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blender-archive/source/blender/editors/screen/screen_draw.c
Campbell Barton 079f415deb Cleanup: use enum types for screen direction variables
The term direction was used in 3 different ways in screen editing code,
making it hard to follow:

- 0-3 for as magic numbers mapped to [west,north,east,south].
- `h`, `v` characters for [horizontal,vertical] axes.
- Cycle direction SPACE_CONTEXT_CYCLE_PREV, SPACE_CONTEXT_CYCLE_NEXT

The following changes have been made:

- Add `eScreenDir` for [west,north,east,south], use variable name `dir`.
- Add `eScreenAxis` for [horizontal,vertical] values, use variable name
  `dir_axis`.
- Add `eScreenCycle` for existing enum `SPACE_CONTEXT_CYCLE_{PREV/NEXT}`.
- Add macros `SCREEN_DIR_IS_VERTICAL(dir)`,
  `SCREEN_DIR_IS_HORIZONTAL(dir)`.
  Replacing `ELEM(dir, 1, 3)`, `ELEM(dir, 0, 2)`.
- Move `ED_screen_draw_join_highlight`, `ED_screen_draw_split_preview`
  to `screen_intern.h`.

Reviewed By: Severin

Ref D11245
2021-05-15 00:49:49 +10:00

467 lines
14 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup edscr
*/
#include "ED_screen.h"
#include "GPU_batch_presets.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_platform.h"
#include "GPU_state.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "WM_api.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "screen_intern.h"
#define CORNER_RESOLUTION 3
static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int i)
{
float inter[2];
inter[0] = cosf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
inter[1] = sinf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
/* Snap point to edge */
float div = 1.0f / max_ff(fabsf(inter[0]), fabsf(inter[1]));
float exter[2];
mul_v2_v2fl(exter, inter, div);
exter[0] = roundf(exter[0]);
exter[1] = roundf(exter[1]);
if (i == 0 || i == (CORNER_RESOLUTION - 1)) {
copy_v2_v2(inter, exter);
}
/* Line width is 20% of the entire corner size. */
const float line_width = 0.2f; /* Keep in sync with shader */
mul_v2_fl(inter, 1.0f - line_width);
mul_v2_fl(exter, 1.0f + line_width);
switch (corner) {
case 0:
add_v2_v2(inter, (float[2]){-1.0f, -1.0f});
add_v2_v2(exter, (float[2]){-1.0f, -1.0f});
break;
case 1:
add_v2_v2(inter, (float[2]){1.0f, -1.0f});
add_v2_v2(exter, (float[2]){1.0f, -1.0f});
break;
case 2:
add_v2_v2(inter, (float[2]){1.0f, 1.0f});
add_v2_v2(exter, (float[2]){1.0f, 1.0f});
break;
case 3:
add_v2_v2(inter, (float[2]){-1.0f, 1.0f});
add_v2_v2(exter, (float[2]){-1.0f, 1.0f});
break;
}
GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, inter);
GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, exter);
}
static GPUBatch *batch_screen_edges_get(int *corner_len)
{
static GPUBatch *screen_edges_batch = NULL;
if (screen_edges_batch == NULL) {
GPUVertFormat format = {0};
uint pos = 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, CORNER_RESOLUTION * 2 * 4 + 2);
uint vidx = 0;
for (int corner = 0; corner < 4; corner++) {
for (int c = 0; c < CORNER_RESOLUTION; c++) {
do_vert_pair(vbo, pos, &vidx, corner, c);
}
}
/* close the loop */
do_vert_pair(vbo, pos, &vidx, 0, 0);
screen_edges_batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
gpu_batch_presets_register(screen_edges_batch);
}
if (corner_len) {
*corner_len = CORNER_RESOLUTION * 2;
}
return screen_edges_batch;
}
#undef CORNER_RESOLUTION
static void drawscredge_area_draw(
int sizex, int sizey, short x1, short y1, short x2, short y2, float edge_thickness)
{
rctf rect;
BLI_rctf_init(&rect, (float)x1, (float)x2, (float)y1, (float)y2);
/* right border area */
if (x2 >= sizex - 1) {
rect.xmax += edge_thickness * 0.5f;
}
/* left border area */
if (x1 <= 0) { /* otherwise it draws the emboss of window over */
rect.xmin -= edge_thickness * 0.5f;
}
/* top border area */
if (y2 >= sizey - 1) {
rect.ymax += edge_thickness * 0.5f;
}
/* bottom border area */
if (y1 <= 0) {
rect.ymin -= edge_thickness * 0.5f;
}
GPUBatch *batch = batch_screen_edges_get(NULL);
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES);
GPU_batch_uniform_4fv(batch, "rect", (float *)&rect);
GPU_batch_draw(batch);
}
/**
* \brief Screen edges drawing.
*/
static void drawscredge_area(ScrArea *area, int sizex, int sizey, float edge_thickness)
{
short x1 = area->v1->vec.x;
short y1 = area->v1->vec.y;
short x2 = area->v3->vec.x;
short y2 = area->v3->vec.y;
drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, edge_thickness);
}
/**
* Only for edge lines between areas.
*/
void ED_screen_draw_edges(wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw = false;
if (screen->state == SCREENFULL) {
return;
}
if (screen->temp && BLI_listbase_is_single(&screen->areabase)) {
return;
}
const int winsize_x = WM_window_pixels_x(win);
const int winsize_y = WM_window_pixels_y(win);
float col[4], corner_scale, edge_thickness;
int verts_per_corner = 0;
rcti scissor_rect;
BLI_rcti_init_minmax(&scissor_rect);
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){area->v1->vec.x, area->v1->vec.y});
BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){area->v3->vec.x, area->v3->vec.y});
}
if (GPU_type_matches(GPU_DEVICE_INTEL_UHD, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
/* For some reason, on linux + Intel UHD Graphics 620 the driver
* hangs if we don't flush before this. (See T57455) */
GPU_flush();
}
GPU_scissor(scissor_rect.xmin,
scissor_rect.ymin,
BLI_rcti_size_x(&scissor_rect) + 1,
BLI_rcti_size_y(&scissor_rect) + 1);
/* It seems that all areas gets smaller when pixelsize is > 1.
* So in order to avoid missing pixels we just disable de scissors. */
if (U.pixelsize <= 1.0f) {
GPU_scissor_test(true);
}
UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
col[3] = 1.0f;
corner_scale = U.pixelsize * 8.0f;
edge_thickness = corner_scale * 0.21f;
GPU_blend(GPU_BLEND_ALPHA);
GPUBatch *batch = batch_screen_edges_get(&verts_per_corner);
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES);
GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner);
GPU_batch_uniform_1f(batch, "scale", corner_scale);
GPU_batch_uniform_4fv(batch, "color", col);
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
drawscredge_area(area, winsize_x, winsize_y, edge_thickness);
}
GPU_blend(GPU_BLEND_NONE);
if (U.pixelsize <= 1.0f) {
GPU_scissor_test(false);
}
}
/**
* Visual indication of the two areas involved in a proposed join.
*
* \param sa1: Area from which the resultant originates.
* \param sa2: Target area that will be replaced.
*/
void screen_draw_join_highlight(ScrArea *sa1, ScrArea *sa2)
{
const eScreenDir dir = area_getorientation(sa1, sa2);
if (dir == SCREEN_DIR_NONE) {
return;
}
/* Rect of the combined areas.*/
const bool vertical = SCREEN_DIR_IS_VERTICAL(dir);
const rctf combined = {
.xmin = vertical ? MAX2(sa1->totrct.xmin, sa2->totrct.xmin) :
MIN2(sa1->totrct.xmin, sa2->totrct.xmin),
.xmax = vertical ? MIN2(sa1->totrct.xmax, sa2->totrct.xmax) :
MAX2(sa1->totrct.xmax, sa2->totrct.xmax),
.ymin = vertical ? MIN2(sa1->totrct.ymin, sa2->totrct.ymin) :
MAX2(sa1->totrct.ymin, sa2->totrct.ymin),
.ymax = vertical ? MAX2(sa1->totrct.ymax, sa2->totrct.ymax) :
MIN2(sa1->totrct.ymax, sa2->totrct.ymax),
};
uint pos_id = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
/* Highlight source (sa1) within combined area. */
immUniformColor4fv((const float[4]){1.0f, 1.0f, 1.0f, 0.10f});
immRectf(pos_id,
MAX2(sa1->totrct.xmin, combined.xmin),
MAX2(sa1->totrct.ymin, combined.ymin),
MIN2(sa1->totrct.xmax, combined.xmax),
MIN2(sa1->totrct.ymax, combined.ymax));
/* Highlight destination (sa2) within combined area. */
immUniformColor4fv((const float[4]){0.0f, 0.0f, 0.0f, 0.25f});
immRectf(pos_id,
MAX2(sa2->totrct.xmin, combined.xmin),
MAX2(sa2->totrct.ymin, combined.ymin),
MIN2(sa2->totrct.xmax, combined.xmax),
MIN2(sa2->totrct.ymax, combined.ymax));
int offset1;
int offset2;
area_getoffsets(sa1, sa2, dir, &offset1, &offset2);
if (offset1 < 0 || offset2 > 0) {
/* Show partial areas that will be closed. */
immUniformColor4fv((const float[4]){0.0f, 0.0f, 0.0f, 0.8f});
if (vertical) {
if (sa1->totrct.xmin < combined.xmin) {
immRectf(pos_id, sa1->totrct.xmin, sa1->totrct.ymin, combined.xmin, sa1->totrct.ymax);
}
if (sa2->totrct.xmin < combined.xmin) {
immRectf(pos_id, sa2->totrct.xmin, sa2->totrct.ymin, combined.xmin, sa2->totrct.ymax);
}
if (sa1->totrct.xmax > combined.xmax) {
immRectf(pos_id, combined.xmax, sa1->totrct.ymin, sa1->totrct.xmax, sa1->totrct.ymax);
}
if (sa2->totrct.xmax > combined.xmax) {
immRectf(pos_id, combined.xmax, sa2->totrct.ymin, sa2->totrct.xmax, sa2->totrct.ymax);
}
}
else {
if (sa1->totrct.ymin < combined.ymin) {
immRectf(pos_id, sa1->totrct.xmin, combined.ymin, sa1->totrct.xmax, sa1->totrct.ymin);
}
if (sa2->totrct.ymin < combined.ymin) {
immRectf(pos_id, sa2->totrct.xmin, combined.ymin, sa2->totrct.xmax, sa2->totrct.ymin);
}
if (sa1->totrct.ymax > combined.ymax) {
immRectf(pos_id, sa1->totrct.xmin, sa1->totrct.ymax, sa1->totrct.xmax, combined.ymax);
}
if (sa2->totrct.ymax > combined.ymax) {
immRectf(pos_id, sa2->totrct.xmin, sa2->totrct.ymax, sa2->totrct.xmax, combined.ymax);
}
}
}
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
/* Outline the combined area. */
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox_4fv(&combined, false, 7 * U.pixelsize, (float[4]){1.0f, 1.0f, 1.0f, 0.8f});
}
void screen_draw_split_preview(ScrArea *area, const eScreenAxis dir_axis, const float fac)
{
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Split-point. */
GPU_blend(GPU_BLEND_ALPHA);
immUniformColor4ub(255, 255, 255, 100);
immBegin(GPU_PRIM_LINES, 2);
if (dir_axis == SCREEN_AXIS_H) {
const float y = (1 - fac) * area->totrct.ymin + fac * area->totrct.ymax;
immVertex2f(pos, area->totrct.xmin, y);
immVertex2f(pos, area->totrct.xmax, y);
immEnd();
immUniformColor4ub(0, 0, 0, 100);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, area->totrct.xmin, y + 1);
immVertex2f(pos, area->totrct.xmax, y + 1);
immEnd();
}
else {
BLI_assert(dir_axis == SCREEN_AXIS_V);
const float x = (1 - fac) * area->totrct.xmin + fac * area->totrct.xmax;
immVertex2f(pos, x, area->totrct.ymin);
immVertex2f(pos, x, area->totrct.ymax);
immEnd();
immUniformColor4ub(0, 0, 0, 100);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, x + 1, area->totrct.ymin);
immVertex2f(pos, x + 1, area->totrct.ymax);
immEnd();
}
GPU_blend(GPU_BLEND_NONE);
immUnbindProgram();
}
/* -------------------------------------------------------------------- */
/* Screen Thumbnail Preview */
/**
* Calculates a scale factor to squash the preview for \a screen into a rectangle
* of given size and aspect.
*/
static void screen_preview_scale_get(
const bScreen *screen, float size_x, float size_y, const float asp[2], float r_scale[2])
{
float max_x = 0, max_y = 0;
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
max_x = MAX2(max_x, area->totrct.xmax);
max_y = MAX2(max_y, area->totrct.ymax);
}
r_scale[0] = (size_x * asp[0]) / max_x;
r_scale[1] = (size_y * asp[1]) / max_y;
}
static void screen_preview_draw_areas(const bScreen *screen,
const float scale[2],
const float col[4],
const float ofs_between_areas)
{
const float ofs_h = ofs_between_areas * 0.5f;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(col);
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
rctf rect = {
.xmin = area->totrct.xmin * scale[0] + ofs_h,
.xmax = area->totrct.xmax * scale[0] - ofs_h,
.ymin = area->totrct.ymin * scale[1] + ofs_h,
.ymax = area->totrct.ymax * scale[1] - ofs_h,
};
immBegin(GPU_PRIM_TRI_FAN, 4);
immVertex2f(pos, rect.xmin, rect.ymin);
immVertex2f(pos, rect.xmax, rect.ymin);
immVertex2f(pos, rect.xmax, rect.ymax);
immVertex2f(pos, rect.xmin, rect.ymax);
immEnd();
}
immUnbindProgram();
}
static void screen_preview_draw(const bScreen *screen, int size_x, int size_y)
{
const float asp[2] = {1.0f, 0.8f}; /* square previews look a bit ugly */
/* could use theme color (tui.wcol_menu_item.text),
* but then we'd need to regenerate all previews when changing. */
const float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float scale[2];
wmOrtho2(0.0f, size_x, 0.0f, size_y);
/* center */
GPU_matrix_push();
GPU_matrix_identity_set();
GPU_matrix_translate_2f(size_x * (1.0f - asp[0]) * 0.5f, size_y * (1.0f - asp[1]) * 0.5f);
screen_preview_scale_get(screen, size_x, size_y, asp, scale);
screen_preview_draw_areas(screen, scale, col, 1.5f);
GPU_matrix_pop();
}
/**
* Render the preview for a screen layout in \a screen.
*/
void ED_screen_preview_render(const bScreen *screen, int size_x, int size_y, uint *r_rect)
{
char err_out[256] = "unknown";
GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, true, false, err_out);
GPU_offscreen_bind(offscreen, true);
GPU_clear_color(0.0f, 0.0f, 0.0f, 0.0f);
GPU_clear_depth(1.0f);
screen_preview_draw(screen, size_x, size_y);
GPU_offscreen_read_pixels(offscreen, GPU_DATA_UBYTE, r_rect);
GPU_offscreen_unbind(offscreen, true);
GPU_offscreen_free(offscreen);
}