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blender-archive/source/blender/editors/screen/screen_draw.c
Jeroen Bakker 56dd7feb06 GPU: Platform Support Level
Adds a check when starting blender if your platform is supported. We use a blacklist
as drivers are updated more regular then blender (stable releases).

The mechanism detects if the support level changed or has been validated by the user previously.
Changes can happen due to users updating their drivers, but also when we change the support
level in our code base.

When the user has seen the limited support level message it is saved in the user config.
It would be better to have a system specific config section, but currently not clear
what could benefit from that.

When the platform is unsupported or has limited support a dialog box will appear including a link
to our user manual describing what to do.

**Windows**
Windows uses the MessageBox that is provided by the windows kernel.

**X11**
We use a very lowlevel messagebox for X11. It is very limited in use and can be fine tuned when needed.

**SDL/APPLE**
There is no implementation for SDL or APPLE at this moment as the platform support feature targets mostly Windows users.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5955
2019-10-04 16:23:39 +02:00

627 lines
16 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_platform.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "WM_api.h"
#include "UI_resources.h"
#include "screen_intern.h"
/**
* Draw horizontal shape visualizing future joining
* (left as well right direction of future joining).
*/
static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
const float width = screen_geom_area_width(sa) - 1;
const float height = screen_geom_area_height(sa) - 1;
vec2f points[10];
short i;
float w, h;
if (height < width) {
h = height / 8;
w = height / 4;
}
else {
h = width / 8;
w = width / 4;
}
points[0].x = sa->v1->vec.x;
points[0].y = sa->v1->vec.y + height / 2;
points[1].x = sa->v1->vec.x;
points[1].y = sa->v1->vec.y;
points[2].x = sa->v4->vec.x - w;
points[2].y = sa->v4->vec.y;
points[3].x = sa->v4->vec.x - w;
points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
points[4].x = sa->v4->vec.x - 2 * w;
points[4].y = sa->v4->vec.y + height / 2;
points[5].x = sa->v4->vec.x - w;
points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
points[6].x = sa->v3->vec.x - w;
points[6].y = sa->v3->vec.y;
points[7].x = sa->v2->vec.x;
points[7].y = sa->v2->vec.y;
points[8].x = sa->v4->vec.x;
points[8].y = sa->v4->vec.y + height / 2 - h;
points[9].x = sa->v4->vec.x;
points[9].y = sa->v4->vec.y + height / 2 + h;
if (dir == 'l') {
/* when direction is left, then we flip direction of arrow */
float cx = sa->v1->vec.x + width;
for (i = 0; i < 10; i++) {
points[i].x -= cx;
points[i].x = -points[i].x;
points[i].x += sa->v1->vec.x;
}
}
immBegin(GPU_PRIM_TRI_FAN, 5);
for (i = 0; i < 5; i++) {
immVertex2f(pos, points[i].x, points[i].y);
}
immEnd();
immBegin(GPU_PRIM_TRI_FAN, 5);
for (i = 4; i < 8; i++) {
immVertex2f(pos, points[i].x, points[i].y);
}
immVertex2f(pos, points[0].x, points[0].y);
immEnd();
immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
}
/**
* Draw vertical shape visualizing future joining (up/down direction).
*/
static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
const float width = screen_geom_area_width(sa) - 1;
const float height = screen_geom_area_height(sa) - 1;
vec2f points[10];
short i;
float w, h;
if (height < width) {
h = height / 4;
w = height / 8;
}
else {
h = width / 4;
w = width / 8;
}
points[0].x = sa->v1->vec.x + width / 2;
points[0].y = sa->v3->vec.y;
points[1].x = sa->v2->vec.x;
points[1].y = sa->v2->vec.y;
points[2].x = sa->v1->vec.x;
points[2].y = sa->v1->vec.y + h;
points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
points[3].y = sa->v1->vec.y + h;
points[4].x = sa->v1->vec.x + width / 2;
points[4].y = sa->v1->vec.y + 2 * h;
points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
points[5].y = sa->v1->vec.y + h;
points[6].x = sa->v4->vec.x;
points[6].y = sa->v4->vec.y + h;
points[7].x = sa->v3->vec.x;
points[7].y = sa->v3->vec.y;
points[8].x = sa->v1->vec.x + width / 2 - w;
points[8].y = sa->v1->vec.y;
points[9].x = sa->v1->vec.x + width / 2 + w;
points[9].y = sa->v1->vec.y;
if (dir == 'u') {
/* when direction is up, then we flip direction of arrow */
float cy = sa->v1->vec.y + height;
for (i = 0; i < 10; i++) {
points[i].y -= cy;
points[i].y = -points[i].y;
points[i].y += sa->v1->vec.y;
}
}
immBegin(GPU_PRIM_TRI_FAN, 5);
for (i = 0; i < 5; i++) {
immVertex2f(pos, points[i].x, points[i].y);
}
immEnd();
immBegin(GPU_PRIM_TRI_FAN, 5);
for (i = 4; i < 8; i++) {
immVertex2f(pos, points[i].x, points[i].y);
}
immVertex2f(pos, points[0].x, points[0].y);
immEnd();
immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
}
/**
* Draw join shape due to direction of joining.
*/
static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
if (dir == 'u' || dir == 'd') {
draw_vertical_join_shape(sa, dir, pos);
}
else {
draw_horizontal_join_shape(sa, dir, pos);
}
}
#define CORNER_RESOLUTION 3
static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int i)
{
float inter[2], exter[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]));
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
/**
* Draw screen area darker with arrow (visualization of future joining).
*/
static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos)
{
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
immUniformColor4ub(0, 0, 0, 50);
draw_join_shape(sa, dir, pos);
}
/**
* Draw screen area lighter with arrow shape ("eraser" of previous dark shape).
*/
static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int pos)
{
GPU_blend_set_func(GPU_DST_COLOR, GPU_SRC_ALPHA);
/* value 181 was hardly computed: 181~105 */
immUniformColor4ub(255, 255, 255, 50);
/* draw_join_shape(sa, dir); */
immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
}
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_uniform_4fv(batch, "rect", (float *)&rect);
GPU_batch_draw(batch);
}
/**
* \brief Screen edges drawing.
*/
static void drawscredge_area(ScrArea *sa, int sizex, int sizey, float edge_thickness)
{
short x1 = sa->v1->vec.x;
short y1 = sa->v1->vec.y;
short x2 = sa->v3->vec.x;
short y2 = sa->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;
ScrArea *sa;
rcti scissor_rect;
BLI_rcti_init_minmax(&scissor_rect);
for (sa = screen->areabase.first; sa; sa = sa->next) {
BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){sa->v1->vec.x, sa->v1->vec.y});
BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){sa->v3->vec.x, sa->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) {
glEnable(GL_SCISSOR_TEST);
}
UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
col[3] = 1.0f;
corner_scale = U.pixelsize * 8.0f;
edge_thickness = corner_scale * 0.21f;
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_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);
for (sa = screen->areabase.first; sa; sa = sa->next) {
drawscredge_area(sa, winsize_x, winsize_y, edge_thickness);
}
GPU_blend(false);
if (U.pixelsize <= 1.0f) {
glDisable(GL_SCISSOR_TEST);
}
}
/**
* The blended join arrows.
*
* \param sa1: Area from which the resultant originates.
* \param sa2: Target area that will be replaced.
*/
void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2)
{
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_line_width(1);
/* blended join arrow */
int dir = area_getorientation(sa1, sa2);
int dira = -1;
if (dir != -1) {
switch (dir) {
case 0: /* W */
dir = 'r';
dira = 'l';
break;
case 1: /* N */
dir = 'd';
dira = 'u';
break;
case 2: /* E */
dir = 'l';
dira = 'r';
break;
case 3: /* S */
dir = 'u';
dira = 'd';
break;
}
GPU_blend(true);
scrarea_draw_shape_dark(sa2, dir, pos);
scrarea_draw_shape_light(sa1, dira, pos);
GPU_blend(false);
}
immUnbindProgram();
}
void ED_screen_draw_split_preview(ScrArea *sa, const int dir, const float fac)
{
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* splitpoint */
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
immUniformColor4ub(255, 255, 255, 100);
immBegin(GPU_PRIM_LINES, 2);
if (dir == 'h') {
const float y = (1 - fac) * sa->totrct.ymin + fac * sa->totrct.ymax;
immVertex2f(pos, sa->totrct.xmin, y);
immVertex2f(pos, sa->totrct.xmax, y);
immEnd();
immUniformColor4ub(0, 0, 0, 100);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, sa->totrct.xmin, y + 1);
immVertex2f(pos, sa->totrct.xmax, y + 1);
immEnd();
}
else {
BLI_assert(dir == 'v');
const float x = (1 - fac) * sa->totrct.xmin + fac * sa->totrct.xmax;
immVertex2f(pos, x, sa->totrct.ymin);
immVertex2f(pos, x, sa->totrct.ymax);
immEnd();
immUniformColor4ub(0, 0, 0, 100);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(pos, x + 1, sa->totrct.ymin);
immVertex2f(pos, x + 1, sa->totrct.ymax);
immEnd();
}
GPU_blend(false);
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;
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
max_x = MAX2(max_x, sa->totrct.xmax);
max_y = MAX2(max_y, sa->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);
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
rctf rect = {
.xmin = sa->totrct.xmin * scale[0] + ofs_h,
.xmax = sa->totrct.xmax * scale[0] - ofs_h,
.ymin = sa->totrct.ymin * scale[1] + ofs_h,
.ymax = sa->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, unsigned int *r_rect)
{
char err_out[256] = "unknown";
GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, 0, true, false, err_out);
GPU_offscreen_bind(offscreen, true);
GPU_clear_color(0.0, 0.0, 0.0, 0.0);
GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT);
screen_preview_draw(screen, size_x, size_y);
GPU_offscreen_read_pixels(offscreen, GL_UNSIGNED_BYTE, r_rect);
GPU_offscreen_unbind(offscreen, true);
GPU_offscreen_free(offscreen);
}