Required by Metal backend for efficient shader compilation. EEVEE material resource binding permutations now controlled via CreateInfo and selected based on material options. Other existing CreateInfo's also modified to ensure explicitness for depth-writing mode. Other missing bindings also addressed to ensure full compliance with the Metal backend. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D16243
476 lines
13 KiB
C
476 lines
13 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2008 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup wm
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*
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* Gestures (cursor motions) creating, evaluating and drawing, shared between operators.
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*/
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#include "DNA_screen_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_vec_types.h"
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#include "DNA_windowmanager_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_bitmap_draw_2d.h"
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#include "BLI_blenlib.h"
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#include "BLI_lasso_2d.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "BKE_context.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "wm.h"
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#include "wm_draw.h"
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#include "GPU_immediate.h"
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#include "GPU_immediate_util.h"
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#include "GPU_state.h"
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#include "BIF_glutil.h"
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wmGesture *WM_gesture_new(wmWindow *window, const ARegion *region, const wmEvent *event, int type)
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{
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wmGesture *gesture = MEM_callocN(sizeof(wmGesture), "new gesture");
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BLI_addtail(&window->gesture, gesture);
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gesture->type = type;
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gesture->event_type = event->type;
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gesture->event_modifier = event->modifier;
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gesture->event_keymodifier = event->keymodifier;
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gesture->winrct = region->winrct;
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gesture->user_data.use_free = true; /* Free if userdata is set. */
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gesture->modal_state = GESTURE_MODAL_NOP;
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gesture->move = false;
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int xy[2];
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WM_event_drag_start_xy(event, xy);
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if (ELEM(type,
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WM_GESTURE_RECT,
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WM_GESTURE_CROSS_RECT,
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WM_GESTURE_CIRCLE,
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WM_GESTURE_STRAIGHTLINE)) {
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rcti *rect = MEM_callocN(sizeof(rcti), "gesture rect new");
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gesture->customdata = rect;
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rect->xmin = xy[0] - gesture->winrct.xmin;
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rect->ymin = xy[1] - gesture->winrct.ymin;
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if (type == WM_GESTURE_CIRCLE) {
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/* caller is responsible for initializing 'xmax' to radius. */
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}
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else {
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rect->xmax = xy[0] - gesture->winrct.xmin;
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rect->ymax = xy[1] - gesture->winrct.ymin;
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}
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}
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else if (ELEM(type, WM_GESTURE_LINES, WM_GESTURE_LASSO)) {
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short *lasso;
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gesture->points_alloc = 1024;
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gesture->customdata = lasso = MEM_mallocN(sizeof(short[2]) * gesture->points_alloc,
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"lasso points");
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lasso[0] = xy[0] - gesture->winrct.xmin;
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lasso[1] = xy[1] - gesture->winrct.ymin;
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gesture->points = 1;
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}
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return gesture;
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}
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void WM_gesture_end(wmWindow *win, wmGesture *gesture)
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{
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BLI_remlink(&win->gesture, gesture);
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MEM_freeN(gesture->customdata);
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WM_generic_user_data_free(&gesture->user_data);
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MEM_freeN(gesture);
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}
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void WM_gestures_free_all(wmWindow *win)
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{
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while (win->gesture.first) {
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WM_gesture_end(win, win->gesture.first);
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}
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}
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void WM_gestures_remove(wmWindow *win)
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{
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while (win->gesture.first) {
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WM_gesture_end(win, win->gesture.first);
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}
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}
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bool WM_gesture_is_modal_first(const wmGesture *gesture)
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{
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if (gesture == NULL) {
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return true;
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}
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return (gesture->is_active_prev == false);
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}
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/* ******************* gesture draw ******************* */
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static void wm_gesture_draw_line_active_side(rcti *rect, const bool flip)
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{
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GPUVertFormat *format = immVertexFormat();
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uint shdr_pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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uint shdr_col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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GPU_blend(GPU_BLEND_ALPHA);
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immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
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const float gradient_length = 150.0f * U.pixelsize;
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float line_dir[2];
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float gradient_dir[2];
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float gradient_point[2][2];
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const float line_start[2] = {rect->xmin, rect->ymin};
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const float line_end[2] = {rect->xmax, rect->ymax};
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const float color_line_gradient_start[4] = {0.2f, 0.2f, 0.2f, 0.4f};
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const float color_line_gradient_end[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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sub_v2_v2v2(line_dir, line_end, line_start);
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normalize_v2(line_dir);
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ortho_v2_v2(gradient_dir, line_dir);
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if (!flip) {
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mul_v2_fl(gradient_dir, -1.0f);
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}
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mul_v2_fl(gradient_dir, gradient_length);
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add_v2_v2v2(gradient_point[0], line_start, gradient_dir);
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add_v2_v2v2(gradient_point[1], line_end, gradient_dir);
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immBegin(GPU_PRIM_TRIS, 6);
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immAttr4f(shdr_col, UNPACK4(color_line_gradient_start));
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immVertex2f(shdr_pos, line_start[0], line_start[1]);
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immAttr4f(shdr_col, UNPACK4(color_line_gradient_start));
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immVertex2f(shdr_pos, line_end[0], line_end[1]);
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immAttr4f(shdr_col, UNPACK4(color_line_gradient_end));
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immVertex2f(shdr_pos, gradient_point[1][0], gradient_point[1][1]);
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immAttr4f(shdr_col, UNPACK4(color_line_gradient_start));
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immVertex2f(shdr_pos, line_start[0], line_start[1]);
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immAttr4f(shdr_col, UNPACK4(color_line_gradient_end));
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immVertex2f(shdr_pos, gradient_point[1][0], gradient_point[1][1]);
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immAttr4f(shdr_col, UNPACK4(color_line_gradient_end));
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immVertex2f(shdr_pos, gradient_point[0][0], gradient_point[0][1]);
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immEnd();
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immUnbindProgram();
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GPU_blend(GPU_BLEND_NONE);
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}
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static void wm_gesture_draw_line(wmGesture *gt)
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{
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rcti *rect = (rcti *)gt->customdata;
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if (gt->draw_active_side) {
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wm_gesture_draw_line_active_side(rect, gt->use_flip);
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}
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uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
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immUniform1i("colors_len", 2); /* "advanced" mode */
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immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
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immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
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immUniform1f("dash_width", 8.0f);
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immUniform1f("udash_factor", 0.5f);
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float xmin = (float)rect->xmin;
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float ymin = (float)rect->ymin;
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immBegin(GPU_PRIM_LINES, 2);
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immVertex2f(shdr_pos, xmin, ymin);
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immVertex2f(shdr_pos, (float)rect->xmax, (float)rect->ymax);
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immEnd();
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immUnbindProgram();
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}
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static void wm_gesture_draw_rect(wmGesture *gt)
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{
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rcti *rect = (rcti *)gt->customdata;
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uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
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GPU_blend(GPU_BLEND_ALPHA);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immUniformColor4f(1.0f, 1.0f, 1.0f, 0.05f);
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immRecti(shdr_pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
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immUnbindProgram();
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GPU_blend(GPU_BLEND_NONE);
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shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
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immUniform1i("colors_len", 2); /* "advanced" mode */
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immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
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immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
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immUniform1f("dash_width", 8.0f);
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immUniform1f("udash_factor", 0.5f);
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imm_draw_box_wire_2d(
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shdr_pos, (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, (float)rect->ymax);
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immUnbindProgram();
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/* draws a diagonal line in the lined box to test wm_gesture_draw_line */
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// wm_gesture_draw_line(gt);
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}
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static void wm_gesture_draw_circle(wmGesture *gt)
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{
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rcti *rect = (rcti *)gt->customdata;
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GPU_blend(GPU_BLEND_ALPHA);
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immUniformColor4f(1.0f, 1.0f, 1.0f, 0.05f);
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imm_draw_circle_fill_2d(shdr_pos, (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, 40);
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immUnbindProgram();
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GPU_blend(GPU_BLEND_NONE);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
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immUniform1i("colors_len", 2); /* "advanced" mode */
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immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
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immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
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immUniform1f("dash_width", 4.0f);
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immUniform1f("udash_factor", 0.5f);
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imm_draw_circle_wire_2d(shdr_pos, (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, 40);
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immUnbindProgram();
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}
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struct LassoFillData {
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uchar *px;
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int width;
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};
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static void draw_filled_lasso_px_cb(int x, int x_end, int y, void *user_data)
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{
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struct LassoFillData *data = user_data;
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uchar *col = &(data->px[(y * data->width) + x]);
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memset(col, 0x10, x_end - x);
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}
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static void draw_filled_lasso(wmGesture *gt)
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{
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const short *lasso = (short *)gt->customdata;
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const int mcoords_len = gt->points;
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int(*mcoords)[2] = MEM_mallocN(sizeof(*mcoords) * (mcoords_len + 1), __func__);
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int i;
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rcti rect;
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const float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
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for (i = 0; i < mcoords_len; i++, lasso += 2) {
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mcoords[i][0] = lasso[0];
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mcoords[i][1] = lasso[1];
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}
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BLI_lasso_boundbox(&rect, mcoords, mcoords_len);
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BLI_rcti_translate(&rect, gt->winrct.xmin, gt->winrct.ymin);
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BLI_rcti_isect(>->winrct, &rect, &rect);
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BLI_rcti_translate(&rect, -gt->winrct.xmin, -gt->winrct.ymin);
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/* Highly unlikely this will fail, but could crash if (mcoords_len == 0). */
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if (BLI_rcti_is_empty(&rect) == false) {
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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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uchar *pixel_buf = MEM_callocN(sizeof(*pixel_buf) * w * h, __func__);
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struct LassoFillData lasso_fill_data = {pixel_buf, w};
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BLI_bitmap_draw_2d_poly_v2i_n(rect.xmin,
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rect.ymin,
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rect.xmax,
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rect.ymax,
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mcoords,
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mcoords_len,
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draw_filled_lasso_px_cb,
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&lasso_fill_data);
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GPU_blend(GPU_BLEND_ADDITIVE_PREMULT);
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IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
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GPU_shader_bind(state.shader);
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GPU_shader_uniform_vector(
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state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
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immDrawPixelsTexTiled(
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&state, rect.xmin, rect.ymin, w, h, GPU_R8, false, pixel_buf, 1.0f, 1.0f, NULL);
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GPU_shader_unbind();
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MEM_freeN(pixel_buf);
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GPU_blend(GPU_BLEND_NONE);
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}
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MEM_freeN(mcoords);
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}
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static void wm_gesture_draw_lasso(wmGesture *gt, bool filled)
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{
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const short *lasso = (short *)gt->customdata;
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int i;
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if (filled) {
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draw_filled_lasso(gt);
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}
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const int numverts = gt->points;
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/* Nothing to draw, do early output. */
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if (numverts < 2) {
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return;
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}
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
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immUniform1i("colors_len", 2); /* "advanced" mode */
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immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
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immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
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immUniform1f("dash_width", 2.0f);
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immUniform1f("udash_factor", 0.5f);
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immBegin((gt->type == WM_GESTURE_LASSO) ? GPU_PRIM_LINE_LOOP : GPU_PRIM_LINE_STRIP, numverts);
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for (i = 0; i < gt->points; i++, lasso += 2) {
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immVertex2f(shdr_pos, (float)lasso[0], (float)lasso[1]);
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}
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immEnd();
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immUnbindProgram();
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}
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static void wm_gesture_draw_cross(wmWindow *win, wmGesture *gt)
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{
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rcti *rect = (rcti *)gt->customdata;
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const int winsize_x = WM_window_pixels_x(win);
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const int winsize_y = WM_window_pixels_y(win);
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float x1, x2, y1, y2;
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
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immUniform1i("colors_len", 2); /* "advanced" mode */
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immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
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immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
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immUniform1f("dash_width", 8.0f);
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immUniform1f("udash_factor", 0.5f);
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immBegin(GPU_PRIM_LINES, 4);
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x1 = (float)(rect->xmin - winsize_x);
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y1 = (float)rect->ymin;
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x2 = (float)(rect->xmin + winsize_x);
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y2 = y1;
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immVertex2f(shdr_pos, x1, y1);
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immVertex2f(shdr_pos, x2, y2);
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x1 = (float)rect->xmin;
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y1 = (float)(rect->ymin - winsize_y);
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x2 = x1;
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y2 = (float)(rect->ymin + winsize_y);
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immVertex2f(shdr_pos, x1, y1);
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immVertex2f(shdr_pos, x2, y2);
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immEnd();
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immUnbindProgram();
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}
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void wm_gesture_draw(wmWindow *win)
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{
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wmGesture *gt = (wmGesture *)win->gesture.first;
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GPU_line_width(1.0f);
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for (; gt; gt = gt->next) {
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/* all in subwindow space */
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wmViewport(>->winrct);
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if (gt->type == WM_GESTURE_RECT) {
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wm_gesture_draw_rect(gt);
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}
|
|
else if (gt->type == WM_GESTURE_CIRCLE) {
|
|
wm_gesture_draw_circle(gt);
|
|
}
|
|
else if (gt->type == WM_GESTURE_CROSS_RECT) {
|
|
if (gt->is_active) {
|
|
wm_gesture_draw_rect(gt);
|
|
}
|
|
else {
|
|
wm_gesture_draw_cross(win, gt);
|
|
}
|
|
}
|
|
else if (gt->type == WM_GESTURE_LINES) {
|
|
wm_gesture_draw_lasso(gt, false);
|
|
}
|
|
else if (gt->type == WM_GESTURE_LASSO) {
|
|
wm_gesture_draw_lasso(gt, true);
|
|
}
|
|
else if (gt->type == WM_GESTURE_STRAIGHTLINE) {
|
|
wm_gesture_draw_line(gt);
|
|
}
|
|
}
|
|
}
|
|
|
|
void wm_gesture_tag_redraw(wmWindow *win)
|
|
{
|
|
bScreen *screen = WM_window_get_active_screen(win);
|
|
|
|
if (screen) {
|
|
screen->do_draw_gesture = true;
|
|
}
|
|
}
|