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blender-archive/source/blender/editors/space_graph/graph_draw.c
Christoph Lendenfeld 3b900048f1 Animation: Move Graph Editor settings to User Preferences
Move two settings that were previously in the "View" menu of the Graph Editor into User Preferences.

It has been mentioned in the meeting by Luciano Muñoz Sessarego that it would be good to move that to the preferences so you can set it once and then forget about it.

The Settings moved are:

    Only Selected Curve Keyframes
    Use High Quality Display

Pull Request: blender/blender#104532
2023-03-09 14:15:23 +01:00

1453 lines
47 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright Blender Foundation. */
/** \file
* \ingroup spgraph
*/
#include <float.h>
#include <math.h>
#include <stdio.h>
#include <string.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_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_action.h"
#include "BKE_anim_data.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_fcurve.h"
#include "BKE_nla.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"
static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu);
/* -------------------------------------------------------------------- */
/** \name 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;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name FCurve Modifier Drawing
* \{ */
/* Envelope -------------- */
/* TODO: draw a shaded poly showing the region of influence too!!! */
/**
* \param adt_nla_remap: Send NULL if no NLA remapping necessary.
*/
static void draw_fcurve_modifier_controls_envelope(FModifier *fcm,
View2D *v2d,
AnimData *adt_nla_remap)
{
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_3D_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("udash_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_3D_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++) {
const float env_scene_time = BKE_nla_tweakedit_remap(
adt_nla_remap, fed->time, NLATIME_CONVERT_MAP);
/* only draw if visible
* - min/max here are fixed, not relative
*/
if (IN_RANGE(env_scene_time, (v2d->cur.xmin - fac), (v2d->cur.xmax + fac))) {
immVertex2f(shdr_pos, env_scene_time, fed->min);
immVertex2f(shdr_pos, env_scene_time, fed->max);
}
}
immEnd();
immUnbindProgram();
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name FCurve Modifier 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, uint 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();
}
/**
* Draw the extra indicator for the active point.
*/
static void draw_fcurve_active_vertex(const FCurve *fcu, const View2D *v2d, const uint pos)
{
const int active_keyframe_index = BKE_fcurve_active_keyframe_index(fcu);
if (!(fcu->flag & FCURVE_ACTIVE) || active_keyframe_index == FCURVE_ACTIVE_KEYFRAME_NONE) {
return;
}
const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
const BezTriple *bezt = &fcu->bezt[active_keyframe_index];
if (!IN_RANGE(bezt->vec[1][0], (v2d->cur.xmin - fac), (v2d->cur.xmax + fac))) {
return;
}
if (!(bezt->f2 & SELECT)) {
return;
}
immBegin(GPU_PRIM_POINTS, 1);
immUniformThemeColor(TH_VERTEX_ACTIVE);
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, uint pos)
{
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", UI_GetThemeValuef(TH_VERTEX_SIZE) * U.dpi_fac);
draw_fcurve_selected_keyframe_vertices(fcu, v2d, edit, false, pos);
draw_fcurve_selected_keyframe_vertices(fcu, v2d, edit, true, pos);
draw_fcurve_active_vertex(fcu, v2d, 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, uint 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();
}
/**
* Draw the extra handles for the active point.
*/
static void draw_fcurve_active_handle_vertices(const FCurve *fcu,
const bool sel_handle_only,
const uint pos)
{
const int active_keyframe_index = BKE_fcurve_active_keyframe_index(fcu);
if (!(fcu->flag & FCURVE_ACTIVE) || active_keyframe_index == FCURVE_ACTIVE_KEYFRAME_NONE) {
return;
}
const BezTriple *bezt = &fcu->bezt[active_keyframe_index];
if (sel_handle_only && !BEZT_ISSEL_ANY(bezt)) {
return;
}
float active_col[4];
UI_GetThemeColor4fv(TH_VERTEX_ACTIVE, active_col);
immUniform4fv("outlineColor", active_col);
immUniformColor3fvAlpha(active_col, 0.01f); /* Almost invisible - only keep for smoothness. */
immBeginAtMost(GPU_PRIM_POINTS, 2);
const BezTriple *left_bezt = active_keyframe_index > 0 ? &fcu->bezt[active_keyframe_index - 1] :
bezt;
if (left_bezt->ipo == BEZT_IPO_BEZ && (bezt->f1 & SELECT)) {
immVertex2fv(pos, bezt->vec[0]);
}
if (bezt->ipo == BEZT_IPO_BEZ && (bezt->f3 & SELECT)) {
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, uint 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.dpi_fac);
immUniform1f("outlineWidth", 1.5f * U.dpi_fac);
draw_fcurve_selected_handle_vertices(fcu, v2d, false, sel_handle_only, pos);
draw_fcurve_selected_handle_vertices(fcu, v2d, true, sel_handle_only, pos);
draw_fcurve_active_handle_vertices(fcu, sel_handle_only, pos);
immUnbindProgram();
}
static void draw_fcurve_vertices(ARegion *region,
FCurve *fcu,
bool do_handles,
bool sel_handle_only)
{
View2D *v2d = &region->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(GPU_BLEND_ALPHA);
GPU_program_point_size(true);
/* 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_program_point_size(false);
GPU_blend(GPU_BLEND_NONE);
}
/* 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))) {
return false;
}
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_3D_FLAT_COLOR);
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(true);
}
GPU_blend(GPU_BLEND_ALPHA);
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;
uchar 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) {
/* 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, bezt->vec[0]);
immAttr4ubv(color, col);
immVertex2fv(pos, bezt->vec[1]);
}
/* 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, bezt->vec[1]);
immAttr4ubv(color, col);
immVertex2fv(pos, bezt->vec[2]);
}
}
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)))) {
UI_GetThemeColor3ubv(basecol + bezt->h1, col);
col[3] = fcurve_display_alpha(fcu) * 255;
immAttr4ubv(color, col);
immVertex2fv(pos, bezt->vec[0]);
immAttr4ubv(color, col);
immVertex2fv(pos, bezt->vec[1]);
}
/* only draw second handle if this segment is bezier, and selection is ok */
if (((bezt->f3 & SELECT) == sel) && (bezt->ipo == BEZT_IPO_BEZ)) {
UI_GetThemeColor3ubv(basecol + bezt->h2, col);
col[3] = fcurve_display_alpha(fcu) * 255;
immAttr4ubv(color, col);
immVertex2fv(pos, bezt->vec[0]);
immAttr4ubv(color, col);
immVertex2fv(pos, bezt->vec[1]);
}
}
}
}
immEnd();
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(false);
}
}
/* 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, uint 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(ARegion *region, FCurve *fcu)
{
FPoint *first, *last;
float hsize, xscale, yscale;
/* get view settings */
hsize = UI_GetThemeValuef(TH_VERTEX_SIZE);
UI_view2d_scale_get(&region->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 (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(true);
}
GPU_blend(GPU_BLEND_ALPHA);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_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(GPU_BLEND_NONE);
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
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,
uint pos,
const bool use_nla_remap,
const bool draw_extrapolation)
{
short mapping_flag = ANIM_get_normalization_flags(ac);
/* 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. */
if (UI_view2d_scale_get_x(v2d) <= 0.0f) {
return;
}
/* disable any drivers */
FCurve fcurve_for_draw = *fcu_;
fcurve_for_draw.driver = NULL;
/* compute unit correction factor */
float offset;
float 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.
*/
/* TODO: perhaps we should have 1.0 frames
* as upper limit so that curves don't get too distorted? */
float pixels_per_sample = 1.5f;
float samplefreq = pixels_per_sample / UI_view2d_scale_get_x(v2d);
if (!(U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING)) {
/* 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 #40372)!
*
* 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. #40372) */
if (samplefreq < 0.00001f) {
samplefreq = 0.00001f;
}
}
/* the start/end times are simply the horizontal extents of the 'cur' rect */
float stime = v2d->cur.xmin;
float etime = v2d->cur.xmax;
AnimData *adt = use_nla_remap ? BKE_animdata_from_id(id) : NULL;
/* If not drawing extrapolation, then change fcurve drawing bounds to its keyframe bounds clamped
* by graph editor bounds. */
if (!draw_extrapolation) {
float fcu_start = 0;
float fcu_end = 0;
BKE_fcurve_calc_range(fcu_, &fcu_start, &fcu_end, false, false);
fcu_start = BKE_nla_tweakedit_remap(adt, fcu_start, NLATIME_CONVERT_MAP);
fcu_end = BKE_nla_tweakedit_remap(adt, fcu_end, NLATIME_CONVERT_MAP);
/* Account for reversed NLA strip effect. */
if (fcu_end < fcu_start) {
SWAP(float, fcu_start, fcu_end);
}
/* Clamp to graph editor rendering bounds. */
stime = max_ff(stime, fcu_start);
etime = min_ff(etime, fcu_end);
}
const int total_samples = roundf((etime - stime) / samplefreq);
if (total_samples <= 0) {
return;
}
/* NLA remapping is linear so we don't have to remap per iteration. */
const float eval_start = BKE_nla_tweakedit_remap(adt, stime, NLATIME_CONVERT_UNMAP);
const float eval_freq = BKE_nla_tweakedit_remap(adt, stime + samplefreq, NLATIME_CONVERT_UNMAP) -
eval_start;
const float eval_end = BKE_nla_tweakedit_remap(adt, etime, NLATIME_CONVERT_UNMAP);
immBegin(GPU_PRIM_LINE_STRIP, (total_samples + 1));
/* 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.
*/
for (int i = 0; i < total_samples; i++) {
const float ctime = stime + i * samplefreq;
float eval_time = eval_start + i * eval_freq;
/* Prevent drawing past bounds, due to floating point problems.
* User-wise, prevent visual flickering.
*
* This is to cover the case where:
* eval_start + total_samples * eval_freq > eval_end
* due to floating point problems.
*/
if (eval_time > eval_end) {
eval_time = eval_end;
}
immVertex2f(pos, ctime, (evaluate_fcurve(&fcurve_for_draw, eval_time) + offset) * unitFac);
}
/* Ensure we include end boundary point.
* User-wise, prevent visual flickering.
*
* This is to cover the case where:
* eval_start + total_samples * eval_freq < eval_end
* due to floating point problems.
*/
immVertex2f(pos, etime, (evaluate_fcurve(&fcurve_for_draw, eval_end) + 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,
const bool draw_extrapolation)
{
if (!draw_extrapolation) {
return;
}
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;
const bool extrap_left = draw_extrapolation && prevfpt->vec[0] > v2d->cur.xmin;
if (extrap_left) {
count++;
}
const bool extrap_right = draw_extrapolation && (prevfpt + b - 1)->vec[0] < v2d->cur.xmax;
if (extrap_right) {
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 (extrap_left) {
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 (extrap_right) {
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, uint pos, const bool draw_extrapolation)
{
if (!draw_extrapolation) {
return;
}
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 (draw_extrapolation && 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) ||
(prevbezt->ipo == BEZT_IPO_LIN && 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 doesn't 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];
BKE_fcurve_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 (draw_extrapolation && 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) ||
(prevbezt->ipo == BEZT_IPO_LIN && fcu->totvert == 1)) {
/* based on last keyframe's value */
v1[1] = prevbezt->vec[1][1];
}
else if (prevbezt->ipo == BEZT_IPO_LIN) {
/* extrapolate linear doesn't 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();
}
static void draw_fcurve(bAnimContext *ac, SpaceGraph *sipo, ARegion *region, bAnimListElem *ale)
{
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 (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(true);
}
GPU_blend(GPU_BLEND_ALPHA);
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
if (BKE_fcurve_is_protected(fcu)) {
/* Protected curves (non editable) are drawn with dotted lines. */
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 0); /* Simple dashes. */
immUniform1f("dash_width", 4.0f);
immUniform1f("udash_factor", 0.5f);
}
else {
immBindBuiltinProgram(GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR);
immUniform2fv("viewportSize", &viewport_size[2]);
immUniform1f("lineWidth", GPU_line_width_get());
}
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));
}
const bool draw_extrapolation = (sipo->flag & SIPO_NO_DRAW_EXTRAPOLATION) == 0;
/* 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
*/
if (adt) {
/** We have to do this mapping dance since the keyframes were remapped but the Fmodifier
* evaluations are not.
*
* So we undo the keyframe remapping and instead remap the evaluation time when drawing the
* curve itself. Afterward, we go back and redo the keyframe remapping so the controls are
* drawn properly. */
ANIM_nla_mapping_apply_fcurve(adt, ale->key_data, true, false);
draw_fcurve_curve(ac, ale->id, fcu, &region->v2d, shdr_pos, true, draw_extrapolation);
ANIM_nla_mapping_apply_fcurve(adt, ale->key_data, false, false);
}
else {
draw_fcurve_curve(ac, ale->id, fcu, &region->v2d, shdr_pos, false, draw_extrapolation);
}
}
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, &region->v2d, shdr_pos, draw_extrapolation);
}
else {
draw_fcurve_curve(ac, ale->id, fcu, &region->v2d, shdr_pos, false, draw_extrapolation);
}
}
else if (fcu->fpt) {
draw_fcurve_curve_samples(ac, ale->id, fcu, &region->v2d, shdr_pos, draw_extrapolation);
}
}
immUnbindProgram();
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(false);
}
GPU_blend(GPU_BLEND_NONE);
}
/* 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 (!(U.animation_flag & USER_ANIM_ONLY_SHOW_SELECTED_CURVE_KEYS) ||
(fcu->flag & FCURVE_SELECTED)) {
if (!BKE_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, &region->v2d, adt);
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 */
draw_fcurve_handles(sipo, fcu);
}
draw_fcurve_vertices(region, fcu, do_handles, (sipo->flag & SIPO_SELVHANDLESONLY));
}
else {
/* samples: only draw two indicators at either end as indicators */
draw_fcurve_samples(region, 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);
}
}
/* 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->region->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);
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_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("udash_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("udash_factor", 0.5f);
GPU_line_width(1.0f);
immBegin(GPU_PRIM_LINES, (y <= v2d->cur.ymax) ? 4 : 2);
/* x-axis lookup */
co[0] = x;
if (y <= v2d->cur.ymax) {
co[1] = v2d->cur.ymax + 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_3D_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 ---------------- */
void graph_draw_ghost_curves(bAnimContext *ac, SpaceGraph *sipo, ARegion *region)
{
FCurve *fcu;
/* draw with thick dotted lines */
GPU_line_width(3.0f);
/* anti-aliased lines for less jagged appearance */
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(true);
}
GPU_blend(GPU_BLEND_ALPHA);
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_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("udash_factor", 0.5f);
const bool draw_extrapolation = (sipo->flag & SIPO_NO_DRAW_EXTRAPOLATION) == 0;
/* 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, &region->v2d, shdr_pos, draw_extrapolation);
}
immUnbindProgram();
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(false);
}
GPU_blend(GPU_BLEND_NONE);
}
void graph_draw_curves(bAnimContext *ac, SpaceGraph *sipo, ARegion *region, short sel)
{
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
/* build list of curves to draw */
filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_CURVE_VISIBLE | ANIMFILTER_FCURVESONLY);
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
*/
bAnimListElem *ale_active_fcurve = NULL;
for (ale = anim_data.first; ale; ale = ale->next) {
const FCurve *fcu = (FCurve *)ale->key_data;
if (fcu->flag & FCURVE_ACTIVE) {
ale_active_fcurve = ale;
continue;
}
draw_fcurve(ac, sipo, region, ale);
}
/* Draw the active FCurve last so that it (especially the active keyframe)
* shows on top of the other curves. */
if (ale_active_fcurve != NULL) {
draw_fcurve(ac, sipo, region, ale_active_fcurve);
}
/* free list of curves */
ANIM_animdata_freelist(&anim_data);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Channel List
* \{ */
void graph_draw_channel_names(bContext *C, bAnimContext *ac, ARegion *region)
{
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
View2D *v2d = &region->v2d;
float height;
size_t items;
/* build list of channels to draw */
filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS |
ANIMFILTER_FCURVESONLY);
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 */
height = ANIM_UI_get_channels_total_height(v2d, items);
v2d->tot.ymin = -height;
const float channel_step = ANIM_UI_get_channel_step();
/* 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;
float ymax = ANIM_UI_get_first_channel_top(v2d);
for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step, channel_index++) {
const float ymin = ymax - ANIM_UI_get_channel_height();
/* check if visible */
if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymax, v2d->cur.ymin, v2d->cur.ymax)) {
/* draw all channels using standard channel-drawing API */
ANIM_channel_draw(ac, ale, ymin, ymax, channel_index);
}
}
}
{ /* second pass: widgets */
uiBlock *block = UI_block_begin(C, region, __func__, UI_EMBOSS);
size_t channel_index = 0;
float ymax = ANIM_UI_get_first_channel_top(v2d);
/* set blending again, as may not be set in previous step */
GPU_blend(GPU_BLEND_ALPHA);
for (ale = anim_data.first; ale; ale = ale->next, ymax -= channel_step, channel_index++) {
const float ymin = ymax - ANIM_UI_get_channel_height();
/* check if visible */
if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymax, 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, ymin, ymax);
ANIM_channel_draw_widgets(C, ac, ale, block, &channel_rect, channel_index);
}
}
UI_block_end(C, block);
UI_block_draw(C, block);
GPU_blend(GPU_BLEND_NONE);
}
/* Free temporary channels. */
ANIM_animdata_freelist(&anim_data);
}
/** \} */