2388 lines
75 KiB
C
2388 lines
75 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*/
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/** \file
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* \ingroup edinterface
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*/
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#include <math.h>
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#include <string.h>
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#include "DNA_color_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_curveprofile_types.h"
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#include "DNA_movieclip_types.h"
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#include "DNA_screen_types.h"
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#include "BLI_math.h"
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#include "BLI_polyfill_2d.h"
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#include "BLI_rect.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "MEM_guardedalloc.h"
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#include "BKE_colorband.h"
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#include "BKE_colortools.h"
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#include "BKE_curveprofile.h"
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#include "BKE_node.h"
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#include "BKE_tracking.h"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BIF_glutil.h"
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#include "BLF_api.h"
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#include "GPU_batch.h"
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#include "GPU_batch_presets.h"
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#include "GPU_immediate.h"
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#include "GPU_immediate_util.h"
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#include "GPU_matrix.h"
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#include "GPU_shader_shared.h"
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#include "GPU_state.h"
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#include "UI_interface.h"
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/* own include */
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#include "interface_intern.h"
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static int roundboxtype = UI_CNR_ALL;
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void UI_draw_roundbox_corner_set(int type)
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{
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/* Not sure the roundbox function is the best place to change this
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* if this is undone, it's not that big a deal, only makes curves edges square. */
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roundboxtype = type;
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}
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#if 0 /* unused */
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int UI_draw_roundbox_corner_get(void)
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{
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return roundboxtype;
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}
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#endif
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void UI_draw_roundbox_4fv_ex(const rctf *rect,
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const float inner1[4],
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const float inner2[4],
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float shade_dir,
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const float outline[4],
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float outline_width,
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float rad)
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{
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/* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
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* If it has been scaled, then it's no longer valid. */
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uiWidgetBaseParameters widget_params = {
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.recti.xmin = rect->xmin + outline_width,
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.recti.ymin = rect->ymin + outline_width,
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.recti.xmax = rect->xmax - outline_width,
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.recti.ymax = rect->ymax - outline_width,
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.rect = *rect,
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.radi = rad,
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.rad = rad,
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.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
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.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
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.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
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.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
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.color_inner1[0] = inner1 ? inner1[0] : 0.0f,
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.color_inner1[1] = inner1 ? inner1[1] : 0.0f,
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.color_inner1[2] = inner1 ? inner1[2] : 0.0f,
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.color_inner1[3] = inner1 ? inner1[3] : 0.0f,
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.color_inner2[0] = inner2 ? inner2[0] :
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inner1 ? inner1[0] :
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0.0f,
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.color_inner2[1] = inner2 ? inner2[1] :
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inner1 ? inner1[1] :
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0.0f,
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.color_inner2[2] = inner2 ? inner2[2] :
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inner1 ? inner1[2] :
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0.0f,
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.color_inner2[3] = inner2 ? inner2[3] :
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inner1 ? inner1[3] :
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0.0f,
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.color_outline[0] = outline ? outline[0] :
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inner1 ? inner1[0] :
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0.0f,
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.color_outline[1] = outline ? outline[1] :
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inner1 ? inner1[1] :
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0.0f,
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.color_outline[2] = outline ? outline[2] :
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inner1 ? inner1[2] :
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0.0f,
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.color_outline[3] = outline ? outline[3] :
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inner1 ? inner1[3] :
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0.0f,
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.shade_dir = shade_dir,
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.alpha_discard = 1.0f,
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};
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GPUBatch *batch = ui_batch_roundbox_widget_get();
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GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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GPU_batch_uniform_4fv_array(batch, "parameters", 11, (const float(*)[4]) & widget_params);
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GPU_blend(GPU_BLEND_ALPHA);
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GPU_batch_draw(batch);
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GPU_blend(GPU_BLEND_NONE);
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}
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void UI_draw_roundbox_3ub_alpha(
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const rctf *rect, bool filled, float rad, const uchar col[3], uchar alpha)
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{
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float colv[4] = {
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((float)col[0]) / 255,
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((float)col[1]) / 255,
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((float)col[2]) / 255,
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((float)alpha) / 255,
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};
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UI_draw_roundbox_4fv_ex(rect, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad);
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}
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void UI_draw_roundbox_3fv_alpha(
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const rctf *rect, bool filled, float rad, const float col[3], float alpha)
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{
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float colv[4] = {col[0], col[1], col[2], alpha};
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UI_draw_roundbox_4fv_ex(rect, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad);
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}
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void UI_draw_roundbox_aa(const rctf *rect, bool filled, float rad, const float color[4])
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{
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/* XXX this is to emulate previous behavior of semitransparent fills but that's was a side effect
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* of the previous AA method. Better fix the callers. */
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float colv[4] = {color[0], color[1], color[2], color[3]};
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if (filled) {
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colv[3] *= 0.65f;
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}
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UI_draw_roundbox_4fv_ex(rect, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad);
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}
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void UI_draw_roundbox_4fv(const rctf *rect, bool filled, float rad, const float col[4])
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{
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/* Exactly the same as UI_draw_roundbox_aa but does not do the legacy transparency. */
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UI_draw_roundbox_4fv_ex(rect, (filled) ? col : NULL, NULL, 1.0f, col, U.pixelsize, rad);
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}
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void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4])
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{
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const int ofs_y = 4 * U.pixelsize;
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GPUVertFormat *format = immVertexFormat();
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const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4fv(color);
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immRecti(pos, pos_x, pos_y - ofs_y, pos_x + len, pos_y - ofs_y + (height * U.pixelsize));
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immUnbindProgram();
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}
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/* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */
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void ui_draw_but_TAB_outline(const rcti *rect,
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float rad,
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uchar highlight[3],
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uchar highlight_fade[3])
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{
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GPUVertFormat *format = immVertexFormat();
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const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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const uint col = GPU_vertformat_attr_add(
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format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
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/* add a 1px offset, looks nicer */
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const int minx = rect->xmin + U.pixelsize, maxx = rect->xmax - U.pixelsize;
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const int miny = rect->ymin + U.pixelsize, maxy = rect->ymax - U.pixelsize;
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int a;
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float vec[4][2] = {
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{0.195, 0.02},
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{0.55, 0.169},
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{0.831, 0.45},
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{0.98, 0.805},
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};
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/* Multiply. */
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for (a = 0; a < 4; a++) {
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mul_v2_fl(vec[a], rad);
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}
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immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
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immBeginAtMost(GPU_PRIM_LINE_STRIP, 25);
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immAttr3ubv(col, highlight);
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/* start with corner left-top */
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if (roundboxtype & UI_CNR_TOP_LEFT) {
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immVertex2f(pos, minx, maxy - rad);
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for (a = 0; a < 4; a++) {
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immVertex2f(pos, minx + vec[a][1], maxy - rad + vec[a][0]);
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}
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immVertex2f(pos, minx + rad, maxy);
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}
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else {
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immVertex2f(pos, minx, maxy);
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}
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/* corner right-top */
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if (roundboxtype & UI_CNR_TOP_RIGHT) {
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immVertex2f(pos, maxx - rad, maxy);
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for (a = 0; a < 4; a++) {
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immVertex2f(pos, maxx - rad + vec[a][0], maxy - vec[a][1]);
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}
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immVertex2f(pos, maxx, maxy - rad);
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}
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else {
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immVertex2f(pos, maxx, maxy);
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}
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immAttr3ubv(col, highlight_fade);
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/* corner right-bottom */
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if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
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immVertex2f(pos, maxx, miny + rad);
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for (a = 0; a < 4; a++) {
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immVertex2f(pos, maxx - vec[a][1], miny + rad - vec[a][0]);
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}
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immVertex2f(pos, maxx - rad, miny);
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}
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else {
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immVertex2f(pos, maxx, miny);
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}
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/* corner left-bottom */
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if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
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immVertex2f(pos, minx + rad, miny);
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for (a = 0; a < 4; a++) {
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immVertex2f(pos, minx + rad - vec[a][0], miny + vec[a][1]);
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}
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immVertex2f(pos, minx, miny + rad);
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}
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else {
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immVertex2f(pos, minx, miny);
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}
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immAttr3ubv(col, highlight);
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/* back to corner left-top */
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immVertex2f(pos, minx, (roundboxtype & UI_CNR_TOP_LEFT) ? (maxy - rad) : maxy);
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immEnd();
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immUnbindProgram();
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}
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void ui_draw_but_IMAGE(ARegion *UNUSED(region),
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uiBut *but,
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const uiWidgetColors *UNUSED(wcol),
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const rcti *rect)
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{
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#ifdef WITH_HEADLESS
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(void)rect;
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(void)but;
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#else
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ImBuf *ibuf = (ImBuf *)but->poin;
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if (!ibuf) {
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return;
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}
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const int w = BLI_rcti_size_x(rect);
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const int h = BLI_rcti_size_y(rect);
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/* scissor doesn't seem to be doing the right thing...? */
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# if 0
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/* prevent drawing outside widget area */
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int scissor[4];
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GPU_scissor_get(scissor);
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GPU_scissor(rect->xmin, rect->ymin, w, h);
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# endif
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/* Combine with premultiplied alpha. */
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GPU_blend(GPU_BLEND_ALPHA_PREMULT);
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if (w != ibuf->x || h != ibuf->y) {
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/* We scale the bitmap, rather than have OGL do a worse job. */
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IMB_scaleImBuf(ibuf, w, h);
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}
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float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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if (but->col[3] != 0) {
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/* Optionally use uiBut's col to recolor the image. */
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rgba_uchar_to_float(col, but->col);
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}
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IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
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immDrawPixelsTex(&state,
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(float)rect->xmin,
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(float)rect->ymin,
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ibuf->x,
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ibuf->y,
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GPU_RGBA8,
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false,
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ibuf->rect,
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1.0f,
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1.0f,
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col);
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GPU_blend(GPU_BLEND_NONE);
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# if 0
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/* Restore scissor-test. */
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GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
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# endif
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#endif
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}
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void UI_draw_safe_areas(uint pos,
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const rctf *rect,
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const float title_aspect[2],
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const float action_aspect[2])
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{
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const float size_x_half = (rect->xmax - rect->xmin) * 0.5f;
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const float size_y_half = (rect->ymax - rect->ymin) * 0.5f;
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const float *safe_areas[] = {title_aspect, action_aspect};
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const int safe_len = ARRAY_SIZE(safe_areas);
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for (int i = 0; i < safe_len; i++) {
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if (safe_areas[i][0] || safe_areas[i][1]) {
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const float margin_x = safe_areas[i][0] * size_x_half;
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const float margin_y = safe_areas[i][1] * size_y_half;
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const float minx = rect->xmin + margin_x;
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const float miny = rect->ymin + margin_y;
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const float maxx = rect->xmax - margin_x;
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const float maxy = rect->ymax - margin_y;
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imm_draw_box_wire_2d(pos, minx, miny, maxx, maxy);
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}
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}
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}
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static void draw_scope_end(const rctf *rect)
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{
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GPU_blend(GPU_BLEND_ALPHA);
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/* outline */
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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const float color[4] = {0.0f, 0.0f, 0.0f, 0.5f};
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UI_draw_roundbox_4fv(
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&(const rctf){
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.xmin = rect->xmin - 1,
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.xmax = rect->xmax + 1,
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.ymin = rect->ymin,
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.ymax = rect->ymax + 1,
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},
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false,
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3.0f,
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color);
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}
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static void histogram_draw_one(float r,
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float g,
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float b,
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float alpha,
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float x,
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float y,
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float w,
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float h,
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const float *data,
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int res,
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const bool is_line,
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uint pos_attr)
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{
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const float color[4] = {r, g, b, alpha};
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/* that can happen */
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if (res == 0) {
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return;
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}
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GPU_line_smooth(true);
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GPU_blend(GPU_BLEND_ADDITIVE);
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immUniformColor4fv(color);
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if (is_line) {
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/* curve outline */
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GPU_line_width(1.5);
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immBegin(GPU_PRIM_LINE_STRIP, res);
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for (int i = 0; i < res; i++) {
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const float x2 = x + i * (w / (float)res);
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immVertex2f(pos_attr, x2, y + (data[i] * h));
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}
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immEnd();
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}
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else {
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/* under the curve */
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immBegin(GPU_PRIM_TRI_STRIP, res * 2);
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immVertex2f(pos_attr, x, y);
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immVertex2f(pos_attr, x, y + (data[0] * h));
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for (int i = 1; i < res; i++) {
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const float x2 = x + i * (w / (float)res);
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immVertex2f(pos_attr, x2, y + (data[i] * h));
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immVertex2f(pos_attr, x2, y);
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}
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immEnd();
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/* curve outline */
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immUniformColor4f(0.0f, 0.0f, 0.0f, 0.25f);
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GPU_blend(GPU_BLEND_ALPHA);
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immBegin(GPU_PRIM_LINE_STRIP, res);
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for (int i = 0; i < res; i++) {
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const float x2 = x + i * (w / (float)res);
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immVertex2f(pos_attr, x2, y + (data[i] * h));
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}
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immEnd();
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}
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GPU_line_smooth(false);
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}
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|
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#define HISTOGRAM_TOT_GRID_LINES 4
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|
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void ui_draw_but_HISTOGRAM(ARegion *UNUSED(region),
|
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uiBut *but,
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const uiWidgetColors *UNUSED(wcol),
|
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const rcti *recti)
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|
{
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Histogram *hist = (Histogram *)but->poin;
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const int res = hist->x_resolution;
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const bool is_line = (hist->flag & HISTO_FLAG_LINE) != 0;
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|
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rctf rect = {
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.xmin = (float)recti->xmin + 1,
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.xmax = (float)recti->xmax - 1,
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.ymin = (float)recti->ymin + 1,
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.ymax = (float)recti->ymax - 1,
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};
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const float w = BLI_rctf_size_x(&rect);
|
|
const float h = BLI_rctf_size_y(&rect) * hist->ymax;
|
|
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
|
|
float color[4];
|
|
UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
|
|
UI_draw_roundbox_corner_set(UI_CNR_ALL);
|
|
UI_draw_roundbox_4fv(
|
|
&(const rctf){
|
|
.xmin = rect.xmin - 1,
|
|
.xmax = rect.xmax + 1,
|
|
.ymin = rect.ymin - 1,
|
|
.ymax = rect.ymax + 1,
|
|
},
|
|
true,
|
|
3.0f,
|
|
color);
|
|
|
|
/* need scissor test, histogram can draw outside of boundary */
|
|
int scissor[4];
|
|
GPU_scissor_get(scissor);
|
|
GPU_scissor((rect.xmin - 1),
|
|
(rect.ymin - 1),
|
|
(rect.xmax + 1) - (rect.xmin - 1),
|
|
(rect.ymax + 1) - (rect.ymin - 1));
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
|
|
/* draw grid lines here */
|
|
for (int i = 1; i <= HISTOGRAM_TOT_GRID_LINES; 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) {
|
|
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
|
|
}
|
|
|
|
immBegin(GPU_PRIM_LINES, 4);
|
|
|
|
immVertex2f(pos, rect.xmin, rect.ymin + fac * h);
|
|
immVertex2f(pos, rect.xmax, rect.ymin + fac * h);
|
|
|
|
immVertex2f(pos, rect.xmin + fac * w, rect.ymin);
|
|
immVertex2f(pos, rect.xmin + fac * w, rect.ymax);
|
|
|
|
immEnd();
|
|
}
|
|
|
|
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, pos);
|
|
}
|
|
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, pos);
|
|
}
|
|
else {
|
|
if (ELEM(hist->mode, HISTO_MODE_RGB, 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, pos);
|
|
}
|
|
if (ELEM(hist->mode, HISTO_MODE_RGB, 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, pos);
|
|
}
|
|
if (ELEM(hist->mode, HISTO_MODE_RGB, 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, pos);
|
|
}
|
|
}
|
|
|
|
immUnbindProgram();
|
|
|
|
/* Restore scissor test. */
|
|
GPU_scissor(UNPACK4(scissor));
|
|
|
|
/* outline */
|
|
draw_scope_end(&rect);
|
|
}
|
|
|
|
#undef HISTOGRAM_TOT_GRID_LINES
|
|
|
|
static void waveform_draw_one(float *waveform, int nbr, const float col[3])
|
|
{
|
|
GPUVertFormat format = {0};
|
|
const uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
|
|
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
|
|
GPU_vertbuf_data_alloc(vbo, nbr);
|
|
|
|
GPU_vertbuf_attr_fill(vbo, pos_id, waveform);
|
|
|
|
/* TODO: store the #GPUBatch inside the scope. */
|
|
GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO);
|
|
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR);
|
|
GPU_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f);
|
|
GPU_batch_draw(batch);
|
|
|
|
GPU_batch_discard(batch);
|
|
}
|
|
|
|
void ui_draw_but_WAVEFORM(ARegion *UNUSED(region),
|
|
uiBut *but,
|
|
const uiWidgetColors *UNUSED(wcol),
|
|
const rcti *recti)
|
|
{
|
|
Scopes *scopes = (Scopes *)but->poin;
|
|
int scissor[4];
|
|
float colors[3][3];
|
|
const float colorsycc[3][3] = {{1, 0, 1}, {1, 1, 0}, {0, 1, 1}};
|
|
/* colors pre multiplied by alpha for speed up */
|
|
float colors_alpha[3][3], colorsycc_alpha[3][3];
|
|
float min, max;
|
|
|
|
if (scopes == NULL) {
|
|
return;
|
|
}
|
|
|
|
rctf rect = {
|
|
.xmin = (float)recti->xmin + 1,
|
|
.xmax = (float)recti->xmax - 1,
|
|
.ymin = (float)recti->ymin + 1,
|
|
.ymax = (float)recti->ymax - 1,
|
|
};
|
|
|
|
if (scopes->wavefrm_yfac < 0.5f) {
|
|
scopes->wavefrm_yfac = 0.98f;
|
|
}
|
|
const float w = BLI_rctf_size_x(&rect) - 7;
|
|
const float h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac;
|
|
const float yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) * 0.5f;
|
|
const float w3 = w / 3.0f;
|
|
|
|
/* log scale for alpha */
|
|
const float alpha = scopes->wavefrm_alpha * scopes->wavefrm_alpha;
|
|
|
|
unit_m3(colors);
|
|
|
|
for (int c = 0; c < 3; c++) {
|
|
for (int i = 0; i < 3; i++) {
|
|
colors_alpha[c][i] = colors[c][i] * alpha;
|
|
colorsycc_alpha[c][i] = colorsycc[c][i] * alpha;
|
|
}
|
|
}
|
|
|
|
/* Flush text cache before changing scissors. */
|
|
BLF_batch_draw_flush();
|
|
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
|
|
float color[4];
|
|
UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
|
|
UI_draw_roundbox_corner_set(UI_CNR_ALL);
|
|
UI_draw_roundbox_4fv(
|
|
&(const rctf){
|
|
.xmin = rect.xmin - 1,
|
|
.xmax = rect.xmax + 1,
|
|
.ymin = rect.ymin - 1,
|
|
.ymax = rect.ymax + 1,
|
|
},
|
|
true,
|
|
3.0f,
|
|
color);
|
|
|
|
/* need scissor test, waveform can draw outside of boundary */
|
|
GPU_scissor_get(scissor);
|
|
GPU_scissor((rect.xmin - 1),
|
|
(rect.ymin - 1),
|
|
(rect.xmax + 1) - (rect.xmin - 1),
|
|
(rect.ymax + 1) - (rect.ymin - 1));
|
|
|
|
/* draw scale numbers first before binding any shader */
|
|
for (int i = 0; i < 6; i++) {
|
|
char str[4];
|
|
BLI_snprintf(str, sizeof(str), "%-3d", i * 20);
|
|
str[3] = '\0';
|
|
BLF_color4f(BLF_default(), 1.0f, 1.0f, 1.0f, 0.08f);
|
|
BLF_draw_default(rect.xmin + 1, yofs - 5 + (i * 0.2f) * h, 0, str, sizeof(str) - 1);
|
|
}
|
|
|
|
/* Flush text cache before drawing things on top. */
|
|
BLF_batch_draw_flush();
|
|
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
|
|
|
|
/* draw grid lines here */
|
|
immBegin(GPU_PRIM_LINES, 12);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
immVertex2f(pos, rect.xmin + 22, yofs + (i * 0.2f) * h);
|
|
immVertex2f(pos, rect.xmax + 1, yofs + (i * 0.2f) * h);
|
|
}
|
|
|
|
immEnd();
|
|
|
|
/* 3 vertical separation */
|
|
if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) {
|
|
immBegin(GPU_PRIM_LINES, 4);
|
|
|
|
for (int i = 1; i < 3; i++) {
|
|
immVertex2f(pos, rect.xmin + i * w3, rect.ymin);
|
|
immVertex2f(pos, rect.xmin + i * w3, rect.ymax);
|
|
}
|
|
|
|
immEnd();
|
|
}
|
|
|
|
/* separate min max zone on the right */
|
|
immBegin(GPU_PRIM_LINES, 2);
|
|
immVertex2f(pos, rect.xmin + w, rect.ymin);
|
|
immVertex2f(pos, rect.xmin + w, rect.ymax);
|
|
immEnd();
|
|
|
|
/* 16-235-240 level in case of ITU-R BT601/709 */
|
|
immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f);
|
|
if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)) {
|
|
immBegin(GPU_PRIM_LINES, 8);
|
|
|
|
immVertex2f(pos, rect.xmin + 22, yofs + h * 16.0f / 255.0f);
|
|
immVertex2f(pos, rect.xmax + 1, yofs + h * 16.0f / 255.0f);
|
|
|
|
immVertex2f(pos, rect.xmin + 22, yofs + h * 235.0f / 255.0f);
|
|
immVertex2f(pos, rect.xmin + w3, yofs + h * 235.0f / 255.0f);
|
|
|
|
immVertex2f(pos, rect.xmin + 3 * w3, yofs + h * 235.0f / 255.0f);
|
|
immVertex2f(pos, rect.xmax + 1, yofs + h * 235.0f / 255.0f);
|
|
|
|
immVertex2f(pos, rect.xmin + w3, yofs + h * 240.0f / 255.0f);
|
|
immVertex2f(pos, rect.xmax + 1, yofs + h * 240.0f / 255.0f);
|
|
|
|
immEnd();
|
|
}
|
|
/* 7.5 IRE black point level for NTSC */
|
|
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
|
|
immBegin(GPU_PRIM_LINES, 2);
|
|
immVertex2f(pos, rect.xmin, yofs + h * 0.075f);
|
|
immVertex2f(pos, rect.xmax + 1, yofs + h * 0.075f);
|
|
immEnd();
|
|
}
|
|
|
|
if (scopes->ok && scopes->waveform_1 != NULL) {
|
|
GPU_blend(GPU_BLEND_ADDITIVE);
|
|
GPU_point_size(1.0);
|
|
|
|
/* LUMA (1 channel) */
|
|
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
|
|
const float col[3] = {alpha, alpha, alpha};
|
|
|
|
GPU_matrix_push();
|
|
GPU_matrix_translate_2f(rect.xmin, yofs);
|
|
GPU_matrix_scale_2f(w, h);
|
|
|
|
waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, col);
|
|
|
|
GPU_matrix_pop();
|
|
|
|
/* min max */
|
|
immUniformColor3f(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);
|
|
|
|
immBegin(GPU_PRIM_LINES, 2);
|
|
immVertex2f(pos, rect.xmax - 3, min);
|
|
immVertex2f(pos, rect.xmax - 3, max);
|
|
immEnd();
|
|
}
|
|
/* RGB (3 channel) */
|
|
else if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB) {
|
|
GPU_matrix_push();
|
|
GPU_matrix_translate_2f(rect.xmin, yofs);
|
|
GPU_matrix_scale_2f(w, h);
|
|
|
|
waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, colors_alpha[0]);
|
|
waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, colors_alpha[1]);
|
|
waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, colors_alpha[2]);
|
|
|
|
GPU_matrix_pop();
|
|
}
|
|
/* PARADE / YCC (3 channels) */
|
|
else if (ELEM(scopes->wavefrm_mode,
|
|
SCOPES_WAVEFRM_RGB_PARADE,
|
|
SCOPES_WAVEFRM_YCC_601,
|
|
SCOPES_WAVEFRM_YCC_709,
|
|
SCOPES_WAVEFRM_YCC_JPEG)) {
|
|
const int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB_PARADE);
|
|
|
|
GPU_matrix_push();
|
|
GPU_matrix_translate_2f(rect.xmin, yofs);
|
|
GPU_matrix_scale_2f(w3, h);
|
|
|
|
waveform_draw_one(
|
|
scopes->waveform_1, scopes->waveform_tot, (rgb) ? colors_alpha[0] : colorsycc_alpha[0]);
|
|
|
|
GPU_matrix_translate_2f(1.0f, 0.0f);
|
|
waveform_draw_one(
|
|
scopes->waveform_2, scopes->waveform_tot, (rgb) ? colors_alpha[1] : colorsycc_alpha[1]);
|
|
|
|
GPU_matrix_translate_2f(1.0f, 0.0f);
|
|
waveform_draw_one(
|
|
scopes->waveform_3, scopes->waveform_tot, (rgb) ? colors_alpha[2] : colorsycc_alpha[2]);
|
|
|
|
GPU_matrix_pop();
|
|
}
|
|
|
|
/* min max */
|
|
if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) {
|
|
for (int c = 0; c < 3; c++) {
|
|
if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_RGB_PARADE, SCOPES_WAVEFRM_RGB)) {
|
|
immUniformColor3f(colors[c][0] * 0.75f, colors[c][1] * 0.75f, colors[c][2] * 0.75f);
|
|
}
|
|
else {
|
|
immUniformColor3f(
|
|
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);
|
|
|
|
immBegin(GPU_PRIM_LINES, 2);
|
|
immVertex2f(pos, rect.xmin + w + 2 + c * 2, min);
|
|
immVertex2f(pos, rect.xmin + w + 2 + c * 2, max);
|
|
immEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
immUnbindProgram();
|
|
|
|
/* Restore scissor test. */
|
|
GPU_scissor(UNPACK4(scissor));
|
|
|
|
/* outline */
|
|
draw_scope_end(&rect);
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
}
|
|
|
|
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(
|
|
uint pos, float centerx, float centery, float diam, const float colf[3])
|
|
{
|
|
float y, u, v;
|
|
float tangle = 0.0f, tampli;
|
|
float dangle, dampli, dangle2, dampli2;
|
|
|
|
rgb_to_yuv(colf[0], colf[1], colf[2], &y, &u, &v, BLI_YUV_ITU_BT709);
|
|
|
|
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 = M_PI_2;
|
|
}
|
|
else if (u == 0 && v < 0.0f) {
|
|
tangle = -M_PI_2;
|
|
}
|
|
tampli = sqrtf(u * u + v * v);
|
|
|
|
/* small target vary by 2.5 degree and 2.5 IRE unit */
|
|
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f);
|
|
dangle = DEG2RADF(2.5f);
|
|
dampli = 2.5f / 200.0f;
|
|
immBegin(GPU_PRIM_LINE_LOOP, 4);
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli + dampli, tangle + dangle),
|
|
polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli - dampli, tangle + dangle),
|
|
polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli - dampli, tangle - dangle),
|
|
polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli + dampli, tangle - dangle),
|
|
polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
|
|
immEnd();
|
|
/* big target vary by 10 degree and 20% amplitude */
|
|
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f);
|
|
dangle = DEG2RADF(10.0f);
|
|
dampli = 0.2f * tampli;
|
|
dangle2 = DEG2RADF(5.0f);
|
|
dampli2 = 0.5f * dampli;
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle + dangle),
|
|
polar_to_y(centery, diam, tampli + dampli - dampli2, tangle + dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli + dampli, tangle + dangle),
|
|
polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli + dampli, tangle + dangle - dangle2),
|
|
polar_to_y(centery, diam, tampli + dampli, tangle + dangle - dangle2));
|
|
immEnd();
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle + dangle),
|
|
polar_to_y(centery, diam, tampli - dampli + dampli2, tangle + dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli - dampli, tangle + dangle),
|
|
polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli - dampli, tangle + dangle - dangle2),
|
|
polar_to_y(centery, diam, tampli - dampli, tangle + dangle - dangle2));
|
|
immEnd();
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle - dangle),
|
|
polar_to_y(centery, diam, tampli - dampli + dampli2, tangle - dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli - dampli, tangle - dangle),
|
|
polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli - dampli, tangle - dangle + dangle2),
|
|
polar_to_y(centery, diam, tampli - dampli, tangle - dangle + dangle2));
|
|
immEnd();
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle - dangle),
|
|
polar_to_y(centery, diam, tampli + dampli - dampli2, tangle - dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli + dampli, tangle - dangle),
|
|
polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
|
|
immVertex2f(pos,
|
|
polar_to_x(centerx, diam, tampli + dampli, tangle - dangle + dangle2),
|
|
polar_to_y(centery, diam, tampli + dampli, tangle - dangle + dangle2));
|
|
immEnd();
|
|
}
|
|
|
|
void ui_draw_but_VECTORSCOPE(ARegion *UNUSED(region),
|
|
uiBut *but,
|
|
const uiWidgetColors *UNUSED(wcol),
|
|
const rcti *recti)
|
|
{
|
|
const float skin_rad = DEG2RADF(123.0f); /* angle in radians of the skin tone line */
|
|
Scopes *scopes = (Scopes *)but->poin;
|
|
|
|
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},
|
|
};
|
|
|
|
rctf rect = {
|
|
.xmin = (float)recti->xmin + 1,
|
|
.xmax = (float)recti->xmax - 1,
|
|
.ymin = (float)recti->ymin + 1,
|
|
.ymax = (float)recti->ymax - 1,
|
|
};
|
|
|
|
const float w = BLI_rctf_size_x(&rect);
|
|
const float h = BLI_rctf_size_y(&rect);
|
|
const float centerx = rect.xmin + w * 0.5f;
|
|
const float centery = rect.ymin + h * 0.5f;
|
|
const float diam = (w < h) ? w : h;
|
|
|
|
const float alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha;
|
|
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
|
|
float color[4];
|
|
UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
|
|
UI_draw_roundbox_corner_set(UI_CNR_ALL);
|
|
UI_draw_roundbox_4fv(
|
|
&(const rctf){
|
|
.xmin = rect.xmin - 1,
|
|
.xmax = rect.xmax + 1,
|
|
.ymin = rect.ymin - 1,
|
|
.ymax = rect.ymax + 1,
|
|
},
|
|
true,
|
|
3.0f,
|
|
color);
|
|
|
|
/* need scissor test, hvectorscope can draw outside of boundary */
|
|
int scissor[4];
|
|
GPU_scissor_get(scissor);
|
|
GPU_scissor((rect.xmin - 1),
|
|
(rect.ymin - 1),
|
|
(rect.xmax + 1) - (rect.xmin - 1),
|
|
(rect.ymax + 1) - (rect.ymin - 1));
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
|
|
/* draw grid elements */
|
|
/* cross */
|
|
immBegin(GPU_PRIM_LINES, 4);
|
|
|
|
immVertex2f(pos, centerx - (diam * 0.5f) - 5, centery);
|
|
immVertex2f(pos, centerx + (diam * 0.5f) + 5, centery);
|
|
|
|
immVertex2f(pos, centerx, centery - (diam * 0.5f) - 5);
|
|
immVertex2f(pos, centerx, centery + (diam * 0.5f) + 5);
|
|
|
|
immEnd();
|
|
|
|
/* circles */
|
|
for (int j = 0; j < 5; j++) {
|
|
const int increment = 15;
|
|
immBegin(GPU_PRIM_LINE_LOOP, (int)(360 / increment));
|
|
for (int i = 0; i <= 360 - increment; i += increment) {
|
|
const float a = DEG2RADF((float)i);
|
|
const float r = (j + 1) * 0.1f;
|
|
immVertex2f(pos, polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a));
|
|
}
|
|
immEnd();
|
|
}
|
|
/* skin tone line */
|
|
immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f);
|
|
|
|
immBegin(GPU_PRIM_LINES, 2);
|
|
immVertex2f(
|
|
pos, polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad));
|
|
immVertex2f(
|
|
pos, polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad));
|
|
immEnd();
|
|
|
|
/* saturation points */
|
|
for (int i = 0; i < 6; i++) {
|
|
vectorscope_draw_target(pos, centerx, centery, diam, colors[i]);
|
|
}
|
|
|
|
if (scopes->ok && scopes->vecscope != NULL) {
|
|
/* pixel point cloud */
|
|
const float col[3] = {alpha, alpha, alpha};
|
|
|
|
GPU_blend(GPU_BLEND_ADDITIVE);
|
|
GPU_point_size(1.0);
|
|
|
|
GPU_matrix_push();
|
|
GPU_matrix_translate_2f(centerx, centery);
|
|
GPU_matrix_scale_1f(diam);
|
|
|
|
waveform_draw_one(scopes->vecscope, scopes->waveform_tot, col);
|
|
|
|
GPU_matrix_pop();
|
|
}
|
|
|
|
immUnbindProgram();
|
|
|
|
/* Restore scissor test. */
|
|
GPU_scissor(UNPACK4(scissor));
|
|
/* outline */
|
|
draw_scope_end(&rect);
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
}
|
|
|
|
static void ui_draw_colorband_handle_tri_hlight(
|
|
uint pos, float x1, float y1, float halfwidth, float height)
|
|
{
|
|
GPU_line_smooth(true);
|
|
|
|
immBegin(GPU_PRIM_LINE_STRIP, 3);
|
|
immVertex2f(pos, x1 + halfwidth, y1);
|
|
immVertex2f(pos, x1, y1 + height);
|
|
immVertex2f(pos, x1 - halfwidth, y1);
|
|
immEnd();
|
|
|
|
GPU_line_smooth(false);
|
|
}
|
|
|
|
static void ui_draw_colorband_handle_tri(
|
|
uint pos, float x1, float y1, float halfwidth, float height, bool fill)
|
|
{
|
|
if (fill) {
|
|
GPU_polygon_smooth(true);
|
|
}
|
|
else {
|
|
GPU_line_smooth(true);
|
|
}
|
|
|
|
immBegin(fill ? GPU_PRIM_TRIS : GPU_PRIM_LINE_LOOP, 3);
|
|
immVertex2f(pos, x1 + halfwidth, y1);
|
|
immVertex2f(pos, x1, y1 + height);
|
|
immVertex2f(pos, x1 - halfwidth, y1);
|
|
immEnd();
|
|
|
|
if (fill) {
|
|
GPU_polygon_smooth(false);
|
|
}
|
|
else {
|
|
GPU_line_smooth(false);
|
|
}
|
|
}
|
|
|
|
static void ui_draw_colorband_handle_box(
|
|
uint pos, float x1, float y1, float x2, float y2, bool fill)
|
|
{
|
|
immBegin(fill ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, 4);
|
|
immVertex2f(pos, x1, y1);
|
|
immVertex2f(pos, x1, y2);
|
|
immVertex2f(pos, x2, y2);
|
|
immVertex2f(pos, x2, y1);
|
|
immEnd();
|
|
}
|
|
|
|
static void ui_draw_colorband_handle(uint shdr_pos,
|
|
const rcti *rect,
|
|
float x,
|
|
const float rgb[3],
|
|
struct ColorManagedDisplay *display,
|
|
bool active)
|
|
{
|
|
const float sizey = BLI_rcti_size_y(rect);
|
|
const float min_width = 3.0f;
|
|
float colf[3] = {UNPACK3(rgb)};
|
|
|
|
const float half_width = floorf(sizey / 3.5f);
|
|
const float height = half_width * 1.4f;
|
|
|
|
float y1 = rect->ymin + (sizey * 0.16f);
|
|
const float y2 = rect->ymax;
|
|
|
|
/* align to pixels */
|
|
x = floorf(x + 0.5f);
|
|
y1 = floorf(y1 + 0.5f);
|
|
|
|
if (active || half_width < min_width) {
|
|
immUnbindProgram();
|
|
|
|
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", 2); /* "advanced" mode */
|
|
immUniformArray4fv(
|
|
"colors", (float *)(float[][4]){{0.8f, 0.8f, 0.8f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2);
|
|
immUniform1f("dash_width", active ? 4.0f : 2.0f);
|
|
immUniform1f("dash_factor", 0.5f);
|
|
|
|
immBegin(GPU_PRIM_LINES, 2);
|
|
immVertex2f(shdr_pos, x, y1);
|
|
immVertex2f(shdr_pos, x, y2);
|
|
immEnd();
|
|
|
|
immUnbindProgram();
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
/* hide handles when zoomed out too far */
|
|
if (half_width < min_width) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* shift handle down */
|
|
y1 -= half_width;
|
|
|
|
immUniformColor3ub(0, 0, 0);
|
|
ui_draw_colorband_handle_box(
|
|
shdr_pos, x - half_width, y1 - 1, x + half_width, y1 + height, false);
|
|
|
|
/* draw all triangles blended */
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
|
|
ui_draw_colorband_handle_tri(shdr_pos, x, y1 + height, half_width, half_width, true);
|
|
|
|
if (active) {
|
|
immUniformColor3ub(196, 196, 196);
|
|
}
|
|
else {
|
|
immUniformColor3ub(96, 96, 96);
|
|
}
|
|
ui_draw_colorband_handle_tri(shdr_pos, x, y1 + height, half_width, half_width, true);
|
|
|
|
if (active) {
|
|
immUniformColor3ub(255, 255, 255);
|
|
}
|
|
else {
|
|
immUniformColor3ub(128, 128, 128);
|
|
}
|
|
ui_draw_colorband_handle_tri_hlight(
|
|
shdr_pos, x, y1 + height - 1, (half_width - 1), (half_width - 1));
|
|
|
|
immUniformColor3ub(0, 0, 0);
|
|
ui_draw_colorband_handle_tri_hlight(shdr_pos, x, y1 + height, half_width, half_width);
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
|
|
immUniformColor3ub(128, 128, 128);
|
|
ui_draw_colorband_handle_box(
|
|
shdr_pos, x - (half_width - 1), y1, x + (half_width - 1), y1 + height, true);
|
|
|
|
if (display) {
|
|
IMB_colormanagement_scene_linear_to_display_v3(colf, display);
|
|
}
|
|
|
|
immUniformColor3fv(colf);
|
|
ui_draw_colorband_handle_box(
|
|
shdr_pos, x - (half_width - 2), y1 + 1, x + (half_width - 2), y1 + height - 2, true);
|
|
}
|
|
|
|
void ui_draw_but_COLORBAND(uiBut *but, const uiWidgetColors *UNUSED(wcol), const rcti *rect)
|
|
{
|
|
struct ColorManagedDisplay *display = ui_block_cm_display_get(but->block);
|
|
uint pos_id, col_id;
|
|
|
|
uiButColorBand *but_coba = (uiButColorBand *)but;
|
|
ColorBand *coba = (but_coba->edit_coba == NULL) ? (ColorBand *)but->poin : but_coba->edit_coba;
|
|
|
|
if (coba == NULL) {
|
|
return;
|
|
}
|
|
|
|
const float x1 = rect->xmin;
|
|
const float sizex = rect->xmax - x1;
|
|
const float sizey = BLI_rcti_size_y(rect);
|
|
const float sizey_solid = sizey * 0.25f;
|
|
const float y1 = rect->ymin;
|
|
|
|
/* exit early if too narrow */
|
|
if (sizex <= 0) {
|
|
return;
|
|
}
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
|
|
|
|
/* Drawing the checkerboard. */
|
|
const float checker_dark = UI_ALPHA_CHECKER_DARK / 255.0f;
|
|
const float checker_light = UI_ALPHA_CHECKER_LIGHT / 255.0f;
|
|
immUniform4f("color1", checker_dark, checker_dark, checker_dark, 1.0f);
|
|
immUniform4f("color2", checker_light, checker_light, checker_light, 1.0f);
|
|
immUniform1i("size", 8);
|
|
immRectf(pos_id, x1, y1, x1 + sizex, rect->ymax);
|
|
immUnbindProgram();
|
|
|
|
/* New format */
|
|
format = immVertexFormat();
|
|
pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
col_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
|
|
|
|
/* layer: color ramp */
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
|
|
CBData *cbd = coba->data;
|
|
|
|
float v1[2], v2[2];
|
|
float colf[4] = {0, 0, 0, 0}; /* initialize in case the colorband isn't valid */
|
|
|
|
v1[1] = y1 + sizey_solid;
|
|
v2[1] = rect->ymax;
|
|
|
|
immBegin(GPU_PRIM_TRI_STRIP, (sizex + 1) * 2);
|
|
for (int a = 0; a <= sizex; a++) {
|
|
const float pos = ((float)a) / sizex;
|
|
BKE_colorband_evaluate(coba, pos, colf);
|
|
if (display) {
|
|
IMB_colormanagement_scene_linear_to_display_v3(colf, display);
|
|
}
|
|
|
|
v1[0] = v2[0] = x1 + a;
|
|
|
|
immAttr4fv(col_id, colf);
|
|
immVertex2fv(pos_id, v1);
|
|
immVertex2fv(pos_id, v2);
|
|
}
|
|
immEnd();
|
|
|
|
/* layer: color ramp without alpha for reference when manipulating ramp properties */
|
|
v1[1] = y1;
|
|
v2[1] = y1 + sizey_solid;
|
|
|
|
immBegin(GPU_PRIM_TRI_STRIP, (sizex + 1) * 2);
|
|
for (int a = 0; a <= sizex; a++) {
|
|
const float pos = ((float)a) / sizex;
|
|
BKE_colorband_evaluate(coba, pos, colf);
|
|
if (display) {
|
|
IMB_colormanagement_scene_linear_to_display_v3(colf, display);
|
|
}
|
|
|
|
v1[0] = v2[0] = x1 + a;
|
|
|
|
immAttr4f(col_id, colf[0], colf[1], colf[2], 1.0f);
|
|
immVertex2fv(pos_id, v1);
|
|
immVertex2fv(pos_id, v2);
|
|
}
|
|
immEnd();
|
|
|
|
immUnbindProgram();
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
|
|
/* New format */
|
|
format = immVertexFormat();
|
|
pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
/* layer: box outline */
|
|
immUniformColor4f(0.0f, 0.0f, 0.0f, 1.0f);
|
|
imm_draw_box_wire_2d(pos_id, x1, y1, x1 + sizex, rect->ymax);
|
|
|
|
/* layer: box outline */
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
|
|
|
|
immBegin(GPU_PRIM_LINES, 2);
|
|
immVertex2f(pos_id, x1, y1);
|
|
immVertex2f(pos_id, x1 + sizex, y1);
|
|
immEnd();
|
|
|
|
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f);
|
|
|
|
immBegin(GPU_PRIM_LINES, 2);
|
|
immVertex2f(pos_id, x1, y1 - 1);
|
|
immVertex2f(pos_id, x1 + sizex, y1 - 1);
|
|
immEnd();
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
|
|
/* layer: draw handles */
|
|
for (int a = 0; a < coba->tot; a++, cbd++) {
|
|
if (a != coba->cur) {
|
|
const float pos = x1 + cbd->pos * (sizex - 1) + 1;
|
|
ui_draw_colorband_handle(pos_id, rect, pos, &cbd->r, display, false);
|
|
}
|
|
}
|
|
|
|
/* layer: active handle */
|
|
if (coba->tot != 0) {
|
|
cbd = &coba->data[coba->cur];
|
|
const float pos = x1 + cbd->pos * (sizex - 1) + 1;
|
|
ui_draw_colorband_handle(pos_id, rect, pos, &cbd->r, display, true);
|
|
}
|
|
|
|
immUnbindProgram();
|
|
}
|
|
|
|
void ui_draw_but_UNITVEC(uiBut *but,
|
|
const uiWidgetColors *wcol,
|
|
const rcti *rect,
|
|
const float radius)
|
|
{
|
|
/* sphere color */
|
|
const float diffuse[3] = {1.0f, 1.0f, 1.0f};
|
|
float light[3];
|
|
const float size = 0.5f * min_ff(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect));
|
|
|
|
/* backdrop */
|
|
UI_draw_roundbox_corner_set(UI_CNR_ALL);
|
|
UI_draw_roundbox_3ub_alpha(
|
|
&(const rctf){
|
|
.xmin = rect->xmin,
|
|
.xmax = rect->xmax,
|
|
.ymin = rect->ymin,
|
|
.ymax = rect->ymax,
|
|
},
|
|
true,
|
|
radius,
|
|
wcol->inner,
|
|
255);
|
|
|
|
GPU_face_culling(GPU_CULL_BACK);
|
|
|
|
/* setup lights */
|
|
ui_but_v3_get(but, light);
|
|
|
|
/* transform to button */
|
|
GPU_matrix_push();
|
|
|
|
const bool use_project_matrix = (size >= -GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT);
|
|
if (use_project_matrix) {
|
|
GPU_matrix_push_projection();
|
|
GPU_matrix_ortho_set_z(-size, size);
|
|
}
|
|
|
|
GPU_matrix_translate_2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect),
|
|
rect->ymin + 0.5f * BLI_rcti_size_y(rect));
|
|
GPU_matrix_scale_1f(size);
|
|
|
|
GPUBatch *sphere = GPU_batch_preset_sphere(2);
|
|
struct SimpleLightingData simple_lighting_data;
|
|
copy_v4_fl4(simple_lighting_data.color, diffuse[0], diffuse[1], diffuse[2], 1.0f);
|
|
copy_v3_v3(simple_lighting_data.light, light);
|
|
GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(
|
|
sizeof(struct SimpleLightingData), &simple_lighting_data, __func__);
|
|
|
|
GPU_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING);
|
|
GPU_batch_uniformbuf_bind(sphere, "simple_lighting_data", ubo);
|
|
GPU_batch_draw(sphere);
|
|
GPU_uniformbuf_free(ubo);
|
|
|
|
/* Restore. */
|
|
GPU_face_culling(GPU_CULL_NONE);
|
|
|
|
/* AA circle */
|
|
GPUVertFormat *format = immVertexFormat();
|
|
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
immUniformColor3ubv(wcol->inner);
|
|
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
GPU_line_smooth(true);
|
|
imm_draw_circle_wire_2d(pos, 0.0f, 0.0f, 1.0f, 32);
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
GPU_line_smooth(false);
|
|
|
|
if (use_project_matrix) {
|
|
GPU_matrix_pop_projection();
|
|
}
|
|
|
|
/* matrix after circle */
|
|
GPU_matrix_pop();
|
|
|
|
immUnbindProgram();
|
|
}
|
|
|
|
static void ui_draw_but_curve_grid(const uint pos,
|
|
const rcti *rect,
|
|
const float zoom_x,
|
|
const float zoom_y,
|
|
const float offset_x,
|
|
const float offset_y,
|
|
const float step)
|
|
{
|
|
const float start_x = (ceilf(offset_x / step) * step - offset_x) * zoom_x + rect->xmin;
|
|
const float start_y = (ceilf(offset_y / step) * step - offset_y) * zoom_y + rect->ymin;
|
|
|
|
const int line_count_x = ceilf((rect->xmax - start_x) / (step * zoom_x));
|
|
const int line_count_y = ceilf((rect->ymax - start_y) / (step * zoom_y));
|
|
|
|
if (line_count_x + line_count_y == 0) {
|
|
return;
|
|
}
|
|
|
|
immBegin(GPU_PRIM_LINES, (line_count_x + line_count_y) * 2);
|
|
for (int i = 0; i < line_count_x; i++) {
|
|
const float x = start_x + i * step * zoom_x;
|
|
immVertex2f(pos, x, rect->ymin);
|
|
immVertex2f(pos, x, rect->ymax);
|
|
}
|
|
for (int i = 0; i < line_count_y; i++) {
|
|
const float y = start_y + i * step * zoom_y;
|
|
immVertex2f(pos, rect->xmin, y);
|
|
immVertex2f(pos, rect->xmax, y);
|
|
}
|
|
immEnd();
|
|
}
|
|
|
|
static void gl_shaded_color_get(const uchar color[3], int shade, uchar r_color[3])
|
|
{
|
|
r_color[0] = color[0] - shade > 0 ? color[0] - shade : 0;
|
|
r_color[1] = color[1] - shade > 0 ? color[1] - shade : 0;
|
|
r_color[2] = color[2] - shade > 0 ? color[2] - shade : 0;
|
|
}
|
|
|
|
static void gl_shaded_color_get_fl(const uchar *color, int shade, float r_color[3])
|
|
{
|
|
uchar color_shaded[3];
|
|
gl_shaded_color_get(color, shade, color_shaded);
|
|
rgb_uchar_to_float(r_color, color_shaded);
|
|
}
|
|
|
|
static void gl_shaded_color(const uchar *color, int shade)
|
|
{
|
|
uchar color_shaded[3];
|
|
gl_shaded_color_get(color, shade, color_shaded);
|
|
immUniformColor3ubv(color_shaded);
|
|
}
|
|
|
|
void ui_draw_but_CURVE(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *rect)
|
|
{
|
|
uiButCurveMapping *but_cumap = (uiButCurveMapping *)but;
|
|
CurveMapping *cumap = (but_cumap->edit_cumap == NULL) ? (CurveMapping *)but->poin :
|
|
but_cumap->edit_cumap;
|
|
|
|
const float clip_size_x = BLI_rctf_size_x(&cumap->curr);
|
|
const float clip_size_y = BLI_rctf_size_y(&cumap->curr);
|
|
|
|
/* zero-sized curve */
|
|
if (clip_size_x == 0.0f || clip_size_y == 0.0f) {
|
|
return;
|
|
}
|
|
|
|
/* calculate offset and zoom */
|
|
const float zoomx = (BLI_rcti_size_x(rect) - 2.0f) / clip_size_x;
|
|
const float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / clip_size_y;
|
|
const float offsx = cumap->curr.xmin - (1.0f / zoomx);
|
|
const float offsy = cumap->curr.ymin - (1.0f / zoomy);
|
|
|
|
/* exit early if too narrow */
|
|
if (zoomx == 0.0f) {
|
|
return;
|
|
}
|
|
|
|
CurveMap *cuma = &cumap->cm[cumap->cur];
|
|
|
|
/* need scissor test, curve can draw outside of boundary */
|
|
int scissor[4];
|
|
GPU_scissor_get(scissor);
|
|
rcti scissor_new = {
|
|
.xmin = rect->xmin,
|
|
.ymin = rect->ymin,
|
|
.xmax = rect->xmax,
|
|
.ymax = rect->ymax,
|
|
};
|
|
const rcti scissor_region = {0, region->winx, 0, region->winy};
|
|
BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new);
|
|
GPU_scissor(scissor_new.xmin,
|
|
scissor_new.ymin,
|
|
BLI_rcti_size_x(&scissor_new),
|
|
BLI_rcti_size_y(&scissor_new));
|
|
|
|
/* Do this first to not mess imm context */
|
|
if (but_cumap->gradient_type == UI_GRAD_H) {
|
|
/* magic trigger for curve backgrounds */
|
|
const float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */
|
|
|
|
rcti grid = {
|
|
.xmin = rect->xmin + zoomx * (-offsx),
|
|
.xmax = grid.xmin + zoomx,
|
|
.ymin = rect->ymin + zoomy * (-offsy),
|
|
.ymax = grid.ymin + zoomy,
|
|
};
|
|
|
|
ui_draw_gradient(&grid, col, UI_GRAD_H, 1.0f);
|
|
}
|
|
|
|
GPU_line_width(1.0f);
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
/* backdrop */
|
|
float color_backdrop[4] = {0, 0, 0, 1};
|
|
|
|
if (but_cumap->gradient_type == UI_GRAD_H) {
|
|
/* grid, hsv uses different grid */
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
ARRAY_SET_ITEMS(color_backdrop, 0, 0, 0, 48.0 / 255.0);
|
|
immUniformColor4fv(color_backdrop);
|
|
ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.1666666f);
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
}
|
|
else {
|
|
if (cumap->flag & CUMA_DO_CLIP) {
|
|
gl_shaded_color_get_fl(wcol->inner, -20, color_backdrop);
|
|
immUniformColor3fv(color_backdrop);
|
|
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
|
|
immUniformColor3ubv(wcol->inner);
|
|
immRectf(pos,
|
|
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 {
|
|
rgb_uchar_to_float(color_backdrop, wcol->inner);
|
|
immUniformColor3fv(color_backdrop);
|
|
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
|
|
}
|
|
|
|
/* grid, every 0.25 step */
|
|
gl_shaded_color(wcol->inner, -16);
|
|
ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f);
|
|
/* grid, every 1.0 step */
|
|
gl_shaded_color(wcol->inner, -24);
|
|
ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f);
|
|
/* axes */
|
|
gl_shaded_color(wcol->inner, -50);
|
|
immBegin(GPU_PRIM_LINES, 4);
|
|
immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (-offsy));
|
|
immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (-offsy));
|
|
immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymin);
|
|
immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymax);
|
|
immEnd();
|
|
}
|
|
|
|
/* cfra option */
|
|
/* XXX 2.48 */
|
|
#if 0
|
|
if (cumap->flag & CUMA_DRAW_CFRA) {
|
|
immUniformColor3ub(0x60, 0xc0, 0x40);
|
|
immBegin(GPU_PRIM_LINES, 2);
|
|
immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin);
|
|
immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax);
|
|
immEnd();
|
|
}
|
|
#endif
|
|
/* sample option */
|
|
|
|
if (cumap->flag & CUMA_DRAW_SAMPLE) {
|
|
immBegin(GPU_PRIM_LINES, 2); /* will draw one of the following 3 lines */
|
|
if (but_cumap->gradient_type == UI_GRAD_H) {
|
|
float tsample[3];
|
|
float hsv[3];
|
|
linearrgb_to_srgb_v3_v3(tsample, cumap->sample);
|
|
rgb_to_hsv_v(tsample, hsv);
|
|
immUniformColor3ub(240, 240, 240);
|
|
|
|
immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymin);
|
|
immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymax);
|
|
}
|
|
else if (cumap->cur == 3) {
|
|
const float lum = IMB_colormanagement_get_luminance(cumap->sample);
|
|
immUniformColor3ub(240, 240, 240);
|
|
|
|
immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymin);
|
|
immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymax);
|
|
}
|
|
else {
|
|
if (cumap->cur == 0) {
|
|
immUniformColor3ub(240, 100, 100);
|
|
}
|
|
else if (cumap->cur == 1) {
|
|
immUniformColor3ub(100, 240, 100);
|
|
}
|
|
else {
|
|
immUniformColor3ub(100, 100, 240);
|
|
}
|
|
|
|
immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymin);
|
|
immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymax);
|
|
}
|
|
immEnd();
|
|
}
|
|
immUnbindProgram();
|
|
|
|
if (cuma->table == NULL) {
|
|
BKE_curvemapping_changed(cumap, false);
|
|
}
|
|
|
|
CurveMapPoint *cmp = cuma->table;
|
|
rctf line_range;
|
|
|
|
/* First curve point. */
|
|
if ((cumap->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) {
|
|
line_range.xmin = rect->xmin;
|
|
line_range.ymin = rect->ymin + zoomy * (cmp[0].y - offsy);
|
|
}
|
|
else {
|
|
line_range.xmin = rect->xmin + zoomx * (cmp[0].x - offsx + cuma->ext_in[0]);
|
|
line_range.ymin = rect->ymin + zoomy * (cmp[0].y - offsy + cuma->ext_in[1]);
|
|
}
|
|
/* Last curve point. */
|
|
if ((cumap->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) {
|
|
line_range.xmax = rect->xmax;
|
|
line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy);
|
|
}
|
|
else {
|
|
line_range.xmax = rect->xmin + zoomx * (cmp[CM_TABLE].x - offsx - cuma->ext_out[0]);
|
|
line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]);
|
|
}
|
|
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
|
|
/* Curve filled. */
|
|
immUniformColor3ubvAlpha(wcol->item, 128);
|
|
immBegin(GPU_PRIM_TRI_STRIP, (CM_TABLE * 2 + 2) + 4);
|
|
immVertex2f(pos, line_range.xmin, rect->ymin);
|
|
immVertex2f(pos, line_range.xmin, line_range.ymin);
|
|
for (int a = 0; a <= CM_TABLE; a++) {
|
|
const float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
|
|
const float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
|
|
immVertex2f(pos, fx, rect->ymin);
|
|
immVertex2f(pos, fx, fy);
|
|
}
|
|
immVertex2f(pos, line_range.xmax, rect->ymin);
|
|
immVertex2f(pos, line_range.xmax, line_range.ymax);
|
|
immEnd();
|
|
|
|
/* Curve line. */
|
|
GPU_line_width(1.0f);
|
|
immUniformColor3ubvAlpha(wcol->item, 255);
|
|
GPU_line_smooth(true);
|
|
immBegin(GPU_PRIM_LINE_STRIP, (CM_TABLE + 1) + 2);
|
|
immVertex2f(pos, line_range.xmin, line_range.ymin);
|
|
for (int a = 0; a <= CM_TABLE; a++) {
|
|
const float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
|
|
const float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
|
|
immVertex2f(pos, fx, fy);
|
|
}
|
|
immVertex2f(pos, line_range.xmax, line_range.ymax);
|
|
immEnd();
|
|
|
|
/* Reset state for fill & line. */
|
|
GPU_line_smooth(false);
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
immUnbindProgram();
|
|
|
|
/* The points, use aspect to make them visible on edges. */
|
|
format = immVertexFormat();
|
|
pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
|
|
|
/* Calculate vertex colors based on text theme. */
|
|
float color_vert[4], color_vert_select[4];
|
|
UI_GetThemeColor4fv(TH_TEXT_HI, color_vert);
|
|
UI_GetThemeColor4fv(TH_TEXT, color_vert_select);
|
|
if (len_squared_v3v3(color_vert, color_vert_select) < 0.1f) {
|
|
interp_v3_v3v3(color_vert, color_vert_select, color_backdrop, 0.75f);
|
|
}
|
|
if (len_squared_v3(color_vert) > len_squared_v3(color_vert_select)) {
|
|
/* Ensure brightest text color is used for selection. */
|
|
swap_v3_v3(color_vert, color_vert_select);
|
|
}
|
|
|
|
cmp = cuma->curve;
|
|
GPU_point_size(max_ff(1.0f, min_ff(UI_DPI_FAC / but->block->aspect * 4.0f, 4.0f)));
|
|
immBegin(GPU_PRIM_POINTS, cuma->totpoint);
|
|
for (int a = 0; a < cuma->totpoint; a++) {
|
|
const float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
|
|
const float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
|
|
immAttr4fv(col, (cmp[a].flag & CUMA_SELECT) ? color_vert_select : color_vert);
|
|
immVertex2f(pos, fx, fy);
|
|
}
|
|
immEnd();
|
|
immUnbindProgram();
|
|
|
|
/* Restore scissor-test. */
|
|
GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
|
|
|
|
/* outline */
|
|
format = immVertexFormat();
|
|
pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
immUniformColor3ubv(wcol->outline);
|
|
imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
|
|
|
|
immUnbindProgram();
|
|
}
|
|
|
|
/**
|
|
* Helper for #ui_draw_but_CURVEPROFILE. Used to tell whether to draw a control point's handles.
|
|
*/
|
|
static bool point_draw_handles(CurveProfilePoint *point)
|
|
{
|
|
return (point->flag & PROF_SELECT &&
|
|
(ELEM(point->h1, HD_FREE, HD_ALIGN) || ELEM(point->h2, HD_FREE, HD_ALIGN))) ||
|
|
ELEM(point->flag, PROF_H1_SELECT, PROF_H2_SELECT);
|
|
}
|
|
|
|
void ui_draw_but_CURVEPROFILE(ARegion *region,
|
|
uiBut *but,
|
|
const uiWidgetColors *wcol,
|
|
const rcti *rect)
|
|
{
|
|
float fx, fy;
|
|
|
|
uiButCurveProfile *but_profile = (uiButCurveProfile *)but;
|
|
CurveProfile *profile = (but_profile->edit_profile == NULL) ? (CurveProfile *)but->poin :
|
|
but_profile->edit_profile;
|
|
|
|
/* Calculate offset and zoom. */
|
|
const float zoomx = (BLI_rcti_size_x(rect) - 2.0f) / BLI_rctf_size_x(&profile->view_rect);
|
|
const float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / BLI_rctf_size_y(&profile->view_rect);
|
|
const float offsx = profile->view_rect.xmin - (1.0f / zoomx);
|
|
const float offsy = profile->view_rect.ymin - (1.0f / zoomy);
|
|
|
|
/* Exit early if too narrow. */
|
|
if (zoomx == 0.0f) {
|
|
return;
|
|
}
|
|
|
|
/* Test needed because path can draw outside of boundary. */
|
|
int scissor[4];
|
|
GPU_scissor_get(scissor);
|
|
rcti scissor_new = {
|
|
.xmin = rect->xmin,
|
|
.ymin = rect->ymin,
|
|
.xmax = rect->xmax,
|
|
.ymax = rect->ymax,
|
|
};
|
|
const rcti scissor_region = {0, region->winx, 0, region->winy};
|
|
BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new);
|
|
GPU_scissor(scissor_new.xmin,
|
|
scissor_new.ymin,
|
|
BLI_rcti_size_x(&scissor_new),
|
|
BLI_rcti_size_y(&scissor_new));
|
|
|
|
GPU_line_width(1.0f);
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
/* Draw the backdrop. */
|
|
float color_backdrop[4] = {0, 0, 0, 1};
|
|
if (profile->flag & PROF_USE_CLIP) {
|
|
gl_shaded_color_get_fl((uchar *)wcol->inner, -20, color_backdrop);
|
|
immUniformColor3fv(color_backdrop);
|
|
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
|
|
immUniformColor3ubv((uchar *)wcol->inner);
|
|
immRectf(pos,
|
|
rect->xmin + zoomx * (profile->clip_rect.xmin - offsx),
|
|
rect->ymin + zoomy * (profile->clip_rect.ymin - offsy),
|
|
rect->xmin + zoomx * (profile->clip_rect.xmax - offsx),
|
|
rect->ymin + zoomy * (profile->clip_rect.ymax - offsy));
|
|
}
|
|
else {
|
|
rgb_uchar_to_float(color_backdrop, (uchar *)wcol->inner);
|
|
immUniformColor3fv(color_backdrop);
|
|
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
|
|
}
|
|
|
|
/* 0.25 step grid. */
|
|
gl_shaded_color((uchar *)wcol->inner, -16);
|
|
ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f);
|
|
/* 1.0 step grid. */
|
|
gl_shaded_color((uchar *)wcol->inner, -24);
|
|
ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f);
|
|
|
|
/* Draw the path's fill. */
|
|
if (profile->table == NULL) {
|
|
BKE_curveprofile_update(profile, PROF_UPDATE_NONE);
|
|
}
|
|
CurveProfilePoint *pts = profile->table;
|
|
/* Also add the last points on the right and bottom edges to close off the fill polygon. */
|
|
const bool add_left_tri = profile->view_rect.xmin < 0.0f;
|
|
const bool add_bottom_tri = profile->view_rect.ymin < 0.0f;
|
|
int tot_points = BKE_curveprofile_table_size(profile) + 1 + add_left_tri + add_bottom_tri;
|
|
const uint tot_triangles = tot_points - 2;
|
|
|
|
/* Create array of the positions of the table's points. */
|
|
float(*table_coords)[2] = MEM_mallocN(sizeof(*table_coords) * tot_points, "table x coords");
|
|
for (uint i = 0; i < (uint)BKE_curveprofile_table_size(profile); i++) {
|
|
/* Only add the points from the table here. */
|
|
table_coords[i][0] = pts[i].x;
|
|
table_coords[i][1] = pts[i].y;
|
|
}
|
|
/* Using some extra margin (-1.0f) for the coordinates used to complete the polygon
|
|
* avoids the profile line crossing itself in some common situations, which can lead to
|
|
* incorrect triangulation. See T841183. */
|
|
if (add_left_tri && add_bottom_tri) {
|
|
/* Add left side, bottom left corner, and bottom side points. */
|
|
table_coords[tot_points - 3][0] = profile->view_rect.xmin - 1.0f;
|
|
table_coords[tot_points - 3][1] = 1.0f;
|
|
table_coords[tot_points - 2][0] = profile->view_rect.xmin - 1.0f;
|
|
table_coords[tot_points - 2][1] = profile->view_rect.ymin - 1.0f;
|
|
table_coords[tot_points - 1][0] = 1.0f;
|
|
table_coords[tot_points - 1][1] = profile->view_rect.ymin - 1.0f;
|
|
}
|
|
else if (add_left_tri) {
|
|
/* Add the left side and bottom left corner points. */
|
|
table_coords[tot_points - 2][0] = profile->view_rect.xmin - 1.0f;
|
|
table_coords[tot_points - 2][1] = 1.0f;
|
|
table_coords[tot_points - 1][0] = profile->view_rect.xmin - 1.0f;
|
|
table_coords[tot_points - 1][1] = -1.0f;
|
|
}
|
|
else if (add_bottom_tri) {
|
|
/* Add the bottom side and bottom left corner points. */
|
|
table_coords[tot_points - 2][0] = -1.0f;
|
|
table_coords[tot_points - 2][1] = profile->view_rect.ymin - 1.0f;
|
|
table_coords[tot_points - 1][0] = 1.0f;
|
|
table_coords[tot_points - 1][1] = profile->view_rect.ymin - 1.0f;
|
|
}
|
|
else {
|
|
/* Just add the bottom corner point. Side points would be redundant anyway. */
|
|
table_coords[tot_points - 1][0] = -1.0f;
|
|
table_coords[tot_points - 1][1] = -1.0f;
|
|
}
|
|
|
|
/* Calculate the table point indices of the triangles for the profile's fill. */
|
|
if (tot_triangles > 0) {
|
|
uint(*tri_indices)[3] = MEM_mallocN(sizeof(*tri_indices) * tot_triangles, __func__);
|
|
BLI_polyfill_calc(table_coords, tot_points, -1, tri_indices);
|
|
|
|
/* Draw the triangles for the profile fill. */
|
|
immUniformColor3ubvAlpha((const uchar *)wcol->item, 128);
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
GPU_polygon_smooth(false);
|
|
immBegin(GPU_PRIM_TRIS, 3 * tot_triangles);
|
|
for (uint i = 0; i < tot_triangles; i++) {
|
|
for (uint j = 0; j < 3; j++) {
|
|
uint *tri = tri_indices[i];
|
|
fx = rect->xmin + zoomx * (table_coords[tri[j]][0] - offsx);
|
|
fy = rect->ymin + zoomy * (table_coords[tri[j]][1] - offsy);
|
|
immVertex2f(pos, fx, fy);
|
|
}
|
|
}
|
|
immEnd();
|
|
MEM_freeN(tri_indices);
|
|
}
|
|
|
|
/* Draw the profile's path so the edge stands out a bit. */
|
|
tot_points -= (add_left_tri + add_left_tri);
|
|
const int edges_len = tot_points - 1;
|
|
if (edges_len > 0) {
|
|
GPU_line_width(1.0f);
|
|
immUniformColor3ubvAlpha((const uchar *)wcol->item, 255);
|
|
GPU_line_smooth(true);
|
|
immBegin(GPU_PRIM_LINE_STRIP, tot_points);
|
|
for (int i = 0; i < tot_points; i++) {
|
|
fx = rect->xmin + zoomx * (table_coords[i][0] - offsx);
|
|
fy = rect->ymin + zoomy * (table_coords[i][1] - offsy);
|
|
immVertex2f(pos, fx, fy);
|
|
}
|
|
immEnd();
|
|
}
|
|
|
|
MEM_SAFE_FREE(table_coords);
|
|
|
|
/* Draw the handles for the selected control points. */
|
|
pts = profile->path;
|
|
const int path_len = tot_points = (uint)profile->path_len;
|
|
int selected_free_points = 0;
|
|
for (int i = 0; i < path_len; i++) {
|
|
if (point_draw_handles(&pts[i])) {
|
|
selected_free_points++;
|
|
}
|
|
}
|
|
/* Draw the lines to the handles from the points. */
|
|
if (selected_free_points > 0) {
|
|
GPU_line_width(1.0f);
|
|
gl_shaded_color((uchar *)wcol->inner, -24);
|
|
GPU_line_smooth(true);
|
|
immBegin(GPU_PRIM_LINES, selected_free_points * 4);
|
|
float ptx, pty;
|
|
for (int i = 0; i < path_len; i++) {
|
|
if (point_draw_handles(&pts[i])) {
|
|
ptx = rect->xmin + zoomx * (pts[i].x - offsx);
|
|
pty = rect->ymin + zoomy * (pts[i].y - offsy);
|
|
|
|
fx = rect->xmin + zoomx * (pts[i].h1_loc[0] - offsx);
|
|
fy = rect->ymin + zoomy * (pts[i].h1_loc[1] - offsy);
|
|
immVertex2f(pos, ptx, pty);
|
|
immVertex2f(pos, fx, fy);
|
|
|
|
fx = rect->xmin + zoomx * (pts[i].h2_loc[0] - offsx);
|
|
fy = rect->ymin + zoomy * (pts[i].h2_loc[1] - offsy);
|
|
immVertex2f(pos, ptx, pty);
|
|
immVertex2f(pos, fx, fy);
|
|
}
|
|
}
|
|
immEnd();
|
|
}
|
|
immUnbindProgram();
|
|
|
|
/* New GPU instructions for control points and sampled points. */
|
|
format = immVertexFormat();
|
|
pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
|
|
|
/* Calculate vertex colors based on text theme. */
|
|
float color_vert[4], color_vert_select[4], color_sample[4];
|
|
UI_GetThemeColor4fv(TH_TEXT_HI, color_vert);
|
|
UI_GetThemeColor4fv(TH_TEXT, color_vert_select);
|
|
color_sample[0] = (float)wcol->item[0] / 255.0f;
|
|
color_sample[1] = (float)wcol->item[1] / 255.0f;
|
|
color_sample[2] = (float)wcol->item[2] / 255.0f;
|
|
color_sample[3] = (float)wcol->item[3] / 255.0f;
|
|
if (len_squared_v3v3(color_vert, color_vert_select) < 0.1f) {
|
|
interp_v3_v3v3(color_vert, color_vert_select, color_backdrop, 0.75f);
|
|
}
|
|
if (len_squared_v3(color_vert) > len_squared_v3(color_vert_select)) {
|
|
/* Ensure brightest text color is used for selection. */
|
|
swap_v3_v3(color_vert, color_vert_select);
|
|
}
|
|
|
|
/* Draw the control points. */
|
|
GPU_line_smooth(false);
|
|
if (path_len > 0) {
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
GPU_point_size(max_ff(3.0f, min_ff(UI_DPI_FAC / but->block->aspect * 5.0f, 5.0f)));
|
|
immBegin(GPU_PRIM_POINTS, path_len);
|
|
for (int i = 0; i < path_len; i++) {
|
|
fx = rect->xmin + zoomx * (pts[i].x - offsx);
|
|
fy = rect->ymin + zoomy * (pts[i].y - offsy);
|
|
immAttr4fv(col, (pts[i].flag & PROF_SELECT) ? color_vert_select : color_vert);
|
|
immVertex2f(pos, fx, fy);
|
|
}
|
|
immEnd();
|
|
}
|
|
|
|
/* Draw the handle points. */
|
|
if (selected_free_points > 0) {
|
|
GPU_line_smooth(false);
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
GPU_point_size(max_ff(2.0f, min_ff(UI_DPI_FAC / but->block->aspect * 4.0f, 4.0f)));
|
|
immBegin(GPU_PRIM_POINTS, selected_free_points * 2);
|
|
for (int i = 0; i < path_len; i++) {
|
|
if (point_draw_handles(&pts[i])) {
|
|
fx = rect->xmin + zoomx * (pts[i].h1_loc[0] - offsx);
|
|
fy = rect->ymin + zoomy * (pts[i].h1_loc[1] - offsy);
|
|
immAttr4fv(col, (pts[i].flag & PROF_H1_SELECT) ? color_vert_select : color_vert);
|
|
immVertex2f(pos, fx, fy);
|
|
|
|
fx = rect->xmin + zoomx * (pts[i].h2_loc[0] - offsx);
|
|
fy = rect->ymin + zoomy * (pts[i].h2_loc[1] - offsy);
|
|
immAttr4fv(col, (pts[i].flag & PROF_H2_SELECT) ? color_vert_select : color_vert);
|
|
immVertex2f(pos, fx, fy);
|
|
}
|
|
}
|
|
immEnd();
|
|
}
|
|
|
|
/* Draw the sampled points in addition to the control points if they have been created */
|
|
pts = profile->segments;
|
|
const int segments_len = (uint)profile->segments_len;
|
|
if (segments_len > 0 && pts) {
|
|
GPU_point_size(max_ff(2.0f, min_ff(UI_DPI_FAC / but->block->aspect * 3.0f, 3.0f)));
|
|
immBegin(GPU_PRIM_POINTS, segments_len);
|
|
for (int i = 0; i < segments_len; i++) {
|
|
fx = rect->xmin + zoomx * (pts[i].x - offsx);
|
|
fy = rect->ymin + zoomy * (pts[i].y - offsy);
|
|
immAttr4fv(col, color_sample);
|
|
immVertex2f(pos, fx, fy);
|
|
}
|
|
immEnd();
|
|
}
|
|
immUnbindProgram();
|
|
|
|
/* Restore scissor-test. */
|
|
GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
|
|
|
|
/* Outline */
|
|
format = immVertexFormat();
|
|
pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
|
|
|
immUniformColor3ubv((const uchar *)wcol->outline);
|
|
imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
|
|
immUnbindProgram();
|
|
}
|
|
|
|
void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(region),
|
|
uiBut *but,
|
|
const uiWidgetColors *UNUSED(wcol),
|
|
const rcti *recti)
|
|
{
|
|
bool ok = false;
|
|
MovieClipScopes *scopes = (MovieClipScopes *)but->poin;
|
|
|
|
rctf rect = {
|
|
.xmin = (float)recti->xmin + 1,
|
|
.xmax = (float)recti->xmax - 1,
|
|
.ymin = (float)recti->ymin + 1,
|
|
.ymax = (float)recti->ymax - 1,
|
|
};
|
|
|
|
const int width = BLI_rctf_size_x(&rect) + 1;
|
|
const int height = BLI_rctf_size_y(&rect);
|
|
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
|
|
/* need scissor test, preview image can draw outside of boundary */
|
|
int scissor[4];
|
|
GPU_scissor_get(scissor);
|
|
GPU_scissor((rect.xmin - 1),
|
|
(rect.ymin - 1),
|
|
(rect.xmax + 1) - (rect.xmin - 1),
|
|
(rect.ymax + 1) - (rect.ymin - 1));
|
|
|
|
if (scopes->track_disabled) {
|
|
const float color[4] = {0.7f, 0.3f, 0.3f, 0.3f};
|
|
UI_draw_roundbox_corner_set(UI_CNR_ALL);
|
|
UI_draw_roundbox_4fv(
|
|
&(const rctf){
|
|
.xmin = rect.xmin - 1,
|
|
.xmax = rect.xmax + 1,
|
|
.ymin = rect.ymin,
|
|
.ymax = rect.ymax + 1,
|
|
},
|
|
true,
|
|
3.0f,
|
|
color);
|
|
|
|
ok = true;
|
|
}
|
|
else if ((scopes->track_search) &&
|
|
((!scopes->track_preview) ||
|
|
(scopes->track_preview->x != width || scopes->track_preview->y != height))) {
|
|
if (scopes->track_preview) {
|
|
IMB_freeImBuf(scopes->track_preview);
|
|
}
|
|
|
|
ImBuf *tmpibuf = BKE_tracking_sample_pattern(scopes->frame_width,
|
|
scopes->frame_height,
|
|
scopes->track_search,
|
|
scopes->track,
|
|
&scopes->undist_marker,
|
|
true,
|
|
scopes->use_track_mask,
|
|
width,
|
|
height,
|
|
scopes->track_pos);
|
|
if (tmpibuf) {
|
|
if (tmpibuf->rect_float) {
|
|
IMB_rect_from_float(tmpibuf);
|
|
}
|
|
|
|
if (tmpibuf->rect) {
|
|
scopes->track_preview = tmpibuf;
|
|
}
|
|
else {
|
|
IMB_freeImBuf(tmpibuf);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!ok && scopes->track_preview) {
|
|
GPU_matrix_push();
|
|
|
|
/* draw content of pattern area */
|
|
GPU_scissor(rect.xmin, rect.ymin, scissor[2], scissor[3]);
|
|
|
|
if (width > 0 && height > 0) {
|
|
ImBuf *drawibuf = scopes->track_preview;
|
|
float col_sel[4], col_outline[4];
|
|
|
|
if (scopes->use_track_mask) {
|
|
const float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
|
|
UI_draw_roundbox_corner_set(UI_CNR_ALL);
|
|
UI_draw_roundbox_4fv(
|
|
&(const rctf){
|
|
.xmin = rect.xmin - 1,
|
|
.xmax = rect.xmax + 1,
|
|
.ymin = rect.ymin,
|
|
.ymax = rect.ymax + 1,
|
|
},
|
|
true,
|
|
3.0f,
|
|
color);
|
|
}
|
|
|
|
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
|
|
immDrawPixelsTex(&state,
|
|
rect.xmin,
|
|
rect.ymin + 1,
|
|
drawibuf->x,
|
|
drawibuf->y,
|
|
GPU_RGBA8,
|
|
true,
|
|
drawibuf->rect,
|
|
1.0f,
|
|
1.0f,
|
|
NULL);
|
|
|
|
/* draw cross for pixel position */
|
|
GPU_matrix_translate_2f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1]);
|
|
GPU_scissor(rect.xmin, rect.ymin, BLI_rctf_size_x(&rect), BLI_rctf_size_y(&rect));
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
|
const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
|
|
|
UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel);
|
|
UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline);
|
|
|
|
/* Do stipple cross with geometry */
|
|
immBegin(GPU_PRIM_LINES, 7 * 2 * 2);
|
|
const float pos_sel[8] = {-10.0f, -7.0f, -4.0f, -1.0f, 2.0f, 5.0f, 8.0f, 11.0f};
|
|
for (int axe = 0; axe < 2; axe++) {
|
|
for (int i = 0; i < 7; i++) {
|
|
const float x1 = pos_sel[i] * (1 - axe);
|
|
const float y1 = pos_sel[i] * axe;
|
|
const float x2 = pos_sel[i + 1] * (1 - axe);
|
|
const float y2 = pos_sel[i + 1] * axe;
|
|
|
|
if (i % 2 == 1) {
|
|
immAttr4fv(col, col_sel);
|
|
}
|
|
else {
|
|
immAttr4fv(col, col_outline);
|
|
}
|
|
|
|
immVertex2f(pos, x1, y1);
|
|
immVertex2f(pos, x2, y2);
|
|
}
|
|
}
|
|
immEnd();
|
|
|
|
immUnbindProgram();
|
|
}
|
|
|
|
GPU_matrix_pop();
|
|
|
|
ok = true;
|
|
}
|
|
|
|
if (!ok) {
|
|
const float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
|
|
UI_draw_roundbox_corner_set(UI_CNR_ALL);
|
|
UI_draw_roundbox_4fv(
|
|
&(const rctf){
|
|
.xmin = rect.xmin - 1,
|
|
.xmax = rect.xmax + 1,
|
|
.ymin = rect.ymin,
|
|
.ymax = rect.ymax + 1,
|
|
},
|
|
true,
|
|
3.0f,
|
|
color);
|
|
}
|
|
|
|
/* Restore scissor test. */
|
|
GPU_scissor(UNPACK4(scissor));
|
|
/* outline */
|
|
draw_scope_end(&rect);
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
}
|
|
|
|
/* ****************************************************** */
|
|
|
|
/* TODO(merwin): high quality UI drop shadows using GLSL shader and single draw call
|
|
* would replace / modify the following 3 functions. */
|
|
|
|
static void ui_shadowbox(const rctf *rect, uint pos, uint color, float shadsize, uchar alpha)
|
|
{
|
|
/**
|
|
* <pre>
|
|
* v1-_
|
|
* | -_v2
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* v7_______v3____v4
|
|
* \ | /
|
|
* \ | _v5
|
|
* v8______v6_-
|
|
* </pre>
|
|
*/
|
|
const float v1[2] = {rect->xmax, rect->ymax - 0.3f * shadsize};
|
|
const float v2[2] = {rect->xmax + shadsize, rect->ymax - 0.75f * shadsize};
|
|
const float v3[2] = {rect->xmax, rect->ymin};
|
|
const float v4[2] = {rect->xmax + shadsize, rect->ymin};
|
|
|
|
const float v5[2] = {rect->xmax + 0.7f * shadsize, rect->ymin - 0.7f * shadsize};
|
|
|
|
const float v6[2] = {rect->xmax, rect->ymin - shadsize};
|
|
const float v7[2] = {rect->xmin + 0.3f * shadsize, rect->ymin};
|
|
const float v8[2] = {rect->xmin + 0.5f * shadsize, rect->ymin - shadsize};
|
|
|
|
/* right quad */
|
|
immAttr4ub(color, 0, 0, 0, alpha);
|
|
immVertex2fv(pos, v3);
|
|
immVertex2fv(pos, v1);
|
|
immAttr4ub(color, 0, 0, 0, 0);
|
|
immVertex2fv(pos, v2);
|
|
|
|
immVertex2fv(pos, v2);
|
|
immVertex2fv(pos, v4);
|
|
immAttr4ub(color, 0, 0, 0, alpha);
|
|
immVertex2fv(pos, v3);
|
|
|
|
/* corner shape */
|
|
// immAttr4ub(color, 0, 0, 0, alpha); /* Not needed, done above in previous tri. */
|
|
immVertex2fv(pos, v3);
|
|
immAttr4ub(color, 0, 0, 0, 0);
|
|
immVertex2fv(pos, v4);
|
|
immVertex2fv(pos, v5);
|
|
|
|
immVertex2fv(pos, v5);
|
|
immVertex2fv(pos, v6);
|
|
immAttr4ub(color, 0, 0, 0, alpha);
|
|
immVertex2fv(pos, v3);
|
|
|
|
/* bottom quad */
|
|
// immAttr4ub(color, 0, 0, 0, alpha); /* Not needed, done above in previous tri. */
|
|
immVertex2fv(pos, v3);
|
|
immAttr4ub(color, 0, 0, 0, 0);
|
|
immVertex2fv(pos, v6);
|
|
immVertex2fv(pos, v8);
|
|
|
|
immVertex2fv(pos, v8);
|
|
immAttr4ub(color, 0, 0, 0, alpha);
|
|
immVertex2fv(pos, v7);
|
|
immVertex2fv(pos, v3);
|
|
}
|
|
|
|
void UI_draw_box_shadow(const rctf *rect, uchar alpha)
|
|
{
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
|
|
GPUVertFormat *format = immVertexFormat();
|
|
const 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_SMOOTH_COLOR);
|
|
|
|
immBegin(GPU_PRIM_TRIS, 54);
|
|
|
|
/* accumulated outline boxes to make shade not linear, is more pleasant */
|
|
ui_shadowbox(rect, pos, color, 11.0, (20 * alpha) >> 8);
|
|
ui_shadowbox(rect, pos, color, 7.0, (40 * alpha) >> 8);
|
|
ui_shadowbox(rect, pos, color, 5.0, (80 * alpha) >> 8);
|
|
|
|
immEnd();
|
|
|
|
immUnbindProgram();
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
}
|
|
|
|
void ui_draw_dropshadow(
|
|
const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select))
|
|
{
|
|
float rad;
|
|
|
|
if (radius > (BLI_rctf_size_y(rct) - 10.0f) * 0.5f) {
|
|
rad = (BLI_rctf_size_y(rct) - 10.0f) * 0.5f;
|
|
}
|
|
else {
|
|
rad = radius;
|
|
}
|
|
|
|
int a, i = 12;
|
|
#if 0
|
|
if (select) {
|
|
a = i * aspect; /* same as below */
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
a = i * aspect;
|
|
}
|
|
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
const float dalpha = alpha * 2.0f / 255.0f;
|
|
float calpha = dalpha;
|
|
float visibility = 1.0f;
|
|
for (; i--;) {
|
|
/* alpha ranges from 2 to 20 or so */
|
|
#if 0 /* Old Method (pre 2.8) */
|
|
float color[4] = {0.0f, 0.0f, 0.0f, calpha};
|
|
UI_draw_roundbox_4fv(
|
|
true, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a, color);
|
|
#endif
|
|
/* Compute final visibility to match old method result. */
|
|
/* TODO: we could just find a better fit function inside the shader instead of this. */
|
|
visibility = visibility * (1.0f - calpha);
|
|
calpha += dalpha;
|
|
}
|
|
|
|
uiWidgetBaseParameters widget_params = {
|
|
.recti.xmin = rct->xmin,
|
|
.recti.ymin = rct->ymin,
|
|
.recti.xmax = rct->xmax,
|
|
.recti.ymax = rct->ymax - 10.0f,
|
|
.rect.xmin = rct->xmin - a,
|
|
.rect.ymin = rct->ymin - a,
|
|
.rect.xmax = rct->xmax + a,
|
|
.rect.ymax = rct->ymax - 10.0f + a,
|
|
.radi = rad,
|
|
.rad = rad + a,
|
|
.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
|
|
.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
|
|
.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
|
|
.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
|
|
.alpha_discard = 1.0f,
|
|
};
|
|
|
|
GPUBatch *batch = ui_batch_roundbox_shadow_get();
|
|
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_SHADOW);
|
|
GPU_batch_uniform_4fv_array(batch, "parameters", 4, (const float(*)[4]) & widget_params);
|
|
GPU_batch_uniform_1f(batch, "alpha", 1.0f - visibility);
|
|
GPU_batch_draw(batch);
|
|
|
|
/* outline emphasis */
|
|
const float color[4] = {0.0f, 0.0f, 0.0f, 0.4f};
|
|
UI_draw_roundbox_4fv(
|
|
&(const rctf){
|
|
.xmin = rct->xmin - 0.5f,
|
|
.xmax = rct->xmax + 0.5f,
|
|
.ymin = rct->ymin - 0.5f,
|
|
.ymax = rct->ymax + 0.5f,
|
|
},
|
|
false,
|
|
radius + 0.5f,
|
|
color);
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
}
|