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
467 lines
14 KiB
C
467 lines
14 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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/** \file
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* \ingroup edscr
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*/
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#include "ED_screen.h"
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#include "GPU_batch_presets.h"
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#include "GPU_framebuffer.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_platform.h"
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#include "GPU_state.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "WM_api.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "screen_intern.h"
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#define CORNER_RESOLUTION 3
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static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int i)
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{
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float inter[2];
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inter[0] = cosf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
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inter[1] = sinf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
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/* Snap point to edge */
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float div = 1.0f / max_ff(fabsf(inter[0]), fabsf(inter[1]));
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float exter[2];
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mul_v2_v2fl(exter, inter, div);
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exter[0] = roundf(exter[0]);
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exter[1] = roundf(exter[1]);
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if (i == 0 || i == (CORNER_RESOLUTION - 1)) {
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copy_v2_v2(inter, exter);
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}
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/* Line width is 20% of the entire corner size. */
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const float line_width = 0.2f; /* Keep in sync with shader */
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mul_v2_fl(inter, 1.0f - line_width);
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mul_v2_fl(exter, 1.0f + line_width);
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switch (corner) {
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case 0:
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add_v2_v2(inter, (float[2]){-1.0f, -1.0f});
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add_v2_v2(exter, (float[2]){-1.0f, -1.0f});
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break;
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case 1:
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add_v2_v2(inter, (float[2]){1.0f, -1.0f});
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add_v2_v2(exter, (float[2]){1.0f, -1.0f});
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break;
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case 2:
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add_v2_v2(inter, (float[2]){1.0f, 1.0f});
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add_v2_v2(exter, (float[2]){1.0f, 1.0f});
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break;
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case 3:
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add_v2_v2(inter, (float[2]){-1.0f, 1.0f});
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add_v2_v2(exter, (float[2]){-1.0f, 1.0f});
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break;
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}
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GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, inter);
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GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, exter);
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}
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static GPUBatch *batch_screen_edges_get(int *corner_len)
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{
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static GPUBatch *screen_edges_batch = NULL;
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if (screen_edges_batch == NULL) {
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GPUVertFormat format = {0};
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uint pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
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GPU_vertbuf_data_alloc(vbo, CORNER_RESOLUTION * 2 * 4 + 2);
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uint vidx = 0;
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for (int corner = 0; corner < 4; corner++) {
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for (int c = 0; c < CORNER_RESOLUTION; c++) {
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do_vert_pair(vbo, pos, &vidx, corner, c);
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}
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}
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/* close the loop */
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do_vert_pair(vbo, pos, &vidx, 0, 0);
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screen_edges_batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
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gpu_batch_presets_register(screen_edges_batch);
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}
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if (corner_len) {
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*corner_len = CORNER_RESOLUTION * 2;
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}
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return screen_edges_batch;
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}
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#undef CORNER_RESOLUTION
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static void drawscredge_area_draw(
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int sizex, int sizey, short x1, short y1, short x2, short y2, float edge_thickness)
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{
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rctf rect;
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BLI_rctf_init(&rect, (float)x1, (float)x2, (float)y1, (float)y2);
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/* right border area */
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if (x2 >= sizex - 1) {
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rect.xmax += edge_thickness * 0.5f;
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}
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/* left border area */
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if (x1 <= 0) { /* otherwise it draws the emboss of window over */
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rect.xmin -= edge_thickness * 0.5f;
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}
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/* top border area */
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if (y2 >= sizey - 1) {
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rect.ymax += edge_thickness * 0.5f;
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}
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/* bottom border area */
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if (y1 <= 0) {
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rect.ymin -= edge_thickness * 0.5f;
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}
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GPUBatch *batch = batch_screen_edges_get(NULL);
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GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES);
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GPU_batch_uniform_4fv(batch, "rect", (float *)&rect);
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GPU_batch_draw(batch);
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}
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/**
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* \brief Screen edges drawing.
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*/
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static void drawscredge_area(ScrArea *area, int sizex, int sizey, float edge_thickness)
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{
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short x1 = area->v1->vec.x;
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short y1 = area->v1->vec.y;
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short x2 = area->v3->vec.x;
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short y2 = area->v3->vec.y;
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drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, edge_thickness);
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}
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/**
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* Only for edge lines between areas.
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*/
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void ED_screen_draw_edges(wmWindow *win)
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{
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bScreen *screen = WM_window_get_active_screen(win);
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screen->do_draw = false;
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if (screen->state == SCREENFULL) {
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return;
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}
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if (screen->temp && BLI_listbase_is_single(&screen->areabase)) {
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return;
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}
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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 col[4], corner_scale, edge_thickness;
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int verts_per_corner = 0;
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rcti scissor_rect;
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BLI_rcti_init_minmax(&scissor_rect);
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){area->v1->vec.x, area->v1->vec.y});
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BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){area->v3->vec.x, area->v3->vec.y});
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}
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if (GPU_type_matches(GPU_DEVICE_INTEL_UHD, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
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/* For some reason, on linux + Intel UHD Graphics 620 the driver
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* hangs if we don't flush before this. (See T57455) */
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GPU_flush();
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}
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GPU_scissor(scissor_rect.xmin,
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scissor_rect.ymin,
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BLI_rcti_size_x(&scissor_rect) + 1,
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BLI_rcti_size_y(&scissor_rect) + 1);
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/* It seems that all areas gets smaller when pixelsize is > 1.
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* So in order to avoid missing pixels we just disable de scissors. */
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if (U.pixelsize <= 1.0f) {
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GPU_scissor_test(true);
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}
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UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
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col[3] = 1.0f;
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corner_scale = U.pixelsize * 8.0f;
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edge_thickness = corner_scale * 0.21f;
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GPU_blend(GPU_BLEND_ALPHA);
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GPUBatch *batch = batch_screen_edges_get(&verts_per_corner);
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GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES);
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GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner);
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GPU_batch_uniform_1f(batch, "scale", corner_scale);
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GPU_batch_uniform_4fv(batch, "color", col);
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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drawscredge_area(area, winsize_x, winsize_y, edge_thickness);
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}
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GPU_blend(GPU_BLEND_NONE);
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if (U.pixelsize <= 1.0f) {
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GPU_scissor_test(false);
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}
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}
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/**
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* Visual indication of the two areas involved in a proposed join.
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*
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* \param sa1: Area from which the resultant originates.
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* \param sa2: Target area that will be replaced.
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*/
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void screen_draw_join_highlight(ScrArea *sa1, ScrArea *sa2)
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{
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const eScreenDir dir = area_getorientation(sa1, sa2);
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if (dir == SCREEN_DIR_NONE) {
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return;
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}
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/* Rect of the combined areas.*/
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const bool vertical = SCREEN_DIR_IS_VERTICAL(dir);
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const rctf combined = {
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.xmin = vertical ? MAX2(sa1->totrct.xmin, sa2->totrct.xmin) :
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MIN2(sa1->totrct.xmin, sa2->totrct.xmin),
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.xmax = vertical ? MIN2(sa1->totrct.xmax, sa2->totrct.xmax) :
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MAX2(sa1->totrct.xmax, sa2->totrct.xmax),
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.ymin = vertical ? MIN2(sa1->totrct.ymin, sa2->totrct.ymin) :
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MAX2(sa1->totrct.ymin, sa2->totrct.ymin),
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.ymax = vertical ? MAX2(sa1->totrct.ymax, sa2->totrct.ymax) :
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MIN2(sa1->totrct.ymax, sa2->totrct.ymax),
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};
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uint pos_id = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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GPU_blend(GPU_BLEND_ALPHA);
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/* Highlight source (sa1) within combined area. */
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immUniformColor4fv((const float[4]){1.0f, 1.0f, 1.0f, 0.10f});
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immRectf(pos_id,
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MAX2(sa1->totrct.xmin, combined.xmin),
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MAX2(sa1->totrct.ymin, combined.ymin),
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MIN2(sa1->totrct.xmax, combined.xmax),
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MIN2(sa1->totrct.ymax, combined.ymax));
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/* Highlight destination (sa2) within combined area. */
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immUniformColor4fv((const float[4]){0.0f, 0.0f, 0.0f, 0.25f});
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immRectf(pos_id,
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MAX2(sa2->totrct.xmin, combined.xmin),
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MAX2(sa2->totrct.ymin, combined.ymin),
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MIN2(sa2->totrct.xmax, combined.xmax),
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MIN2(sa2->totrct.ymax, combined.ymax));
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int offset1;
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int offset2;
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area_getoffsets(sa1, sa2, dir, &offset1, &offset2);
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if (offset1 < 0 || offset2 > 0) {
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/* Show partial areas that will be closed. */
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immUniformColor4fv((const float[4]){0.0f, 0.0f, 0.0f, 0.8f});
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if (vertical) {
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if (sa1->totrct.xmin < combined.xmin) {
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immRectf(pos_id, sa1->totrct.xmin, sa1->totrct.ymin, combined.xmin, sa1->totrct.ymax);
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}
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if (sa2->totrct.xmin < combined.xmin) {
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immRectf(pos_id, sa2->totrct.xmin, sa2->totrct.ymin, combined.xmin, sa2->totrct.ymax);
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}
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if (sa1->totrct.xmax > combined.xmax) {
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immRectf(pos_id, combined.xmax, sa1->totrct.ymin, sa1->totrct.xmax, sa1->totrct.ymax);
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}
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if (sa2->totrct.xmax > combined.xmax) {
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immRectf(pos_id, combined.xmax, sa2->totrct.ymin, sa2->totrct.xmax, sa2->totrct.ymax);
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}
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}
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else {
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if (sa1->totrct.ymin < combined.ymin) {
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immRectf(pos_id, sa1->totrct.xmin, combined.ymin, sa1->totrct.xmax, sa1->totrct.ymin);
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}
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if (sa2->totrct.ymin < combined.ymin) {
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immRectf(pos_id, sa2->totrct.xmin, combined.ymin, sa2->totrct.xmax, sa2->totrct.ymin);
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}
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if (sa1->totrct.ymax > combined.ymax) {
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immRectf(pos_id, sa1->totrct.xmin, sa1->totrct.ymax, sa1->totrct.xmax, combined.ymax);
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}
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if (sa2->totrct.ymax > combined.ymax) {
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immRectf(pos_id, sa2->totrct.xmin, sa2->totrct.ymax, sa2->totrct.xmax, combined.ymax);
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}
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}
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}
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immUnbindProgram();
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GPU_blend(GPU_BLEND_NONE);
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/* Outline the combined area. */
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_4fv(&combined, false, 7 * U.pixelsize, (float[4]){1.0f, 1.0f, 1.0f, 0.8f});
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}
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void screen_draw_split_preview(ScrArea *area, const eScreenAxis dir_axis, const float fac)
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{
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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/* Split-point. */
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GPU_blend(GPU_BLEND_ALPHA);
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immUniformColor4ub(255, 255, 255, 100);
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immBegin(GPU_PRIM_LINES, 2);
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if (dir_axis == SCREEN_AXIS_H) {
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const float y = (1 - fac) * area->totrct.ymin + fac * area->totrct.ymax;
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immVertex2f(pos, area->totrct.xmin, y);
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immVertex2f(pos, area->totrct.xmax, y);
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immEnd();
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immUniformColor4ub(0, 0, 0, 100);
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immBegin(GPU_PRIM_LINES, 2);
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immVertex2f(pos, area->totrct.xmin, y + 1);
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immVertex2f(pos, area->totrct.xmax, y + 1);
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immEnd();
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}
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else {
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BLI_assert(dir_axis == SCREEN_AXIS_V);
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const float x = (1 - fac) * area->totrct.xmin + fac * area->totrct.xmax;
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immVertex2f(pos, x, area->totrct.ymin);
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immVertex2f(pos, x, area->totrct.ymax);
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immEnd();
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immUniformColor4ub(0, 0, 0, 100);
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immBegin(GPU_PRIM_LINES, 2);
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immVertex2f(pos, x + 1, area->totrct.ymin);
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immVertex2f(pos, x + 1, area->totrct.ymax);
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immEnd();
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}
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GPU_blend(GPU_BLEND_NONE);
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immUnbindProgram();
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}
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/* -------------------------------------------------------------------- */
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/* Screen Thumbnail Preview */
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/**
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* Calculates a scale factor to squash the preview for \a screen into a rectangle
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* of given size and aspect.
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*/
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static void screen_preview_scale_get(
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const bScreen *screen, float size_x, float size_y, const float asp[2], float r_scale[2])
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{
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float max_x = 0, max_y = 0;
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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max_x = MAX2(max_x, area->totrct.xmax);
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max_y = MAX2(max_y, area->totrct.ymax);
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}
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r_scale[0] = (size_x * asp[0]) / max_x;
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r_scale[1] = (size_y * asp[1]) / max_y;
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}
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static void screen_preview_draw_areas(const bScreen *screen,
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const float scale[2],
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const float col[4],
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const float ofs_between_areas)
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{
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const float ofs_h = ofs_between_areas * 0.5f;
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4fv(col);
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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rctf rect = {
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.xmin = area->totrct.xmin * scale[0] + ofs_h,
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.xmax = area->totrct.xmax * scale[0] - ofs_h,
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.ymin = area->totrct.ymin * scale[1] + ofs_h,
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.ymax = area->totrct.ymax * scale[1] - ofs_h,
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};
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immBegin(GPU_PRIM_TRI_FAN, 4);
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immVertex2f(pos, rect.xmin, rect.ymin);
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immVertex2f(pos, rect.xmax, rect.ymin);
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immVertex2f(pos, rect.xmax, rect.ymax);
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immVertex2f(pos, rect.xmin, rect.ymax);
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immEnd();
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}
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|
|
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immUnbindProgram();
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|
}
|
|
|
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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),
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|
* but then we'd need to regenerate all previews when changing. */
|
|
const float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
|
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float scale[2];
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|
|
|
wmOrtho2(0.0f, size_x, 0.0f, size_y);
|
|
/* center */
|
|
GPU_matrix_push();
|
|
GPU_matrix_identity_set();
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|
GPU_matrix_translate_2f(size_x * (1.0f - asp[0]) * 0.5f, size_y * (1.0f - asp[1]) * 0.5f);
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|
|
|
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);
|
|
}
|