This repository has been archived on 2023-10-09.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_draw.c

1777 lines
50 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/interface/interface_draw.c
* \ingroup edinterface
*/
#include <math.h>
#include <string.h>
#include "DNA_color_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_movieclip_types.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BKE_colortools.h"
#include "BKE_texture.h"
#include "BKE_tracking.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "IMB_colormanagement.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BLF_api.h"
#include "UI_interface.h"
/* own include */
#include "interface_intern.h"
static int roundboxtype = UI_CNR_ALL;
void uiSetRoundBox(int type)
{
/* Not sure the roundbox function is the best place to change this
* if this is undone, its not that big a deal, only makes curves edges
* square for the */
roundboxtype = type;
}
int uiGetRoundBox(void)
{
return roundboxtype;
}
void uiDrawBox(int mode, float minx, float miny, float maxx, float maxy, float rad)
{
float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
int a;
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
glBegin(mode);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
glVertex2f(maxx - rad, miny);
for (a = 0; a < 7; a++) {
glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
}
glVertex2f(maxx, miny + rad);
}
else glVertex2f(maxx, miny);
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
glVertex2f(maxx, maxy - rad);
for (a = 0; a < 7; a++) {
glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
}
glVertex2f(maxx - rad, maxy);
}
else glVertex2f(maxx, maxy);
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
glVertex2f(minx + rad, maxy);
for (a = 0; a < 7; a++) {
glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
}
glVertex2f(minx, maxy - rad);
}
else glVertex2f(minx, maxy);
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
glVertex2f(minx, miny + rad);
for (a = 0; a < 7; a++) {
glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
}
glVertex2f(minx + rad, miny);
}
else glVertex2f(minx, miny);
glEnd();
}
static void round_box_shade_col(const float col1[3], float const col2[3], const float fac)
{
float col[3];
col[0] = (fac * col1[0] + (1.0f - fac) * col2[0]);
col[1] = (fac * col1[1] + (1.0f - fac) * col2[1]);
col[2] = (fac * col1[2] + (1.0f - fac) * col2[2]);
glColor3fv(col);
}
/* linear horizontal shade within button or in outline */
/* view2d scrollers use it */
void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown)
{
float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
const float div = maxy - miny;
const float idiv = 1.0f / div;
float coltop[3], coldown[3], color[4];
int a;
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
coltop[0] = minf(1.0f, color[0] + shadetop);
coltop[1] = minf(1.0f, color[1] + shadetop);
coltop[2] = minf(1.0f, color[2] + shadetop);
coldown[0] = maxf(0.0f, color[0] + shadedown);
coldown[1] = maxf(0.0f, color[1] + shadedown);
coldown[2] = maxf(0.0f, color[2] + shadedown);
glShadeModel(GL_SMOOTH);
glBegin(mode);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(maxx - rad, miny);
for (a = 0; a < 7; a++) {
round_box_shade_col(coltop, coldown, vec[a][1] * idiv);
glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
}
round_box_shade_col(coltop, coldown, rad * idiv);
glVertex2f(maxx, miny + rad);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
round_box_shade_col(coltop, coldown, (div - rad) * idiv);
glVertex2f(maxx, maxy - rad);
for (a = 0; a < 7; a++) {
round_box_shade_col(coltop, coldown, (div - rad + vec[a][1]) * idiv);
glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
}
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(maxx - rad, maxy);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(minx + rad, maxy);
for (a = 0; a < 7; a++) {
round_box_shade_col(coltop, coldown, (div - vec[a][1]) * idiv);
glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
}
round_box_shade_col(coltop, coldown, (div - rad) * idiv);
glVertex2f(minx, maxy - rad);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
round_box_shade_col(coltop, coldown, rad * idiv);
glVertex2f(minx, miny + rad);
for (a = 0; a < 7; a++) {
round_box_shade_col(coltop, coldown, (rad - vec[a][1]) * idiv);
glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
}
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(minx + rad, miny);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* linear vertical shade within button or in outline */
/* view2d scrollers use it */
void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float maxy,
float rad, float shadeLeft, float shadeRight)
{
float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
const float div = maxx - minx;
const float idiv = 1.0f / div;
float colLeft[3], colRight[3], color[4];
int a;
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
colLeft[0] = minf(1.0f, color[0] + shadeLeft);
colLeft[1] = minf(1.0f, color[1] + shadeLeft);
colLeft[2] = minf(1.0f, color[2] + shadeLeft);
colRight[0] = maxf(0.0f, color[0] + shadeRight);
colRight[1] = maxf(0.0f, color[1] + shadeRight);
colRight[2] = maxf(0.0f, color[2] + shadeRight);
glShadeModel(GL_SMOOTH);
glBegin(mode);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx - rad, miny);
for (a = 0; a < 7; a++) {
round_box_shade_col(colLeft, colRight, vec[a][0] * idiv);
glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
}
round_box_shade_col(colLeft, colRight, rad * idiv);
glVertex2f(maxx, miny + rad);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy - rad);
for (a = 0; a < 7; a++) {
round_box_shade_col(colLeft, colRight, (div - rad - vec[a][0]) * idiv);
glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
}
round_box_shade_col(colLeft, colRight, (div - rad) * idiv);
glVertex2f(maxx - rad, maxy);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
round_box_shade_col(colLeft, colRight, (div - rad) * idiv);
glVertex2f(minx + rad, maxy);
for (a = 0; a < 7; a++) {
round_box_shade_col(colLeft, colRight, (div - rad + vec[a][0]) * idiv);
glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy - rad);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny + rad);
for (a = 0; a < 7; a++) {
round_box_shade_col(colLeft, colRight, (vec[a][0]) * idiv);
glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx + rad, miny);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* plain antialiased unfilled rectangle */
void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if (roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3] = 0.5;
glColor4fv(color);
glEnable(GL_BLEND);
}
/* set antialias line */
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
uiDrawBox(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
}
/* (old, used in outliner) plain antialiased filled box */
void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if (roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3] = 0.5;
glColor4fv(color);
glEnable(GL_BLEND);
}
ui_draw_anti_roundbox(GL_POLYGON, minx, miny, maxx, maxy, rad);
}
/* ************** generic embossed rect, for window sliders etc ************* */
/* text_draw.c uses this */
void uiEmboss(float x1, float y1, float x2, float y2, int sel)
{
/* below */
if (sel) glColor3ub(200, 200, 200);
else glColor3ub(50, 50, 50);
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
/* top */
if (sel) glColor3ub(50, 50, 50);
else glColor3ub(200, 200, 200);
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
}
/* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */
void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect)
{
#ifdef WITH_HEADLESS
(void)rect;
(void)but;
#else
ImBuf *ibuf = (ImBuf *)but->poin;
//GLint scissor[4];
//int w, h;
if (!ibuf) return;
/* scissor doesn't seem to be doing the right thing...? */
#if 0
//glColor4f(1.0, 0.f, 0.f, 1.f);
//fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax)
w = BLI_rcti_size_x(rect);
h = BLI_rcti_size_y(rect);
/* prevent drawing outside widget area */
glGetIntegerv(GL_SCISSOR_BOX, scissor);
glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin + rect->ymin, w, h);
#endif
glEnable(GL_BLEND);
glColor4f(0.0, 0.0, 0.0, 0.0);
glaDrawPixelsSafe((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
//glaDrawPixelsTex((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
glDisable(GL_BLEND);
#if 0
// restore scissortest
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
#endif
#endif
}
#if 0
#ifdef WITH_INTERNATIONAL
static void ui_draw_but_CHARTAB(uiBut *but)
{
/* XXX 2.50 bad global access */
/* Some local variables */
float sx, sy, ex, ey;
float width, height;
float butw, buth;
int x, y, cs;
wchar_t wstr[2];
unsigned char ustr[16];
PackedFile *pf;
int result = 0;
int charmax = G.charmax;
/* FO_BUILTIN_NAME font in use. There are TTF FO_BUILTIN_NAME and non-TTF FO_BUILTIN_NAME fonts */
if (BKE_vfont_is_builtin(G.selfont)) {
if (G.ui_international == TRUE) {
charmax = 0xff;
}
else {
charmax = 0xff;
}
}
/* Category list exited without selecting the area */
if (G.charmax == 0)
charmax = G.charmax = 0xffff;
/* Calculate the size of the button */
width = abs(BLI_rcti_size_x(rect));
height = abs(BLI_rcti_size_y(rect));
butw = floor(width / 12);
buth = floor(height / 6);
/* Initialize variables */
sx = rect->xmin;
ex = rect->xmin + butw;
sy = rect->ymin + height - buth;
ey = rect->ymin + height;
cs = G.charstart;
/* Set the font, in case it is not FO_BUILTIN_NAME font */
if (G.selfont && BKE_vfont_is_builtin(G.selfont) == FALSE) {
/* Is the font file packed, if so then use the packed file */
if (G.selfont->packedfile) {
pf = G.selfont->packedfile;
FTF_SetFont(pf->data, pf->size, 14.0);
}
else {
char tmpStr[256];
int err;
BLI_strncpy(tmpStr, G.selfont->name, sizeof(tmpStr));
BLI_path_abs(tmpStr, G.main->name);
err = FTF_SetFont((unsigned char *)tmpStr, 0, 14.0);
}
}
else {
if (G.ui_international == TRUE) {
FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 14.0);
}
}
/* Start drawing the button itself */
glShadeModel(GL_SMOOTH);
glColor3ub(200, 200, 200);
glRectf((rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax));
glColor3ub(0, 0, 0);
for (y = 0; y < 6; y++) {
/* Do not draw more than the category allows */
if (cs > charmax) break;
for (x = 0; x < 12; x++)
{
/* Do not draw more than the category allows */
if (cs > charmax) break;
/* Draw one grid cell */
glBegin(GL_LINE_LOOP);
glVertex2f(sx, sy);
glVertex2f(ex, sy);
glVertex2f(ex, ey);
glVertex2f(sx, ey);
glEnd();
/* Draw character inside the cell */
memset(wstr, 0, sizeof(wchar_t) * 2);
memset(ustr, 0, 16);
/* Set the font to be either unicode or FO_BUILTIN_NAME */
wstr[0] = cs;
if (BKE_vfont_is_builtin(G.selfont) == FALSE) {
BLI_strncpy_wchar_as_utf8((char *)ustr, (wchar_t *)wstr, sizeof(ustr));
}
else {
if (G.ui_international == TRUE) {
BLI_strncpy_wchar_as_utf8((char *)ustr, (wchar_t *)wstr, sizeof(ustr));
}
else {
ustr[0] = cs;
ustr[1] = 0;
}
}
if ((G.selfont && (BKE_vfont_is_builtin(G.selfont) == FALSE)) ||
(G.selfont && (BKE_vfont_is_builtin(G.selfont) == TRUE) && G.ui_international == TRUE))
{
float wid;
float llx, lly, llz, urx, ury, urz;
float dx, dy;
float px, py;
/* Calculate the position */
wid = FTF_GetStringWidth((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
FTF_GetBoundingBox((char *) ustr, &llx, &lly, &llz, &urx, &ury, &urz, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
dx = urx - llx;
dy = ury - lly;
/* This isn't fully functional since the but->aspect isn't working like I suspected */
px = sx + ((butw / but->aspect) - dx) / 2;
py = sy + ((buth / but->aspect) - dy) / 2;
/* Set the position and draw the character */
ui_rasterpos_safe(px, py, but->aspect);
FTF_DrawString((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
}
else {
ui_rasterpos_safe(sx + butw / 2, sy + buth / 2, but->aspect);
UI_DrawString(but->font, (char *) ustr, 0);
}
/* Calculate the next position and character */
sx += butw;
ex += butw;
cs++;
}
/* Add the y position and reset x position */
sy -= buth;
ey -= buth;
sx = rect->xmin;
ex = rect->xmin + butw;
}
glShadeModel(GL_FLAT);
/* Return Font Settings to original */
if (U.fontsize && U.fontname[0]) {
result = FTF_SetFont((unsigned char *)U.fontname, 0, U.fontsize);
}
else if (U.fontsize) {
result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, U.fontsize);
}
if (result == 0) {
result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 11);
}
/* resets the font size */
if (G.ui_international == TRUE) {
// uiSetCurFont(but->block, UI_HELV);
}
}
#endif /* WITH_INTERNATIONAL */
#endif
static void draw_scope_end(const rctf *rect, GLint *scissor)
{
float scaler_x1, scaler_x2;
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* scale widget */
scaler_x1 = rect->xmin + BLI_rctf_size_x(rect) / 2 - SCOPE_RESIZE_PAD;
scaler_x2 = rect->xmin + BLI_rctf_size_y(rect) / 2 + SCOPE_RESIZE_PAD;
glColor4f(0.f, 0.f, 0.f, 0.25f);
fdrawline(scaler_x1, rect->ymin - 4, scaler_x2, rect->ymin - 4);
fdrawline(scaler_x1, rect->ymin - 7, scaler_x2, rect->ymin - 7);
glColor4f(1.f, 1.f, 1.f, 0.25f);
fdrawline(scaler_x1, rect->ymin - 5, scaler_x2, rect->ymin - 5);
fdrawline(scaler_x1, rect->ymin - 8, scaler_x2, rect->ymin - 8);
/* outline */
glColor4f(0.f, 0.f, 0.f, 0.5f);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_LINE_LOOP, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 3.0f);
}
static void histogram_draw_one(float r, float g, float b, float alpha,
float x, float y, float w, float h, float *data, int res, const short is_line)
{
int i;
if (is_line) {
glLineWidth(1.5);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(r, g, b, alpha);
/* curve outline */
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
for (i = 0; i < res; i++) {
float x2 = x + i * (w / (float)res);
glVertex2f(x2, y + (data[i] * h));
}
glEnd();
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0);
}
else {
/* under the curve */
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(r, g, b, alpha);
glShadeModel(GL_FLAT);
glBegin(GL_QUAD_STRIP);
glVertex2f(x, y);
glVertex2f(x, y + (data[0] * h));
for (i = 1; i < res; i++) {
float x2 = x + i * (w / (float)res);
glVertex2f(x2, y + (data[i] * h));
glVertex2f(x2, y);
}
glEnd();
/* curve outline */
glColor4f(0.f, 0.f, 0.f, 0.25f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
for (i = 0; i < res; i++) {
float x2 = x + i * (w / (float)res);
glVertex2f(x2, y + (data[i] * h));
}
glEnd();
glDisable(GL_LINE_SMOOTH);
}
}
#define HISTOGRAM_TOT_GRID_LINES 4
void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
Histogram *hist = (Histogram *)but->poin;
int res = hist->x_resolution;
rctf rect;
int i;
float w, h;
const short is_line = (hist->flag & HISTO_FLAG_LINE) != 0;
//float alpha;
GLint scissor[4];
rect.xmin = (float)recti->xmin + 1;
rect.xmax = (float)recti->xmax - 1;
rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
rect.ymax = (float)recti->ymax - 1;
w = BLI_rctf_size_x(&rect);
h = BLI_rctf_size_y(&rect) * hist->ymax;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
/* need scissor test, histogram can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin - 1),
ar->winrct.ymin + (rect.ymin - 1),
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid lines here */
for (i = 1; i < (HISTOGRAM_TOT_GRID_LINES + 1); i++) {
const float fac = (float)i / (float)HISTOGRAM_TOT_GRID_LINES;
/* so we can tell the 1.0 color point */
if (i == HISTOGRAM_TOT_GRID_LINES) {
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
}
fdrawline(rect.xmin, rect.ymin + fac * h, rect.xmax, rect.ymin + fac * h);
fdrawline(rect.xmin + fac * w, rect.ymin, rect.xmin + fac * w, rect.ymax);
}
if (hist->mode == HISTO_MODE_LUMA) {
histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res, is_line);
}
else if (hist->mode == HISTO_MODE_ALPHA) {
histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_a, res, is_line);
}
else {
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_R)
histogram_draw_one(1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res, is_line);
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_G)
histogram_draw_one(0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res, is_line);
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_B)
histogram_draw_one(0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res, is_line);
}
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
}
#undef HISTOGRAM_TOT_GRID_LINES
void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
Scopes *scopes = (Scopes *)but->poin;
rctf rect;
int i, c;
float w, w3, h, alpha, yofs;
GLint scissor[4];
float colors[3][3] = MAT3_UNITY;
float colorsycc[3][3] = {{1, 0, 1}, {1, 1, 0}, {0, 1, 1}};
float colors_alpha[3][3], colorsycc_alpha[3][3]; /* colors pre multiplied by alpha for speed up */
float min, max;
if (scopes == NULL) return;
rect.xmin = (float)recti->xmin + 1;
rect.xmax = (float)recti->xmax - 1;
rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
rect.ymax = (float)recti->ymax - 1;
if (scopes->wavefrm_yfac < 0.5f)
scopes->wavefrm_yfac = 0.98f;
w = BLI_rctf_size_x(&rect) - 7;
h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac;
yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) / 2.0f;
w3 = w / 3.0f;
/* log scale for alpha */
alpha = scopes->wavefrm_alpha * scopes->wavefrm_alpha;
for (c = 0; c < 3; c++) {
for (i = 0; i < 3; i++) {
colors_alpha[c][i] = colors[c][i] * alpha;
colorsycc_alpha[c][i] = colorsycc[c][i] * alpha;
}
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
/* need scissor test, waveform can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin - 1),
ar->winrct.ymin + (rect.ymin - 1),
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid lines here */
for (i = 0; i < 6; i++) {
char str[4];
BLI_snprintf(str, sizeof(str), "%-3d", i * 20);
str[3] = '\0';
fdrawline(rect.xmin + 22, yofs + (i / 5.f) * h, rect.xmax + 1, yofs + (i / 5.f) * h);
BLF_draw_default(rect.xmin + 1, yofs - 5 + (i / 5.f) * h, 0, str, sizeof(str) - 1);
/* in the loop because blf_draw reset it */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
/* 3 vertical separation */
if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) {
for (i = 1; i < 3; i++) {
fdrawline(rect.xmin + i * w3, rect.ymin, rect.xmin + i * w3, rect.ymax);
}
}
/* separate min max zone on the right */
fdrawline(rect.xmin + w, rect.ymin, rect.xmin + w, rect.ymax);
/* 16-235-240 level in case of ITU-R BT601/709 */
glColor4f(1.f, 0.4f, 0.f, 0.2f);
if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)) {
fdrawline(rect.xmin + 22, yofs + h * 16.0f / 255.0f, rect.xmax + 1, yofs + h * 16.0f / 255.0f);
fdrawline(rect.xmin + 22, yofs + h * 235.0f / 255.0f, rect.xmin + w3, yofs + h * 235.0f / 255.0f);
fdrawline(rect.xmin + 3 * w3, yofs + h * 235.0f / 255.0f, rect.xmax + 1, yofs + h * 235.0f / 255.0f);
fdrawline(rect.xmin + w3, yofs + h * 240.0f / 255.0f, rect.xmax + 1, yofs + h * 240.0f / 255.0f);
}
/* 7.5 IRE black point level for NTSC */
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA)
fdrawline(rect.xmin, yofs + h * 0.075f, rect.xmax + 1, yofs + h * 0.075f);
if (scopes->ok && scopes->waveform_1 != NULL) {
/* LUMA (1 channel) */
glBlendFunc(GL_ONE, GL_ONE);
glColor3f(alpha, alpha, alpha);
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
glBlendFunc(GL_ONE, GL_ONE);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(rect.xmin, yofs, 0.f);
glScalef(w, h, 0.f);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
/* min max */
glColor3f(0.5f, 0.5f, 0.5f);
min = yofs + scopes->minmax[0][0] * h;
max = yofs + scopes->minmax[0][1] * h;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
fdrawline(rect.xmax - 3, min, rect.xmax - 3, max);
}
/* RGB / YCC (3 channels) */
else if (ELEM4(scopes->wavefrm_mode,
SCOPES_WAVEFRM_RGB,
SCOPES_WAVEFRM_YCC_601,
SCOPES_WAVEFRM_YCC_709,
SCOPES_WAVEFRM_YCC_JPEG))
{
int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB);
glBlendFunc(GL_ONE, GL_ONE);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(rect.xmin, yofs, 0.f);
glScalef(w3, h, 0.f);
glColor3fv((rgb) ? colors_alpha[0] : colorsycc_alpha[0]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glTranslatef(1.f, 0.f, 0.f);
glColor3fv((rgb) ? colors_alpha[1] : colorsycc_alpha[1]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_2);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glTranslatef(1.f, 0.f, 0.f);
glColor3fv((rgb) ? colors_alpha[2] : colorsycc_alpha[2]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_3);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
/* min max */
for (c = 0; c < 3; c++) {
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB)
glColor3f(colors[c][0] * 0.75f, colors[c][1] * 0.75f, colors[c][2] * 0.75f);
else
glColor3f(colorsycc[c][0] * 0.75f, colorsycc[c][1] * 0.75f, colorsycc[c][2] * 0.75f);
min = yofs + scopes->minmax[c][0] * h;
max = yofs + scopes->minmax[c][1] * h;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
fdrawline(rect.xmin + w + 2 + c * 2, min, rect.xmin + w + 2 + c * 2, max);
}
}
}
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
}
static float polar_to_x(float center, float diam, float ampli, float angle)
{
return center + diam *ampli *cosf(angle);
}
static float polar_to_y(float center, float diam, float ampli, float angle)
{
return center + diam *ampli *sinf(angle);
}
static void vectorscope_draw_target(float centerx, float centery, float diam, const float colf[3])
{
float y, u, v;
float tangle = 0.f, tampli;
float dangle, dampli, dangle2, dampli2;
rgb_to_yuv(colf[0], colf[1], colf[2], &y, &u, &v);
if (u > 0 && v >= 0) tangle = atanf(v / u);
else if (u > 0 && v < 0) tangle = atanf(v / u) + 2.0f * (float)M_PI;
else if (u < 0) tangle = atanf(v / u) + (float)M_PI;
else if (u == 0 && v > 0.0f) tangle = (float)M_PI / 2.0f;
else if (u == 0 && v < 0.0f) tangle = -(float)M_PI / 2.0f;
tampli = sqrtf(u * u + v * v);
/* small target vary by 2.5 degree and 2.5 IRE unit */
glColor4f(1.0f, 1.0f, 1.0, 0.12f);
dangle = DEG2RADF(2.5f);
dampli = 2.5f / 200.0f;
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
glEnd();
/* big target vary by 10 degree and 20% amplitude */
glColor4f(1.0f, 1.0f, 1.0, 0.12f);
dangle = DEG2RADF(10.0f);
dampli = 0.2f * tampli;
dangle2 = DEG2RADF(5.0f);
dampli2 = 0.5f * dampli;
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle + dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli + dampli, tangle + dangle - dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle + dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli - dampli, tangle + dangle - dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle - dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli - dampli, tangle - dangle + dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle - dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli + dampli, tangle - dangle + dangle2));
glEnd();
}
void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
const float skin_rad = DEG2RADF(123.0f); /* angle in radians of the skin tone line */
Scopes *scopes = (Scopes *)but->poin;
rctf rect;
int i, j;
float w, h, centerx, centery, diam;
float alpha;
const float colors[6][3] = {
{0.75, 0.0, 0.0}, {0.75, 0.75, 0.0}, {0.0, 0.75, 0.0},
{0.0, 0.75, 0.75}, {0.0, 0.0, 0.75}, {0.75, 0.0, 0.75}};
GLint scissor[4];
rect.xmin = (float)recti->xmin + 1;
rect.xmax = (float)recti->xmax - 1;
rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
rect.ymax = (float)recti->ymax - 1;
w = BLI_rctf_size_x(&rect);
h = BLI_rctf_size_y(&rect);
centerx = rect.xmin + w / 2;
centery = rect.ymin + h / 2;
diam = (w < h) ? w : h;
alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
/* need scissor test, hvectorscope can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin - 1),
ar->winrct.ymin + (rect.ymin - 1),
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid elements */
/* cross */
fdrawline(centerx - (diam / 2) - 5, centery, centerx + (diam / 2) + 5, centery);
fdrawline(centerx, centery - (diam / 2) - 5, centerx, centery + (diam / 2) + 5);
/* circles */
for (j = 0; j < 5; j++) {
glBegin(GL_LINE_STRIP);
for (i = 0; i <= 360; i = i + 15) {
const float a = DEG2RADF((float)i);
const float r = (j + 1) / 10.0f;
glVertex2f(polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a));
}
glEnd();
}
/* skin tone line */
glColor4f(1.f, 0.4f, 0.f, 0.2f);
fdrawline(polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5, skin_rad),
polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1, skin_rad));
/* saturation points */
for (i = 0; i < 6; i++)
vectorscope_draw_target(centerx, centery, diam, colors[i]);
if (scopes->ok && scopes->vecscope != NULL) {
/* pixel point cloud */
glBlendFunc(GL_ONE, GL_ONE);
glColor3f(alpha, alpha, alpha);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(centerx, centery, 0.f);
glScalef(diam, diam, 0.f);
glVertexPointer(2, GL_FLOAT, 0, scopes->vecscope);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
glDisable(GL_BLEND);
}
void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect)
{
ColorBand *coba;
CBData *cbd;
float x1, y1, sizex, sizey;
float v3[2], v1[2], v2[2], v1a[2], v2a[2];
int a;
float pos, colf[4] = {0, 0, 0, 0}; /* initialize in case the colorband isn't valid */
struct ColorManagedDisplay *display = NULL;
coba = (ColorBand *)(but->editcoba ? but->editcoba : but->poin);
if (coba == NULL) return;
if (but->block->color_profile)
display = ui_block_display_get(but->block);
x1 = rect->xmin;
y1 = rect->ymin;
sizex = rect->xmax - x1;
sizey = rect->ymax - y1;
/* first background, to show tranparency */
glColor4ub(UI_TRANSP_DARK, UI_TRANSP_DARK, UI_TRANSP_DARK, 255);
glRectf(x1, y1, x1 + sizex, y1 + sizey);
glEnable(GL_POLYGON_STIPPLE);
glColor4ub(UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, 255);
glPolygonStipple(checker_stipple_sml);
glRectf(x1, y1, x1 + sizex, y1 + sizey);
glDisable(GL_POLYGON_STIPPLE);
glShadeModel(GL_FLAT);
glEnable(GL_BLEND);
cbd = coba->data;
v1[0] = v2[0] = x1;
v1[1] = y1;
v2[1] = y1 + sizey;
glBegin(GL_QUAD_STRIP);
glColor4fv(&cbd->r);
glVertex2fv(v1);
glVertex2fv(v2);
for (a = 1; a <= sizex; a++) {
pos = ((float)a) / (sizex - 1);
do_colorband(coba, pos, colf);
if (display)
IMB_colormanagement_scene_linear_to_display_v3(colf, display);
v1[0] = v2[0] = x1 + a;
glColor4fv(colf);
glVertex2fv(v1);
glVertex2fv(v2);
}
glEnd();
glShadeModel(GL_FLAT);
glDisable(GL_BLEND);
/* outline */
glColor4f(0.0, 0.0, 0.0, 1.0);
fdrawbox(x1, y1, x1 + sizex, y1 + sizey);
/* help lines */
v1[0] = v2[0] = v3[0] = x1;
v1[1] = y1;
v1a[1] = y1 + 0.25f * sizey;
v2[1] = y1 + 0.5f * sizey;
v2a[1] = y1 + 0.75f * sizey;
v3[1] = y1 + sizey;
cbd = coba->data;
glBegin(GL_LINES);
for (a = 0; a < coba->tot; a++, cbd++) {
v1[0] = v2[0] = v3[0] = v1a[0] = v2a[0] = x1 + cbd->pos * sizex;
if (a == coba->cur) {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(2);
glBegin(GL_LINES);
glColor3ub(255, 255, 255);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(0);
glBegin(GL_LINES);
#if 0
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v1a);
glColor3ub(255, 255, 255);
glVertex2fv(v1a);
glVertex2fv(v2);
glColor3ub(0, 0, 0);
glVertex2fv(v2);
glVertex2fv(v2a);
glColor3ub(255, 255, 255);
glVertex2fv(v2a);
glVertex2fv(v3);
#endif
}
else {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v2);
glColor3ub(255, 255, 255);
glVertex2fv(v2);
glVertex2fv(v3);
}
}
glEnd();
}
void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
static GLuint displist = 0;
int a, old[8];
GLfloat diff[4], diffn[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float vec0[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float dir[4], size;
/* store stuff */
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
/* backdrop */
glColor3ubv((unsigned char *)wcol->inner);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
/* sphere color */
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
/* disable blender light */
for (a = 0; a < 8; a++) {
old[a] = glIsEnabled(GL_LIGHT0 + a);
glDisable(GL_LIGHT0 + a);
}
/* own light */
glEnable(GL_LIGHT7);
glEnable(GL_LIGHTING);
ui_get_but_vectorf(but, dir);
dir[3] = 0.0f; /* glLightfv needs 4 args, 0.0 is sun */
glLightfv(GL_LIGHT7, GL_POSITION, dir);
glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn);
glLightfv(GL_LIGHT7, GL_SPECULAR, vec0);
glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
/* transform to button */
glPushMatrix();
glTranslatef(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect), 0.0f);
if (BLI_rcti_size_x(rect) < BLI_rcti_size_y(rect))
size = BLI_rcti_size_x(rect) / 200.f;
else
size = BLI_rcti_size_y(rect) / 200.f;
glScalef(size, size, size);
if (displist == 0) {
GLUquadricObj *qobj;
displist = glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere(qobj, 100.0, 32, 24);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
else glCallList(displist);
/* restore */
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
glDisable(GL_LIGHT7);
/* AA circle */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glColor3ubv((unsigned char *)wcol->inner);
glutil_draw_lined_arc(0.0f, M_PI * 2.0, 100.0f, 32);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
/* matrix after circle */
glPopMatrix();
/* enable blender light */
for (a = 0; a < 8; a++) {
if (old[a])
glEnable(GL_LIGHT0 + a);
}
}
static void ui_draw_but_curve_grid(rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)
{
float dx, dy, fx, fy;
glBegin(GL_LINES);
dx = step * zoomx;
fx = rect->xmin + zoomx * (-offsx);
if (fx > rect->xmin) fx -= dx * (floorf(fx - rect->xmin));
while (fx < rect->xmax) {
glVertex2f(fx, rect->ymin);
glVertex2f(fx, rect->ymax);
fx += dx;
}
dy = step * zoomy;
fy = rect->ymin + zoomy * (-offsy);
if (fy > rect->ymin) fy -= dy * (floorf(fy - rect->ymin));
while (fy < rect->ymax) {
glVertex2f(rect->xmin, fy);
glVertex2f(rect->xmax, fy);
fy += dy;
}
glEnd();
}
static void gl_shaded_color(unsigned char *col, int shade)
{
glColor3ub(col[0] - shade > 0 ? col[0] - shade : 0,
col[1] - shade > 0 ? col[1] - shade : 0,
col[2] - shade > 0 ? col[2] - shade : 0);
}
void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
CurveMapping *cumap;
CurveMap *cuma;
CurveMapPoint *cmp;
float fx, fy, fac[2], zoomx, zoomy, offsx, offsy;
GLint scissor[4];
rcti scissor_new;
int a;
if (but->editcumap) {
cumap = but->editcumap;
}
else {
cumap = (CurveMapping *)but->poin;
}
cuma = &cumap->cm[cumap->cur];
/* need scissor test, curve can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
scissor_new.xmin = ar->winrct.xmin + rect->xmin;
scissor_new.ymin = ar->winrct.ymin + rect->ymin;
scissor_new.xmax = ar->winrct.xmin + rect->xmax;
scissor_new.ymax = ar->winrct.ymin + rect->ymax;
BLI_rcti_isect(&scissor_new, &ar->winrct, &scissor_new);
glScissor(scissor_new.xmin,
scissor_new.ymin,
BLI_rcti_size_x(&scissor_new),
BLI_rcti_size_y(&scissor_new));
/* calculate offset and zoom */
zoomx = (BLI_rcti_size_x(rect) - 2.0f * but->aspect) / BLI_rctf_size_x(&cumap->curr);
zoomy = (BLI_rcti_size_y(rect) - 2.0f * but->aspect) / BLI_rctf_size_y(&cumap->curr);
offsx = cumap->curr.xmin - but->aspect / zoomx;
offsy = cumap->curr.ymin - but->aspect / zoomy;
/* backdrop */
if (but->a1 == UI_GRAD_H) {
/* magic trigger for curve backgrounds */
rcti grid;
float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */
grid.xmin = rect->xmin + zoomx * (-offsx);
grid.xmax = rect->xmax + zoomx * (-offsx);
grid.ymin = rect->ymin + zoomy * (-offsy);
grid.ymax = rect->ymax + zoomy * (-offsy);
ui_draw_gradient(&grid, col, UI_GRAD_H, 1.0f);
/* grid, hsv uses different grid */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(0, 0, 0, 48);
ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.1666666f);
glDisable(GL_BLEND);
}
else {
if (cumap->flag & CUMA_DO_CLIP) {
gl_shaded_color((unsigned char *)wcol->inner, -20);
glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
glColor3ubv((unsigned char *)wcol->inner);
glRectf(rect->xmin + zoomx * (cumap->clipr.xmin - offsx),
rect->ymin + zoomy * (cumap->clipr.ymin - offsy),
rect->xmin + zoomx * (cumap->clipr.xmax - offsx),
rect->ymin + zoomy * (cumap->clipr.ymax - offsy));
}
else {
glColor3ubv((unsigned char *)wcol->inner);
glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
/* grid, every 0.25 step */
gl_shaded_color((unsigned char *)wcol->inner, -16);
ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.25f);
/* grid, every 1.0 step */
gl_shaded_color((unsigned char *)wcol->inner, -24);
ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 1.0f);
/* axes */
gl_shaded_color((unsigned char *)wcol->inner, -50);
glBegin(GL_LINES);
glVertex2f(rect->xmin, rect->ymin + zoomy * (-offsy));
glVertex2f(rect->xmax, rect->ymin + zoomy * (-offsy));
glVertex2f(rect->xmin + zoomx * (-offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx * (-offsx), rect->ymax);
glEnd();
}
/* cfra option */
/* XXX 2.48 */
#if 0
if (cumap->flag & CUMA_DRAW_CFRA) {
glColor3ub(0x60, 0xc0, 0x40);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax);
glEnd();
}
#endif
/* sample option */
if (cumap->flag & CUMA_DRAW_SAMPLE) {
if (but->a1 == UI_GRAD_H) {
float tsample[3];
float hsv[3];
linearrgb_to_srgb_v3_v3(tsample, cumap->sample);
rgb_to_hsv_v(tsample, hsv);
glColor3ub(240, 240, 240);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx * (hsv[0] - offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx * (hsv[0] - offsx), rect->ymax);
glEnd();
}
else if (cumap->cur == 3) {
float lum = rgb_to_bw(cumap->sample);
glColor3ub(240, 240, 240);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx * (lum - offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx * (lum - offsx), rect->ymax);
glEnd();
}
else {
if (cumap->cur == 0)
glColor3ub(240, 100, 100);
else if (cumap->cur == 1)
glColor3ub(100, 240, 100);
else
glColor3ub(100, 100, 240);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymax);
glEnd();
}
}
/* the curve */
glColor3ubv((unsigned char *)wcol->item);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBegin(GL_LINE_STRIP);
if (cuma->table == NULL)
curvemapping_changed(cumap, FALSE);
cmp = cuma->table;
/* first point */
if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) {
glVertex2f(rect->xmin, rect->ymin + zoomy * (cmp[0].y - offsy));
}
else {
fx = rect->xmin + zoomx * (cmp[0].x - offsx + cuma->ext_in[0]);
fy = rect->ymin + zoomy * (cmp[0].y - offsy + cuma->ext_in[1]);
glVertex2f(fx, fy);
}
for (a = 0; a <= CM_TABLE; a++) {
fx = rect->xmin + zoomx * (cmp[a].x - offsx);
fy = rect->ymin + zoomy * (cmp[a].y - offsy);
glVertex2f(fx, fy);
}
/* last point */
if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) {
glVertex2f(rect->xmax, rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy));
}
else {
fx = rect->xmin + zoomx * (cmp[CM_TABLE].x - offsx - cuma->ext_out[0]);
fy = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]);
glVertex2f(fx, fy);
}
glEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* the points, use aspect to make them visible on edges */
cmp = cuma->curve;
glPointSize(3.0f);
bglBegin(GL_POINTS);
for (a = 0; a < cuma->totpoint; a++) {
if (cmp[a].flag & CUMA_SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
fac[0] = rect->xmin + zoomx * (cmp[a].x - offsx);
fac[1] = rect->ymin + zoomy * (cmp[a].y - offsy);
bglVertex2fv(fac);
}
bglEnd();
glPointSize(1.0f);
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
/* outline */
glColor3ubv((unsigned char *)wcol->outline);
fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
rctf rect;
int ok = 0, width, height;
GLint scissor[4];
MovieClipScopes *scopes = (MovieClipScopes *)but->poin;
rect.xmin = (float)recti->xmin + 1;
rect.xmax = (float)recti->xmax - 1;
rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
rect.ymax = (float)recti->ymax - 1;
width = BLI_rctf_size_x(&rect) + 1;
height = BLI_rctf_size_y(&rect);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* need scissor test, preview image can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin - 1),
ar->winrct.ymin + (rect.ymin - 1),
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
if (scopes->track_disabled) {
glColor4f(0.7f, 0.3f, 0.3f, 0.3f);
uiSetRoundBox(15);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
ok = 1;
}
else if ((scopes->track_search) &&
((!scopes->track_preview) ||
(scopes->track_preview->x != width || scopes->track_preview->y != height)))
{
ImBuf *tmpibuf;
if (scopes->track_preview)
IMB_freeImBuf(scopes->track_preview);
tmpibuf = BKE_tracking_sample_pattern(scopes->frame_width, scopes->frame_height,
scopes->track_search, scopes->track,
&scopes->undist_marker, scopes->use_track_mask,
width, height, scopes->track_pos);
if (tmpibuf->rect_float)
IMB_rect_from_float(tmpibuf);
/* XXX: for debug only
* tmpibuf->ftype = PNG;
* IMB_saveiff(tmpibuf, "sample.png", IB_rect); */
if (tmpibuf->rect)
scopes->track_preview = tmpibuf;
else
IMB_freeImBuf(tmpibuf);
}
if (!ok && scopes->track_preview) {
float track_pos[2];
int a;
ImBuf *drawibuf;
glPushMatrix();
track_pos[0] = scopes->track_pos[0];
track_pos[1] = scopes->track_pos[1];
/* draw content of pattern area */
glScissor(ar->winrct.xmin + rect.xmin, ar->winrct.ymin + rect.ymin, scissor[2], scissor[3]);
if (width > 0 && height > 0) {
drawibuf = scopes->track_preview;
if (scopes->use_track_mask) {
glColor4f(0.0f, 0.0f, 0.0f, 0.3f);
uiSetRoundBox(15);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
}
glaDrawPixelsSafe(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y,
drawibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, drawibuf->rect);
/* draw cross for pizel position */
glTranslatef(rect.xmin + track_pos[0], rect.ymin + track_pos[1], 0.f);
glScissor(ar->winrct.xmin + rect.xmin,
ar->winrct.ymin + rect.ymin,
BLI_rctf_size_x(&rect),
BLI_rctf_size_y(&rect));
for (a = 0; a < 2; a++) {
if (a == 1) {
glLineStipple(3, 0xaaaa);
glEnable(GL_LINE_STIPPLE);
UI_ThemeColor(TH_SEL_MARKER);
}
else {
UI_ThemeColor(TH_MARKER_OUTLINE);
}
glBegin(GL_LINES);
glVertex2f(-10.0f, 0.0f);
glVertex2f(10.0f, 0.0f);
glVertex2f(0.0f, -10.0f);
glVertex2f(0.0f, 10.0f);
glEnd();
}
}
glDisable(GL_LINE_STIPPLE);
glPopMatrix();
ok = 1;
}
if (!ok) {
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
}
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
glDisable(GL_BLEND);
}
/* ****************************************************** */
static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha)
{
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
/* right quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
glVertex2f(maxx, maxy - 0.3f * shadsize);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx + shadsize, maxy - 0.75f * shadsize);
glVertex2f(maxx + shadsize, miny);
glEnd();
/* corner shape */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx + shadsize, miny);
glVertex2f(maxx + 0.7f * shadsize, miny - 0.7f * shadsize);
glVertex2f(maxx, miny - shadsize);
glEnd();
/* bottom quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(minx + 0.3f * shadsize, miny);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx, miny - shadsize);
glVertex2f(minx + 0.5f * shadsize, miny - shadsize);
glEnd();
glDisable(GL_BLEND);
glShadeModel(GL_FLAT);
}
void uiDrawBoxShadow(unsigned char alpha, float minx, float miny, float maxx, float maxy)
{
/* accumulated outline boxes to make shade not linear, is more pleasant */
ui_shadowbox(minx, miny, maxx, maxy, 11.0, (20 * alpha) >> 8);
ui_shadowbox(minx, miny, maxx, maxy, 7.0, (40 * alpha) >> 8);
ui_shadowbox(minx, miny, maxx, maxy, 5.0, (80 * alpha) >> 8);
}
void ui_dropshadow(const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select))
{
int i;
float rad;
float a;
float dalpha = alpha * 2.0f / 255.0f, calpha;
glEnable(GL_BLEND);
if (radius > (BLI_rctf_size_y(rct) - 10.0f) / 2.0f)
rad = (BLI_rctf_size_y(rct) - 10.0f) / 2.0f;
else
rad = radius;
i = 12;
#if 0
if (select) {
a = i * aspect; /* same as below */
}
else
#endif
{
a = i * aspect;
}
calpha = dalpha;
for (; i--; a -= aspect) {
/* alpha ranges from 2 to 20 or so */
glColor4f(0.0f, 0.0f, 0.0f, calpha);
calpha += dalpha;
uiDrawBox(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a);
}
/* outline emphasis */
glEnable(GL_LINE_SMOOTH);
glColor4ub(0, 0, 0, 100);
uiDrawBox(GL_LINE_LOOP, rct->xmin - 0.5f, rct->ymin - 0.5f, rct->xmax + 0.5f, rct->ymax + 0.5f, radius + 0.5f);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
}