(color, col);
immVertex2fv(pos, fp + 3);
immAttr4ubv(color, col);
immVertex2fv(pos, fp + 6);
}
}
else {
/* only draw first handle if previous segment was had handles, and selection is ok */
if (((bezt->f1 & SELECT) == sel) &&
((!prevbezt && (bezt->ipo == BEZT_IPO_BEZ)) || (prevbezt && (prevbezt->ipo == BEZT_IPO_BEZ))))
{
fp = bezt->vec[0];
UI_GetThemeColor3ubv(basecol + bezt->h1, col);
col[3] = fcurve_display_alpha(fcu) * 255;
immAttr4ubv(color, col);
immVertex2fv(pos, fp);
immAttr4ubv(color, col);
immVertex2fv(pos, fp + 3);
}
/* only draw second handle if this segment is bezier, and selection is ok */
if (((bezt->f3 & SELECT) == sel) &&
(bezt->ipo == BEZT_IPO_BEZ))
{
fp = bezt->vec[1];
UI_GetThemeColor3ubv(basecol + bezt->h2, col);
col[3] = fcurve_display_alpha(fcu) * 255;
immAttr4ubv(color, col);
immVertex2fv(pos, fp);
immAttr4ubv(color, col);
immVertex2fv(pos, fp + 3);
}
}
}
}
immEnd();
immUnbindProgram();
}
/* Samples ---------------- */
/* helper func - draw sample-range marker for an F-Curve as a cross
* NOTE: the caller MUST HAVE GL_LINE_SMOOTH & GL_BLEND ENABLED, otherwise, the controls don't
* have a consistent appearance (due to off-pixel alignments)...
*/
static void draw_fcurve_sample_control(float x, float y, float xscale, float yscale, float hsize, unsigned int pos)
{
/* adjust view transform before starting */
GPU_matrix_push();
GPU_matrix_translate_2f(x, y);
GPU_matrix_scale_2f(1.0f / xscale * hsize, 1.0f / yscale * hsize);
/* draw X shape */
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, -0.7f, -0.7f);
immVertex2f(pos, +0.7f, +0.7f);
immVertex2f(pos, -0.7f, +0.7f);
immVertex2f(pos, +0.7f, -0.7f);
immEnd();
/* restore view transform */
GPU_matrix_pop();
}
/* helper func - draw keyframe vertices only for an F-Curve */
static void draw_fcurve_samples(SpaceGraph *sipo, ARegion *ar, FCurve *fcu)
{
FPoint *first, *last;
float hsize, xscale, yscale;
/* get view settings */
hsize = UI_GetThemeValuef(TH_VERTEX_SIZE);
UI_view2d_scale_get(&ar->v2d, &xscale, &yscale);
/* get verts */
first = fcu->fpt;
last = (first) ? (first + (fcu->totvert - 1)) : (NULL);
/* draw */
if (first && last) {
/* anti-aliased lines for more consistent appearance */
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) GPU_line_smooth(true);
GPU_blend(true);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor((fcu->flag & FCURVE_SELECTED) ? TH_TEXT_HI : TH_TEXT);
draw_fcurve_sample_control(first->vec[0], first->vec[1], xscale, yscale, hsize, pos);
draw_fcurve_sample_control(last->vec[0], last->vec[1], xscale, yscale, hsize, pos);
immUnbindProgram();
GPU_blend(false);
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) GPU_line_smooth(false);
}
}
/* Curve ---------------- */
/* helper func - just draw the F-Curve by sampling the visible region (for drawing curves with modifiers) */
static void draw_fcurve_curve(bAnimContext *ac, ID *id, FCurve *fcu_, View2D *v2d, View2DGrid *grid, unsigned int pos)
{
SpaceGraph *sipo = (SpaceGraph *)ac->sl;
float samplefreq;
float stime, etime;
float unitFac, offset;
float dx, dy;
short mapping_flag = ANIM_get_normalization_flags(ac);
int i, n;
/* when opening a blend file on a different sized screen or while dragging the toolbar this can happen
* best just bail out in this case */
UI_view2d_grid_size(grid, &dx, &dy);
if (dx <= 0.0f)
return;
/* disable any drivers */
FCurve fcurve_for_draw = *fcu_;
fcurve_for_draw.driver = NULL;
/* compute unit correction factor */
unitFac = ANIM_unit_mapping_get_factor(ac->scene, id, &fcurve_for_draw, mapping_flag, &offset);
/* Note about sampling frequency:
* Ideally, this is chosen such that we have 1-2 pixels = 1 segment
* which means that our curves can be as smooth as possible. However,
* this does mean that curves may not be fully accurate (i.e. if they have
* sudden spikes which happen at the sampling point, we may have problems).
* Also, this may introduce lower performance on less densely detailed curves,
* though it is impossible to predict this from the modifiers!
*
* If the automatically determined sampling frequency is likely to cause an infinite
* loop (i.e. too close to 0), then clamp it to a determined "safe" value. The value
* chosen here is just the coarsest value which still looks reasonable...
*/
/* grid->dx represents the number of 'frames' between gridlines,
* but we divide by U.v2d_min_gridsize to get pixels-steps */
/* TODO: perhaps we should have 1.0 frames as upper limit so that curves don't get too distorted? */
samplefreq = dx / (U.v2d_min_gridsize * U.pixelsize);
if (sipo->flag & SIPO_BEAUTYDRAW_OFF) {
/* Low Precision = coarse lower-bound clamping
*
* Although the "Beauty Draw" flag was originally for AA'd
* line drawing, the sampling rate here has a much greater
* impact on performance (e.g. for T40372)!
*
* This one still amounts to 10 sample-frames for each 1-frame interval
* which should be quite a decent approximation in many situations.
*/
if (samplefreq < 0.1f)
samplefreq = 0.1f;
}
else {
/* "Higher Precision" but slower - especially on larger windows (e.g. T40372) */
if (samplefreq < 0.00001f)
samplefreq = 0.00001f;
}
/* the start/end times are simply the horizontal extents of the 'cur' rect */
stime = v2d->cur.xmin;
etime = v2d->cur.xmax + samplefreq; /* + samplefreq here so that last item gets included... */
/* at each sampling interval, add a new vertex
* - apply the unit correction factor to the calculated values so that
* the displayed values appear correctly in the viewport
*/
n = (etime - stime) / samplefreq + 0.5f;
if (n > 0) {
immBegin(GPU_PRIM_LINE_STRIP, (n + 1));
for (i = 0; i <= n; i++) {
float ctime = stime + i * samplefreq;
immVertex2f(pos, ctime, (evaluate_fcurve(&fcurve_for_draw, ctime) + offset) * unitFac);
}
immEnd();
}
}
/* helper func - draw a samples-based F-Curve */
static void draw_fcurve_curve_samples(bAnimContext *ac, ID *id, FCurve *fcu, View2D *v2d, const uint shdr_pos)
{
FPoint *prevfpt = fcu->fpt;
FPoint *fpt = prevfpt + 1;
float fac, v[2];
int b = fcu->totvert;
float unit_scale, offset;
short mapping_flag = ANIM_get_normalization_flags(ac);
int count = fcu->totvert;
if (prevfpt->vec[0] > v2d->cur.xmin) {
count++;
}
if ((prevfpt + b - 1)->vec[0] < v2d->cur.xmax) {
count++;
}
/* apply unit mapping */
GPU_matrix_push();
unit_scale = ANIM_unit_mapping_get_factor(ac->scene, id, fcu, mapping_flag, &offset);
GPU_matrix_scale_2f(1.0f, unit_scale);
GPU_matrix_translate_2f(0.0f, offset);
immBegin(GPU_PRIM_LINE_STRIP, count);
/* extrapolate to left? - left-side of view comes before first keyframe? */
if (prevfpt->vec[0] > v2d->cur.xmin) {
v[0] = v2d->cur.xmin;
/* y-value depends on the interpolation */
if ((fcu->extend == FCURVE_EXTRAPOLATE_CONSTANT) || (fcu->flag & FCURVE_INT_VALUES) || (fcu->totvert == 1)) {
/* just extend across the first keyframe's value */
v[1] = prevfpt->vec[1];
}
else {
/* extrapolate linear doesn't use the handle, use the next points center instead */
fac = (prevfpt->vec[0] - fpt->vec[0]) / (prevfpt->vec[0] - v[0]);
if (fac) fac = 1.0f / fac;
v[1] = prevfpt->vec[1] - fac * (prevfpt->vec[1] - fpt->vec[1]);
}
immVertex2fv(shdr_pos, v);
}
/* loop over samples, drawing segments */
/* draw curve between first and last keyframe (if there are enough to do so) */
while (b--) {
/* Linear interpolation: just add one point (which should add a new line segment) */
immVertex2fv(shdr_pos, prevfpt->vec);
/* get next pointers */
if (b > 0) {
prevfpt++;
}
}
/* extrapolate to right? (see code for left-extrapolation above too) */
if (prevfpt->vec[0] < v2d->cur.xmax) {
v[0] = v2d->cur.xmax;
/* y-value depends on the interpolation */
if ((fcu->extend == FCURVE_EXTRAPOLATE_CONSTANT) || (fcu->flag & FCURVE_INT_VALUES) || (fcu->totvert == 1)) {
/* based on last keyframe's value */
v[1] = prevfpt->vec[1];
}
else {
/* extrapolate linear doesn't use the handle, use the previous points center instead */
fpt = prevfpt - 1;
fac = (prevfpt->vec[0] - fpt->vec[0]) / (prevfpt->vec[0] - v[0]);
if (fac) fac = 1.0f / fac;
v[1] = prevfpt->vec[1] - fac * (prevfpt->vec[1] - fpt->vec[1]);
}
immVertex2fv(shdr_pos, v);
}
immEnd();
GPU_matrix_pop();
}
/* helper func - check if the F-Curve only contains easily drawable segments
* (i.e. no easing equation interpolations)
*/
static bool fcurve_can_use_simple_bezt_drawing(FCurve *fcu)
{
BezTriple *bezt;
int i;
for (i = 0, bezt = fcu->bezt; i < fcu->totvert; i++, bezt++) {
if (ELEM(bezt->ipo, BEZT_IPO_CONST, BEZT_IPO_LIN, BEZT_IPO_BEZ) == false) {
return false;
}
}
return true;
}
/* helper func - draw one repeat of an F-Curve (using Bezier curve approximations) */
static void draw_fcurve_curve_bezts(bAnimContext *ac, ID *id, FCurve *fcu, View2D *v2d, unsigned int pos)
{
BezTriple *prevbezt = fcu->bezt;
BezTriple *bezt = prevbezt + 1;
float v1[2], v2[2], v3[2], v4[2];
float *fp, data[120];
float fac = 0.0f;
int b = fcu->totvert - 1;
int resol;
float unit_scale, offset;
short mapping_flag = ANIM_get_normalization_flags(ac);
/* apply unit mapping */
GPU_matrix_push();
unit_scale = ANIM_unit_mapping_get_factor(ac->scene, id, fcu, mapping_flag, &offset);
GPU_matrix_scale_2f(1.0f, unit_scale);
GPU_matrix_translate_2f(0.0f, offset);
/* For now, this assumes the worst case scenario, where all the keyframes have
* bezier interpolation, and are drawn at full res.
* This is tricky to optimize, but maybe can be improved at some point... */
immBeginAtMost(GPU_PRIM_LINE_STRIP, (b * 32 + 3));
/* extrapolate to left? */
if (prevbezt->vec[1][0] > v2d->cur.xmin) {
/* left-side of view comes before first keyframe, so need to extend as not cyclic */
v1[0] = v2d->cur.xmin;
/* y-value depends on the interpolation */
if ((fcu->extend == FCURVE_EXTRAPOLATE_CONSTANT) || (prevbezt->ipo == BEZT_IPO_CONST) || (fcu->totvert == 1)) {
/* just extend across the first keyframe's value */
v1[1] = prevbezt->vec[1][1];
}
else if (prevbezt->ipo == BEZT_IPO_LIN) {
/* extrapolate linear dosnt use the handle, use the next points center instead */
fac = (prevbezt->vec[1][0] - bezt->vec[1][0]) / (prevbezt->vec[1][0] - v1[0]);
if (fac) fac = 1.0f / fac;
v1[1] = prevbezt->vec[1][1] - fac * (prevbezt->vec[1][1] - bezt->vec[1][1]);
}
else {
/* based on angle of handle 1 (relative to keyframe) */
fac = (prevbezt->vec[0][0] - prevbezt->vec[1][0]) / (prevbezt->vec[1][0] - v1[0]);
if (fac) fac = 1.0f / fac;
v1[1] = prevbezt->vec[1][1] - fac * (prevbezt->vec[0][1] - prevbezt->vec[1][1]);
}
immVertex2fv(pos, v1);
}
/* if only one keyframe, add it now */
if (fcu->totvert == 1) {
v1[0] = prevbezt->vec[1][0];
v1[1] = prevbezt->vec[1][1];
immVertex2fv(pos, v1);
}
/* draw curve between first and last keyframe (if there are enough to do so) */
/* TODO: optimize this to not have to calc stuff out of view too? */
while (b--) {
if (prevbezt->ipo == BEZT_IPO_CONST) {
/* Constant-Interpolation: draw segment between previous keyframe and next,
* but holding same value */
v1[0] = prevbezt->vec[1][0];
v1[1] = prevbezt->vec[1][1];
immVertex2fv(pos, v1);
v1[0] = bezt->vec[1][0];
v1[1] = prevbezt->vec[1][1];
immVertex2fv(pos, v1);
}
else if (prevbezt->ipo == BEZT_IPO_LIN) {
/* Linear interpolation: just add one point (which should add a new line segment) */
v1[0] = prevbezt->vec[1][0];
v1[1] = prevbezt->vec[1][1];
immVertex2fv(pos, v1);
}
else if (prevbezt->ipo == BEZT_IPO_BEZ) {
/* Bezier-Interpolation: draw curve as series of segments between keyframes
* - resol determines number of points to sample in between keyframes
*/
/* resol depends on distance between points
* (not just horizontal) OR is a fixed high res */
/* TODO: view scale should factor into this someday too... */
if (fcu->driver) {
resol = 32;
}
else {
resol = (int)(5.0f * len_v2v2(bezt->vec[1], prevbezt->vec[1]));
}
if (resol < 2) {
/* only draw one */
v1[0] = prevbezt->vec[1][0];
v1[1] = prevbezt->vec[1][1];
immVertex2fv(pos, v1);
}
else {
/* clamp resolution to max of 32 */
/* NOTE: higher values will crash */
if (resol > 32) resol = 32;
v1[0] = prevbezt->vec[1][0];
v1[1] = prevbezt->vec[1][1];
v2[0] = prevbezt->vec[2][0];
v2[1] = prevbezt->vec[2][1];
v3[0] = bezt->vec[0][0];
v3[1] = bezt->vec[0][1];
v4[0] = bezt->vec[1][0];
v4[1] = bezt->vec[1][1];
correct_bezpart(v1, v2, v3, v4);
BKE_curve_forward_diff_bezier(v1[0], v2[0], v3[0], v4[0], data, resol, sizeof(float) * 3);
BKE_curve_forward_diff_bezier(v1[1], v2[1], v3[1], v4[1], data + 1, resol, sizeof(float) * 3);
for (fp = data; resol; resol--, fp += 3) {
immVertex2fv(pos, fp);
}
}
}
/* get next pointers */
prevbezt = bezt;
bezt++;
/* last point? */
if (b == 0) {
v1[0] = prevbezt->vec[1][0];
v1[1] = prevbezt->vec[1][1];
immVertex2fv(pos, v1);
}
}
/* extrapolate to right? (see code for left-extrapolation above too) */
if (prevbezt->vec[1][0] < v2d->cur.xmax) {
v1[0] = v2d->cur.xmax;
/* y-value depends on the interpolation */
if ((fcu->extend == FCURVE_EXTRAPOLATE_CONSTANT) || (fcu->flag & FCURVE_INT_VALUES) || (prevbezt->ipo == BEZT_IPO_CONST) || (fcu->totvert == 1)) {
/* based on last keyframe's value */
v1[1] = prevbezt->vec[1][1];
}
else if (prevbezt->ipo == BEZT_IPO_LIN) {
/* extrapolate linear dosnt use the handle, use the previous points center instead */
bezt = prevbezt - 1;
fac = (prevbezt->vec[1][0] - bezt->vec[1][0]) / (prevbezt->vec[1][0] - v1[0]);
if (fac) fac = 1.0f / fac;
v1[1] = prevbezt->vec[1][1] - fac * (prevbezt->vec[1][1] - bezt->vec[1][1]);
}
else {
/* based on angle of handle 1 (relative to keyframe) */
fac = (prevbezt->vec[2][0] - prevbezt->vec[1][0]) / (prevbezt->vec[1][0] - v1[0]);
if (fac) fac = 1.0f / fac;
v1[1] = prevbezt->vec[1][1] - fac * (prevbezt->vec[2][1] - prevbezt->vec[1][1]);
}
immVertex2fv(pos, v1);
}
immEnd();
GPU_matrix_pop();
}
/* Debugging -------------------------------- */
/* Draw indicators which show the value calculated from the driver,
* and how this is mapped to the value that comes out of it. This
* is handy for helping users better understand how to interpret
* the graphs, and also facilitates debugging.
*/
static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu)
{
ChannelDriver *driver = fcu->driver;
View2D *v2d = &ac->ar->v2d;
short mapping_flag = ANIM_get_normalization_flags(ac);
float offset;
float unitfac = ANIM_unit_mapping_get_factor(ac->scene, id, fcu, mapping_flag, &offset);
/* for now, only show when debugging driver... */
//if ((driver->flag & DRIVER_FLAG_SHOWDEBUG) == 0)
// return;
const uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 0); /* Simple dashes. */
/* No curve to modify/visualize the result?
* => We still want to show the 1-1 default...
*/
if ((fcu->totvert == 0) && BLI_listbase_is_empty(&fcu->modifiers)) {
float t;
/* draw with thin dotted lines in style of what curve would have been */
immUniformColor3fv(fcu->color);
immUniform1f("dash_width", 40.0f);
immUniform1f("dash_factor", 0.5f);
GPU_line_width(2.0f);
/* draw 1-1 line, stretching just past the screen limits
* NOTE: we need to scale the y-values to be valid for the units
*/
immBegin(GPU_PRIM_LINES, 2);
t = v2d->cur.xmin;
immVertex2f(shdr_pos, t, (t + offset) * unitfac);
t = v2d->cur.xmax;
immVertex2f(shdr_pos, t, (t + offset) * unitfac);
immEnd();
}
/* draw driver only if actually functional */
if ((driver->flag & DRIVER_FLAG_INVALID) == 0) {
/* grab "coordinates" for driver outputs */
float x = driver->curval;
float y = fcu->curval * unitfac;
/* only draw indicators if the point is in range*/
if (x >= v2d->cur.xmin) {
float co[2];
/* draw dotted lines leading towards this point from both axes ....... */
immUniformColor3f(0.9f, 0.9f, 0.9f);
immUniform1f("dash_width", 10.0f);
immUniform1f("dash_factor", 0.5f);
immBegin(GPU_PRIM_LINES, (y >= v2d->cur.ymin) ? 4 : 2);
/* x-axis lookup */
co[0] = x;
if (y >= v2d->cur.ymin) {
co[1] = v2d->cur.ymin - 1.0f;
immVertex2fv(shdr_pos, co);
co[1] = y;
immVertex2fv(shdr_pos, co);
}
/* y-axis lookup */
co[1] = y;
co[0] = v2d->cur.xmin - 1.0f;
immVertex2fv(shdr_pos, co);
co[0] = x;
immVertex2fv(shdr_pos, co);
immEnd();
immUnbindProgram();
/* GPU_PRIM_POINTS do not survive dashed line geometry shader... */
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* x marks the spot .................................................... */
/* -> outer frame */
immUniformColor3f(0.9f, 0.9f, 0.9f);
GPU_point_size(7.0);
immBegin(GPU_PRIM_POINTS, 1);
immVertex2f(shdr_pos, x, y);
immEnd();
/* inner frame */
immUniformColor3f(0.9f, 0.0f, 0.0f);
GPU_point_size(3.0);
immBegin(GPU_PRIM_POINTS, 1);
immVertex2f(shdr_pos, x, y);
immEnd();
}
}
immUnbindProgram();
}
/* Public Curve-Drawing API ---------------- */
/* Draw the 'ghost' F-Curves (i.e. snapshots of the curve)
* NOTE: unit mapping has already been applied to the values, so do not try and apply again
*/
void graph_draw_ghost_curves(bAnimContext *ac, SpaceGraph *sipo, ARegion *ar)
{
FCurve *fcu;
/* draw with thick dotted lines */
GPU_line_width(3.0f);
/* anti-aliased lines for less jagged appearance */
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) {
GPU_line_smooth(true);
}
GPU_blend(true);
const uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 0); /* Simple dashes. */
immUniform1f("dash_width", 20.0f);
immUniform1f("dash_factor", 0.5f);
/* the ghost curves are simply sampled F-Curves stored in sipo->runtime.ghost_curves */
for (fcu = sipo->runtime.ghost_curves.first; fcu; fcu = fcu->next) {
/* set whatever color the curve has set
* - this is set by the function which creates these
* - draw with a fixed opacity of 2
*/
immUniformColor3fvAlpha(fcu->color, 0.5f);
/* simply draw the stored samples */
draw_fcurve_curve_samples(ac, NULL, fcu, &ar->v2d, shdr_pos);
}
immUnbindProgram();
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) {
GPU_line_smooth(false);
}
GPU_blend(false);
}
/* This is called twice from space_graph.c -> graph_main_region_draw()
* Unselected then selected F-Curves are drawn so that they do not occlude each other.
*/
void graph_draw_curves(bAnimContext *ac, SpaceGraph *sipo, ARegion *ar, View2DGrid *grid, short sel)
{
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
/* build list of curves to draw */
filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_CURVE_VISIBLE);
filter |= ((sel) ? (ANIMFILTER_SEL) : (ANIMFILTER_UNSEL));
ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
/* for each curve:
* draw curve, then handle-lines, and finally vertices in this order so that
* the data will be layered correctly
*/
for (ale = anim_data.first; ale; ale = ale->next) {
FCurve *fcu = (FCurve *)ale->key_data;
FModifier *fcm = find_active_fmodifier(&fcu->modifiers);
AnimData *adt = ANIM_nla_mapping_get(ac, ale);
/* map keyframes for drawing if scaled F-Curve */
if (adt) {
ANIM_nla_mapping_apply_fcurve(adt, ale->key_data, 0, 0);
}
/* draw curve:
* - curve line may be result of one or more destructive modifiers or just the raw data,
* so we need to check which method should be used
* - controls from active modifier take precedence over keyframes
* (XXX! editing tools need to take this into account!)
*/
/* 1) draw curve line */
if (((fcu->modifiers.first) || (fcu->flag & FCURVE_INT_VALUES)) ||
(((fcu->bezt) || (fcu->fpt)) && (fcu->totvert)))
{
/* set color/drawing style for curve itself */
/* draw active F-Curve thicker than the rest to make it stand out */
if (fcu->flag & FCURVE_ACTIVE) {
GPU_line_width(2.5);
}
else {
GPU_line_width(1.0);
}
/* anti-aliased lines for less jagged appearance */
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) {
GPU_line_smooth(true);
}
GPU_blend(true);
const uint shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 0); /* Simple dashes. */
if (BKE_fcurve_is_protected(fcu)) {
/* protected curves (non editable) are drawn with dotted lines */
immUniform1f("dash_width", 4.0f);
immUniform1f("dash_factor", 0.5f);
}
else {
immUniform1f("dash_factor", 2.0f); /* solid line */
}
if (((fcu->grp) && (fcu->grp->flag & AGRP_MUTED)) || (fcu->flag & FCURVE_MUTED)) {
/* muted curves are drawn in a grayish hue */
/* XXX should we have some variations? */
immUniformThemeColorShade(TH_HEADER, 50);
}
else {
/* set whatever color the curve has set
* - unselected curves draw less opaque to help distinguish the selected ones
*/
immUniformColor3fvAlpha(fcu->color, fcurve_display_alpha(fcu));
}
/* draw F-Curve */
if ((fcu->modifiers.first) || (fcu->flag & FCURVE_INT_VALUES)) {
/* draw a curve affected by modifiers or only allowed to have integer values
* by sampling it at various small-intervals over the visible region
*/
draw_fcurve_curve(ac, ale->id, fcu, &ar->v2d, grid, shdr_pos);
}
else if (((fcu->bezt) || (fcu->fpt)) && (fcu->totvert)) {
/* just draw curve based on defined data (i.e. no modifiers) */
if (fcu->bezt) {
if (fcurve_can_use_simple_bezt_drawing(fcu)) {
draw_fcurve_curve_bezts(ac, ale->id, fcu, &ar->v2d, shdr_pos);
}
else {
draw_fcurve_curve(ac, ale->id, fcu, &ar->v2d, grid, shdr_pos);
}
}
else if (fcu->fpt) {
draw_fcurve_curve_samples(ac, ale->id, fcu, &ar->v2d, shdr_pos);
}
}
immUnbindProgram();
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) {
GPU_line_smooth(false);
}
GPU_blend(false);
}
/* 2) draw handles and vertices as appropriate based on active
* - if the option to only show controls if the F-Curve is selected is enabled, we must obey this
*/
if (!(sipo->flag & SIPO_SELCUVERTSONLY) || (fcu->flag & FCURVE_SELECTED)) {
if (!fcurve_are_keyframes_usable(fcu) && !(fcu->fpt && fcu->totvert)) {
/* only draw controls if this is the active modifier */
if ((fcu->flag & FCURVE_ACTIVE) && (fcm)) {
switch (fcm->type) {
case FMODIFIER_TYPE_ENVELOPE: /* envelope */
draw_fcurve_modifier_controls_envelope(fcm, &ar->v2d);
break;
}
}
}
else if (((fcu->bezt) || (fcu->fpt)) && (fcu->totvert)) {
short mapping_flag = ANIM_get_normalization_flags(ac);
float offset;
float unit_scale = ANIM_unit_mapping_get_factor(ac->scene, ale->id, fcu, mapping_flag, &offset);
/* apply unit-scaling to all values via OpenGL */
GPU_matrix_push();
GPU_matrix_scale_2f(1.0f, unit_scale);
GPU_matrix_translate_2f(0.0f, offset);
/* set this once and for all - all handles and handle-verts should use the same thickness */
GPU_line_width(1.0);
if (fcu->bezt) {
bool do_handles = draw_fcurve_handles_check(sipo, fcu);
if (do_handles) {
/* only draw handles/vertices on keyframes */
GPU_blend(true);
draw_fcurve_handles(sipo, fcu);
GPU_blend(false);
}
draw_fcurve_vertices(ar, fcu, do_handles, (sipo->flag & SIPO_SELVHANDLESONLY));
}
else {
/* samples: only draw two indicators at either end as indicators */
draw_fcurve_samples(sipo, ar, fcu);
}
GPU_matrix_pop();
}
}
/* 3) draw driver debugging stuff */
if ((ac->datatype == ANIMCONT_DRIVERS) && (fcu->flag & FCURVE_ACTIVE)) {
graph_draw_driver_debug(ac, ale->id, fcu);
}
/* undo mapping of keyframes for drawing if scaled F-Curve */
if (adt)
ANIM_nla_mapping_apply_fcurve(adt, ale->key_data, 1, 0);
}
/* free list of curves */
ANIM_animdata_freelist(&anim_data);
}
/* ************************************************************************* */
/* Channel List */
/* left hand part */
void graph_draw_channel_names(bContext *C, bAnimContext *ac, ARegion *ar)
{
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
View2D *v2d = &ar->v2d;
float y = 0.0f, height;
size_t items;
int i = 0;
/* build list of channels to draw */
filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
/* Update max-extent of channels here (taking into account scrollers):
* - this is done to allow the channel list to be scrollable, but must be done here
* to avoid regenerating the list again and/or also because channels list is drawn first
* - offset of ACHANNEL_HEIGHT*2 is added to the height of the channels, as first is for
* start of list offset, and the second is as a correction for the scrollers.
*/
height = (float)((items * ACHANNEL_STEP(ac)) + (ACHANNEL_HEIGHT(ac) * 2));
UI_view2d_totRect_set(v2d, BLI_rcti_size_x(&ar->v2d.mask), height);
/* loop through channels, and set up drawing depending on their type */
{ /* first pass: just the standard GL-drawing for backdrop + text */
size_t channel_index = 0;
y = (float)ACHANNEL_FIRST(ac);
for (ale = anim_data.first, i = 0; ale; ale = ale->next, i++) {
const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac));
const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac));
/* check if visible */
if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
{
/* draw all channels using standard channel-drawing API */
ANIM_channel_draw(ac, ale, yminc, ymaxc, channel_index);
}
/* adjust y-position for next one */
y -= ACHANNEL_STEP(ac);
channel_index++;
}
}
{ /* second pass: widgets */
uiBlock *block = UI_block_begin(C, ar, __func__, UI_EMBOSS);
size_t channel_index = 0;
y = (float)ACHANNEL_FIRST(ac);
/* set blending again, as may not be set in previous step */
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_blend(true);
for (ale = anim_data.first, i = 0; ale; ale = ale->next, i++) {
const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF(ac));
const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF(ac));
/* check if visible */
if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
{
/* draw all channels using standard channel-drawing API */
rctf channel_rect;
BLI_rctf_init(&channel_rect, 0, v2d->cur.xmax - V2D_SCROLL_WIDTH, yminc, ymaxc);
ANIM_channel_draw_widgets(C, ac, ale, block, &channel_rect, channel_index);
}
/* adjust y-position for next one */
y -= ACHANNEL_STEP(ac);
channel_index++;
}
UI_block_end(C, block);
UI_block_draw(C, block);
GPU_blend(false);
}
/* free tempolary channels */
ANIM_animdata_freelist(&anim_data);
}