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blender-archive/source/blender/editors/interface/interface_draw.c
Matt Ebb 77833847ee Patch from Xavier Thomas: Use vertex arrays for drawing image editor vector scope
too, making it a lot more efficient.

Also fixed issue with scopes height not being stored in file properly.
2010-04-09 00:44:35 +00:00

1605 lines
43 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <string.h>
#include "DNA_color_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "BLI_math.h"
#include "BKE_colortools.h"
#include "BKE_global.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BLF_api.h"
#include "UI_interface.h"
#include "interface_intern.h"
#define UI_RB_ALPHA 16
#define UI_DISABLED_ALPHA_OFFS -160
static int roundboxtype= 15;
void uiSetRoundBox(int type)
{
/* Not sure the roundbox function is the best place to change this
* if this is undone, its not that big a deal, only makes curves edges
* square for the */
roundboxtype= type;
/* flags to set which corners will become rounded:
1------2
| |
8------4
*/
}
int uiGetRoundBox(void)
{
return roundboxtype;
}
void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
glBegin(mode);
/* start with corner right-bottom */
if(roundboxtype & 4) {
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
glVertex2f(maxx, miny+rad);
}
else glVertex2f(maxx, miny);
/* corner right-top */
if(roundboxtype & 2) {
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
glVertex2f(maxx-rad, maxy);
}
else glVertex2f(maxx, maxy);
/* corner left-top */
if(roundboxtype & 1) {
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
glVertex2f(minx, maxy-rad);
}
else glVertex2f(minx, maxy);
/* corner left-bottom */
if(roundboxtype & 8) {
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
glVertex2f(minx+rad, miny);
}
else glVertex2f(minx, miny);
glEnd();
}
static void round_box_shade_col(float *col1, float *col2, float fac)
{
float col[3];
col[0]= (fac*col1[0] + (1.0-fac)*col2[0]);
col[1]= (fac*col1[1] + (1.0-fac)*col2[1]);
col[2]= (fac*col1[2] + (1.0-fac)*col2[2]);
glColor3fv(col);
}
/* linear horizontal shade within button or in outline */
/* view2d scrollers use it */
void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
float div= maxy-miny;
float coltop[3], coldown[3], color[4];
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
coltop[0]= color[0]+shadetop; if(coltop[0]>1.0) coltop[0]= 1.0;
coltop[1]= color[1]+shadetop; if(coltop[1]>1.0) coltop[1]= 1.0;
coltop[2]= color[2]+shadetop; if(coltop[2]>1.0) coltop[2]= 1.0;
coldown[0]= color[0]+shadedown; if(coldown[0]<0.0) coldown[0]= 0.0;
coldown[1]= color[1]+shadedown; if(coldown[1]<0.0) coldown[1]= 0.0;
coldown[2]= color[2]+shadedown; if(coldown[2]<0.0) coldown[2]= 0.0;
glShadeModel(GL_SMOOTH);
glBegin(mode);
/* start with corner right-bottom */
if(roundboxtype & 4) {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, vec[a][1]/div);
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
round_box_shade_col(coltop, coldown, rad/div);
glVertex2f(maxx, miny+rad);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if(roundboxtype & 2) {
round_box_shade_col(coltop, coldown, (div-rad)/div);
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])/div);
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(maxx-rad, maxy);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if(roundboxtype & 1) {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (div-vec[a][1])/div);
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
round_box_shade_col(coltop, coldown, (div-rad)/div);
glVertex2f(minx, maxy-rad);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if(roundboxtype & 8) {
round_box_shade_col(coltop, coldown, rad/div);
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (rad-vec[a][1])/div);
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(minx+rad, miny);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* linear vertical shade within button or in outline */
/* view2d scrollers use it */
void gl_round_box_vertical_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeLeft, float shadeRight)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
float div= maxx-minx;
float colLeft[3], colRight[3], color[4];
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
colLeft[0]= color[0]+shadeLeft; if(colLeft[0]>1.0) colLeft[0]= 1.0;
colLeft[1]= color[1]+shadeLeft; if(colLeft[1]>1.0) colLeft[1]= 1.0;
colLeft[2]= color[2]+shadeLeft; if(colLeft[2]>1.0) colLeft[2]= 1.0;
colRight[0]= color[0]+shadeRight; if(colRight[0]<0.0) colRight[0]= 0.0;
colRight[1]= color[1]+shadeRight; if(colRight[1]<0.0) colRight[1]= 0.0;
colRight[2]= color[2]+shadeRight; if(colRight[2]<0.0) colRight[2]= 0.0;
glShadeModel(GL_SMOOTH);
glBegin(mode);
/* start with corner right-bottom */
if(roundboxtype & 4) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, vec[a][0]/div);
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
round_box_shade_col(colLeft, colRight, rad/div);
glVertex2f(maxx, miny+rad);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if(roundboxtype & 2) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])/div);
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
round_box_shade_col(colLeft, colRight, (div-rad)/div);
glVertex2f(maxx-rad, maxy);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if(roundboxtype & 1) {
round_box_shade_col(colLeft, colRight, (div-rad)/div);
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])/div);
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy-rad);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if(roundboxtype & 8) {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (vec[a][0])/div);
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx+rad, miny);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* plain antialiased unfilled rectangle */
void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if(roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 0.5;
glColor4fv(color);
glEnable( GL_BLEND );
}
/* set antialias line */
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
/* plain fake antialiased unfilled round rectangle */
void uiRoundRectFakeAA(float minx, float miny, float maxx, float maxy, float rad, float asp)
{
float color[4], alpha;
float raddiff;
int i, passes=4;
/* get the colour and divide up the alpha */
glGetFloatv(GL_CURRENT_COLOR, color);
alpha = 1; //color[3];
color[3]= 0.5*alpha/(float)passes;
glColor4fv(color);
/* set the 'jitter amount' */
raddiff = (1/(float)passes) * asp;
glEnable( GL_BLEND );
/* draw lots of lines on top of each other */
for (i=passes; i>=(-passes); i--) {
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad+(i*raddiff));
}
glDisable( GL_BLEND );
color[3] = alpha;
glColor4fv(color);
}
/* (old, used in outliner) plain antialiased filled box */
void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if(roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 0.5;
glColor4fv(color);
glEnable( GL_BLEND );
}
/* solid part */
gl_round_box(GL_POLYGON, minx, miny, maxx, maxy, rad);
/* set antialias line */
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
/* ************** generic embossed rect, for window sliders etc ************* */
/* text_draw.c uses this */
void uiEmboss(float x1, float y1, float x2, float y2, int sel)
{
/* below */
if(sel) glColor3ub(200,200,200);
else glColor3ub(50,50,50);
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
/* top */
if(sel) glColor3ub(50,50,50);
else glColor3ub(200,200,200);
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
}
/* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */
void ui_draw_but_IMAGE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
extern char datatoc_splash_png[];
extern int datatoc_splash_png_size;
ImBuf *ibuf;
//GLint scissor[4];
//int w, h;
/* hardcoded to splash, loading and freeing every draw, eek! */
ibuf= IMB_ibImageFromMemory((int *)datatoc_splash_png, datatoc_splash_png_size, IB_rect);
if (!ibuf) return;
/* scissor doesn't seem to be doing the right thing...?
//glColor4f(1.0, 0.f, 0.f, 1.f);
//fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax)
w = (rect->xmax - rect->xmin);
h = (rect->ymax - rect->ymin);
// prevent drawing outside widget area
glGetIntegerv(GL_SCISSOR_BOX, scissor);
glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin + rect->ymin, w, h);
*/
glEnable(GL_BLEND);
glColor4f(0.0, 0.0, 0.0, 0.0);
glaDrawPixelsSafe((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
//glaDrawPixelsTex((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
glDisable(GL_BLEND);
/*
// restore scissortest
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
*/
IMB_freeImBuf(ibuf);
}
#if 0
#ifdef INTERNATIONAL
static void ui_draw_but_CHARTAB(uiBut *but)
{
/* XXX 2.50 bad global access */
/* Some local variables */
float sx, sy, ex, ey;
float width, height;
float butw, buth;
int x, y, cs;
wchar_t wstr[2];
unsigned char ustr[16];
PackedFile *pf;
int result = 0;
int charmax = G.charmax;
/* <builtin> font in use. There are TTF <builtin> and non-TTF <builtin> fonts */
if(!strcmp(G.selfont->name, "<builtin>"))
{
if(G.ui_international == TRUE)
{
charmax = 0xff;
}
else
{
charmax = 0xff;
}
}
/* Category list exited without selecting the area */
if(G.charmax == 0)
charmax = G.charmax = 0xffff;
/* Calculate the size of the button */
width = abs(rect->xmax - rect->xmin);
height = abs(rect->ymax - rect->ymin);
butw = floor(width / 12);
buth = floor(height / 6);
/* Initialize variables */
sx = rect->xmin;
ex = rect->xmin + butw;
sy = rect->ymin + height - buth;
ey = rect->ymin + height;
cs = G.charstart;
/* Set the font, in case it is not <builtin> font */
if(G.selfont && strcmp(G.selfont->name, "<builtin>"))
{
char tmpStr[256];
// Is the font file packed, if so then use the packed file
if(G.selfont->packedfile)
{
pf = G.selfont->packedfile;
FTF_SetFont(pf->data, pf->size, 14.0);
}
else
{
int err;
strcpy(tmpStr, G.selfont->name);
BLI_path_abs(tmpStr, G.sce);
err = FTF_SetFont((unsigned char *)tmpStr, 0, 14.0);
}
}
else
{
if(G.ui_international == TRUE)
{
FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 14.0);
}
}
/* Start drawing the button itself */
glShadeModel(GL_SMOOTH);
glColor3ub(200, 200, 200);
glRectf((rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax));
glColor3ub(0, 0, 0);
for(y = 0; y < 6; y++)
{
// Do not draw more than the category allows
if(cs > charmax) break;
for(x = 0; x < 12; x++)
{
// Do not draw more than the category allows
if(cs > charmax) break;
// Draw one grid cell
glBegin(GL_LINE_LOOP);
glVertex2f(sx, sy);
glVertex2f(ex, sy);
glVertex2f(ex, ey);
glVertex2f(sx, ey);
glEnd();
// Draw character inside the cell
memset(wstr, 0, sizeof(wchar_t)*2);
memset(ustr, 0, 16);
// Set the font to be either unicode or <builtin>
wstr[0] = cs;
if(strcmp(G.selfont->name, "<builtin>"))
{
wcs2utf8s((char *)ustr, (wchar_t *)wstr);
}
else
{
if(G.ui_international == TRUE)
{
wcs2utf8s((char *)ustr, (wchar_t *)wstr);
}
else
{
ustr[0] = cs;
ustr[1] = 0;
}
}
if((G.selfont && strcmp(G.selfont->name, "<builtin>")) || (G.selfont && !strcmp(G.selfont->name, "<builtin>") && G.ui_international == TRUE))
{
float wid;
float llx, lly, llz, urx, ury, urz;
float dx, dy;
float px, py;
// Calculate the position
wid = FTF_GetStringWidth((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
FTF_GetBoundingBox((char *) ustr, &llx,&lly,&llz,&urx,&ury,&urz, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
dx = urx-llx;
dy = ury-lly;
// This isn't fully functional since the but->aspect isn't working like I suspected
px = sx + ((butw/but->aspect)-dx)/2;
py = sy + ((buth/but->aspect)-dy)/2;
// Set the position and draw the character
ui_rasterpos_safe(px, py, but->aspect);
FTF_DrawString((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
}
else
{
ui_rasterpos_safe(sx + butw/2, sy + buth/2, but->aspect);
UI_DrawString(but->font, (char *) ustr, 0);
}
// Calculate the next position and character
sx += butw; ex +=butw;
cs++;
}
/* Add the y position and reset x position */
sy -= buth;
ey -= buth;
sx = rect->xmin;
ex = rect->xmin + butw;
}
glShadeModel(GL_FLAT);
/* Return Font Settings to original */
if(U.fontsize && U.fontname[0])
{
result = FTF_SetFont((unsigned char *)U.fontname, 0, U.fontsize);
}
else if (U.fontsize)
{
result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, U.fontsize);
}
if (result == 0)
{
result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 11);
}
/* resets the font size */
if(G.ui_international == TRUE)
{
// uiSetCurFont(but->block, UI_HELV);
}
}
#endif // INTERNATIONAL
#endif
static void draw_scope_end(rctf *rect, GLint *scissor)
{
float scaler_x1, scaler_x2;
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
/* scale widget */
scaler_x1 = rect->xmin + (rect->xmax - rect->xmin)/2 - SCOPE_RESIZE_PAD;
scaler_x2 = rect->xmin + (rect->xmax - rect->xmin)/2 + SCOPE_RESIZE_PAD;
glColor4f(0.f, 0.f, 0.f, 0.25f);
fdrawline(scaler_x1, rect->ymin-4, scaler_x2, rect->ymin-4);
fdrawline(scaler_x1, rect->ymin-7, scaler_x2, rect->ymin-7);
glColor4f(1.f, 1.f, 1.f, 0.25f);
fdrawline(scaler_x1, rect->ymin-5, scaler_x2, rect->ymin-5);
fdrawline(scaler_x1, rect->ymin-8, scaler_x2, rect->ymin-8);
/* outline */
glColor4f(0.f, 0.f, 0.f, 0.5f);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, rect->xmin-1, rect->ymin, rect->xmax+1, rect->ymax+1, 3.0f);
}
void histogram_draw_one(float r, float g, float b, float alpha, float x, float y, float w, float h, float *data, int res)
{
int i;
/* under the curve */
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(r, g, b, alpha);
glShadeModel(GL_FLAT);
glBegin(GL_QUAD_STRIP);
glVertex2f(x, y);
glVertex2f(x, y + (data[0]*h));
for (i=1; i < res; i++) {
float x2 = x + i * (w/(float)res);
glVertex2f(x2, y + (data[i]*h));
glVertex2f(x2, y);
}
glEnd();
/* curve outline */
glColor4f(0.f, 0.f, 0.f, 0.25f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
for (i=0; i < res; i++) {
float x2 = x + i * (w/(float)res);
glVertex2f(x2, y + (data[i]*h));
}
glEnd();
glDisable(GL_LINE_SMOOTH);
}
void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *recti)
{
Histogram *hist = (Histogram *)but->poin;
int res = hist->x_resolution;
rctf rect;
int i;
float w, h;
//float alpha;
GLint scissor[4];
if (hist==NULL) { printf("hist is null \n"); return; }
rect.xmin = (float)recti->xmin+1;
rect.xmax = (float)recti->xmax-1;
rect.ymin = (float)recti->ymin+SCOPE_RESIZE_PAD+2;
rect.ymax = (float)recti->ymax-1;
w = rect.xmax - rect.xmin;
h = (rect.ymax - rect.ymin) * hist->ymax;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid lines here */
for (i=1; i<4; i++) {
fdrawline(rect.xmin, rect.ymin+(i/4.f)*h, rect.xmax, rect.ymin+(i/4.f)*h);
fdrawline(rect.xmin+(i/4.f)*w, rect.ymin, rect.xmin+(i/4.f)*w, rect.ymax);
}
/* need scissor test, histogram can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin-1), ar->winrct.ymin+(rect.ymin-1), (rect.xmax+1)-(rect.xmin-1), (rect.ymax+1)-(rect.ymin-1));
if (hist->mode == HISTO_MODE_LUMA)
histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res);
else {
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_R)
histogram_draw_one(1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res);
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_G)
histogram_draw_one(0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res);
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_B)
histogram_draw_one(0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res);
}
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
}
void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *recti)
{
Scopes *scopes = (Scopes *)but->poin;
rctf rect;
int i, c;
float w, w3, h, alpha, yofs;
GLint scissor[4];
float colors[3][3] = {{1,0,0},{0,1,0},{0,0,1}};
float colorsycc[3][3] = {{1,0,1},{1,1,0},{0,1,1}};
float colors_alpha[3][3], colorsycc_alpha[3][3]; /* colors pre multiplied by alpha for speed up */
float min, max;
if (scopes==NULL) return;
rect.xmin = (float)recti->xmin+1;
rect.xmax = (float)recti->xmax-1;
rect.ymin = (float)recti->ymin+SCOPE_RESIZE_PAD+2;
rect.ymax = (float)recti->ymax-1;
if (scopes->wavefrm_yfac < 0.5f )
scopes->wavefrm_yfac =0.98f;
w = rect.xmax - rect.xmin-7;
h = (rect.ymax - rect.ymin)*scopes->wavefrm_yfac;
yofs= rect.ymin + (rect.ymax - rect.ymin -h)/2.0f;
w3=w/3.0f;
/* log scale for alpha */
alpha = scopes->wavefrm_alpha*scopes->wavefrm_alpha;
for(c=0; c<3; c++) {
for(i=0; i<3; i++) {
colors_alpha[c][i] = colors[c][i] * alpha;
colorsycc_alpha[c][i] = colorsycc[c][i] * alpha;
}
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
/* need scissor test, waveform can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin-1), ar->winrct.ymin+(rect.ymin-1), (rect.xmax+1)-(rect.xmin-1), (rect.ymax+1)-(rect.ymin-1));
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid lines here */
for (i=0; i<6; i++) {
char str[4];
sprintf(str,"%-3d",i*20);
str[3]='\0';
fdrawline(rect.xmin+22, yofs+(i/5.f)*h, rect.xmax+1, yofs+(i/5.f)*h);
BLF_draw_default(rect.xmin+1, yofs-5+(i/5.f)*h, 0, str);
/* in the loop because blf_draw reset it */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
/* 3 vertical separation */
if (scopes->wavefrm_mode!= SCOPES_WAVEFRM_LUM) {
for (i=1; i<3; i++) {
fdrawline(rect.xmin+i*w3, rect.ymin, rect.xmin+i*w3, rect.ymax);
}
}
/* separate min max zone on the right */
fdrawline(rect.xmin+w, rect.ymin, rect.xmin+w, rect.ymax);
/* 16-235-240 level in case of ITU-R BT601/709 */
glColor4f(1.f, 0.4f, 0.f, 0.2f);
if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)){
fdrawline(rect.xmin+22, yofs+h*16.0f/255.0f, rect.xmax+1, yofs+h*16.0f/255.0f);
fdrawline(rect.xmin+22, yofs+h*235.0f/255.0f, rect.xmin+w3, yofs+h*235.0f/255.0f);
fdrawline(rect.xmin+3*w3, yofs+h*235.0f/255.0f, rect.xmax+1, yofs+h*235.0f/255.0f);
fdrawline(rect.xmin+w3, yofs+h*240.0f/255.0f, rect.xmax+1, yofs+h*240.0f/255.0f);
}
/* 7.5 IRE black point level for NTSC */
if (scopes->wavefrm_mode== SCOPES_WAVEFRM_LUM)
fdrawline(rect.xmin, yofs+h*0.075f, rect.xmax+1, yofs+h*0.075f);
/* LUMA (1 channel) */
glBlendFunc(GL_ONE,GL_ONE);
glColor3f(alpha, alpha, alpha);
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUM){
glBlendFunc(GL_ONE,GL_ONE);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(rect.xmin, yofs, 0.f);
glScalef(w, h, 0.f);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
/* min max */
glColor3f(.5f, .5f, .5f);
min= yofs+scopes->minmax[0][0]*h;
max= yofs+scopes->minmax[0][1]*h;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
fdrawline(rect.xmax-3,min,rect.xmax-3,max);
}
/* RGB / YCC (3 channels) */
else if (ELEM4(scopes->wavefrm_mode, SCOPES_WAVEFRM_RGB, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709, SCOPES_WAVEFRM_YCC_JPEG)) {
int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB);
glBlendFunc(GL_ONE,GL_ONE);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(rect.xmin, yofs, 0.f);
glScalef(w3, h, 0.f);
glColor3fv((rgb)?colors_alpha[0]:colorsycc_alpha[0]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glTranslatef(1.f, 0.f, 0.f);
glColor3fv((rgb)?colors_alpha[1]:colorsycc_alpha[1]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_2);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glTranslatef(1.f, 0.f, 0.f);
glColor3fv((rgb)?colors_alpha[2]:colorsycc_alpha[2]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_3);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
/* min max */
for (c=0; c<3; c++) {
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB)
glColor3f(colors[c][0]*0.75, colors[c][1]*0.75, colors[c][2]*0.75);
else
glColor3f(colorsycc[c][0]*0.75, colorsycc[c][1]*0.75, colorsycc[c][2]*0.75);
min= yofs+scopes->minmax[c][0]*h;
max= yofs+scopes->minmax[c][1]*h;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
fdrawline(rect.xmin+w+2+c*2,min,rect.xmin+w+2+c*2,max);
}
}
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
}
float polar_to_x(float center, float diam, float ampli, float angle)
{
return center + diam * ampli * cosf(angle);
}
float polar_to_y(float center, float diam, float ampli, float angle)
{
return center + diam * ampli * sinf(angle);
}
void vectorscope_draw_target(float centerx, float centery, float diam, float r, float g, float b)
{
float y,u,v;
float tangle, tampli;
float dangle, dampli, dangle2, dampli2;
rgb_to_yuv(r,g,b, &y, &u, &v);
if (u>0 && v>=0) tangle=atanf(v/u);
else if (u>0 && v<0) tangle=atanf(v/u)+2*M_PI;
else if (u<0) tangle=atanf(v/u)+M_PI;
else if (u==0 && v>0) tangle=M_PI/2.0f;
else if (u==0 && v<0) tangle=-M_PI/2.0f;
tampli= sqrtf(u*u+v*v);
/* small target vary by 2.5 degree and 2.5 IRE unit */
glColor4f(1.0f, 1.0f, 1.0, 0.12f);
dangle= 2.5*M_PI/180.0f;
dampli= 2.5f/200.0f;
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle), polar_to_y(centery,diam,tampli+dampli,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle+dangle), polar_to_y(centery,diam,tampli-dampli,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle-dangle), polar_to_y(centery,diam,tampli-dampli,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle-dangle), polar_to_y(centery,diam,tampli+dampli,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle), polar_to_y(centery,diam,tampli+dampli,tangle+dangle));
glEnd();
/* big target vary by 10 degree and 20% amplitude */
glColor4f(1.0f, 1.0f, 1.0, 0.12f);
dangle= 10*M_PI/180.0f;
dampli= 0.2*tampli;
dangle2= 5.0f*M_PI/180.0f;
dampli2= 0.5f*dampli;
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli+dampli-dampli2,tangle+dangle), polar_to_y(centery,diam,tampli+dampli-dampli2,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle), polar_to_y(centery,diam,tampli+dampli,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle-dangle2), polar_to_y(centery,diam,tampli+dampli,tangle+dangle-dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli-dampli+dampli2,tangle+dangle), polar_to_y(centery ,diam,tampli-dampli+dampli2,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle+dangle), polar_to_y(centery,diam,tampli-dampli,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle+dangle-dangle2), polar_to_y(centery,diam,tampli-dampli,tangle+dangle-dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli-dampli+dampli2,tangle-dangle), polar_to_y(centery,diam,tampli-dampli+dampli2,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle-dangle), polar_to_y(centery,diam,tampli-dampli,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle-dangle+dangle2), polar_to_y(centery,diam,tampli-dampli,tangle-dangle+dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli+dampli-dampli2,tangle-dangle), polar_to_y(centery,diam,tampli+dampli-dampli2,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle-dangle), polar_to_y(centery,diam,tampli+dampli,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle-dangle+dangle2), polar_to_y(centery,diam,tampli+dampli,tangle-dangle+dangle2));
glEnd();
}
void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *recti)
{
Scopes *scopes = (Scopes *)but->poin;
rctf rect;
int i, j;
int skina= 123; /* angle in degree of the skin tone line */
float w, h, centerx, centery, diam;
float alpha;
float colors[6][3]={{.75,0,0},{.75,.75,0},{0,.75,0},{0,.75,.75},{0,0,.75},{.75,0,.75}};
GLint scissor[4];
if (scopes==NULL) return;
rect.xmin = (float)recti->xmin+1;
rect.xmax = (float)recti->xmax-1;
rect.ymin = (float)recti->ymin+SCOPE_RESIZE_PAD+2;
rect.ymax = (float)recti->ymax-1;
w = rect.xmax - rect.xmin;
h = rect.ymax - rect.ymin;
centerx = rect.xmin + w/2;
centery = rect.ymin + h/2;
diam= (w<h)?w:h;
alpha = scopes->vecscope_alpha*scopes->vecscope_alpha*scopes->vecscope_alpha;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
/* need scissor test, hvectorscope can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin-1), ar->winrct.ymin+(rect.ymin-1), (rect.xmax+1)-(rect.xmin-1), (rect.ymax+1)-(rect.ymin-1));
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid elements */
/* cross */
fdrawline(centerx - (diam/2)-5, centery, centerx + (diam/2)+5, centery);
fdrawline(centerx, centery - (diam/2)-5, centerx, centery + (diam/2)+5);
/* circles */
for(j=0; j<5; j++) {
glBegin(GL_LINE_STRIP);
for(i=0; i<=360; i=i+15) {
float a= i*M_PI/180.0;
float r= (j+1)/10.0f;
glVertex2f( polar_to_x(centerx,diam,r,a), polar_to_y(centery,diam,r,a));
}
glEnd();
}
/* skin tone line */
glColor4f(1.f, 0.4f, 0.f, 0.2f);
fdrawline( polar_to_x(centerx, diam, 0.5f, skina*M_PI/180.0), polar_to_y(centery,diam,0.5,skina*M_PI/180.0),
polar_to_x(centerx, diam, 0.1f, skina*M_PI/180.0), polar_to_y(centery,diam,0.1,skina*M_PI/180.0));
/* saturation points */
for(i=0; i<6; i++)
vectorscope_draw_target(centerx, centery, diam, colors[i][0], colors[i][1], colors[i][2]);
/* pixel point cloud */
glBlendFunc(GL_ONE,GL_ONE);
glColor4f(alpha, alpha, alpha, alpha);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(centerx, centery, 0.f);
glScalef(diam, diam, 0.f);
glVertexPointer(2, GL_FLOAT, 0, scopes->vecscope);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
glDisable(GL_BLEND);
}
void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
ColorBand *coba;
CBData *cbd;
float x1, y1, sizex, sizey;
float dx, v3[2], v1[2], v2[2], v1a[2], v2a[2];
int a;
float pos, colf[4]= {0,0,0,0}; /* initialize incase the colorband isnt valid */
coba= (ColorBand *)(but->editcoba? but->editcoba: but->poin);
if(coba==NULL) return;
x1= rect->xmin;
y1= rect->ymin;
sizex= rect->xmax-x1;
sizey= rect->ymax-y1;
/* first background, to show tranparency */
dx= sizex/12.0;
v1[0]= x1;
for(a=0; a<12; a++) {
if(a & 1) glColor3f(0.3, 0.3, 0.3); else glColor3f(0.8, 0.8, 0.8);
glRectf(v1[0], y1, v1[0]+dx, y1+0.5*sizey);
if(a & 1) glColor3f(0.8, 0.8, 0.8); else glColor3f(0.3, 0.3, 0.3);
glRectf(v1[0], y1+0.5*sizey, v1[0]+dx, y1+sizey);
v1[0]+= dx;
}
glShadeModel(GL_FLAT);
glEnable(GL_BLEND);
cbd= coba->data;
v1[0]= v2[0]= x1;
v1[1]= y1;
v2[1]= y1+sizey;
glBegin(GL_QUAD_STRIP);
glColor4fv( &cbd->r );
glVertex2fv(v1); glVertex2fv(v2);
for( a = 1; a < sizex; a++ ) {
pos = ((float)a) / (sizex-1);
do_colorband( coba, pos, colf );
if (but->block->color_profile != BLI_PR_NONE)
linearrgb_to_srgb_v3_v3(colf, colf);
v1[0]=v2[0]= x1 + a;
glColor4fv( colf );
glVertex2fv(v1); glVertex2fv(v2);
}
glEnd();
glShadeModel(GL_FLAT);
glDisable(GL_BLEND);
/* outline */
v1[0]= x1; v1[1]= y1;
cpack(0x0);
glBegin(GL_LINE_LOOP);
glVertex2fv(v1);
v1[0]+= sizex;
glVertex2fv(v1);
v1[1]+= sizey;
glVertex2fv(v1);
v1[0]-= sizex;
glVertex2fv(v1);
glEnd();
/* help lines */
v1[0]= v2[0]=v3[0]= x1;
v1[1]= y1;
v1a[1]= y1+0.25*sizey;
v2[1]= y1+0.5*sizey;
v2a[1]= y1+0.75*sizey;
v3[1]= y1+sizey;
cbd= coba->data;
glBegin(GL_LINES);
for(a=0; a<coba->tot; a++, cbd++) {
v1[0]=v2[0]=v3[0]=v1a[0]=v2a[0]= x1+ cbd->pos*sizex;
if(a==coba->cur) {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(2);
glBegin(GL_LINES);
glColor3ub(255, 255, 255);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(0);
glBegin(GL_LINES);
/* glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v1a);
glColor3ub(255, 255, 255);
glVertex2fv(v1a);
glVertex2fv(v2);
glColor3ub(0, 0, 0);
glVertex2fv(v2);
glVertex2fv(v2a);
glColor3ub(255, 255, 255);
glVertex2fv(v2a);
glVertex2fv(v3);
*/
}
else {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v2);
glColor3ub(255, 255, 255);
glVertex2fv(v2);
glVertex2fv(v3);
}
}
glEnd();
}
void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
static GLuint displist=0;
int a, old[8];
GLfloat diff[4], diffn[4]={1.0f, 1.0f, 1.0f, 1.0f};
float vec0[4]={0.0f, 0.0f, 0.0f, 0.0f};
float dir[4], size;
/* store stuff */
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
/* backdrop */
glColor3ubv((unsigned char*)wcol->inner);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
/* sphere color */
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
/* disable blender light */
for(a=0; a<8; a++) {
old[a]= glIsEnabled(GL_LIGHT0+a);
glDisable(GL_LIGHT0+a);
}
/* own light */
glEnable(GL_LIGHT7);
glEnable(GL_LIGHTING);
ui_get_but_vectorf(but, dir);
dir[3]= 0.0f; /* glLight needs 4 args, 0.0 is sun */
glLightfv(GL_LIGHT7, GL_POSITION, dir);
glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn);
glLightfv(GL_LIGHT7, GL_SPECULAR, vec0);
glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
/* transform to button */
glPushMatrix();
glTranslatef(rect->xmin + 0.5f*(rect->xmax-rect->xmin), rect->ymin+ 0.5f*(rect->ymax-rect->ymin), 0.0f);
if( rect->xmax-rect->xmin < rect->ymax-rect->ymin)
size= (rect->xmax-rect->xmin)/200.f;
else
size= (rect->ymax-rect->ymin)/200.f;
glScalef(size, size, size);
if(displist==0) {
GLUquadricObj *qobj;
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
qobj= gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere( qobj, 100.0, 32, 24);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
else glCallList(displist);
/* restore */
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
glDisable(GL_LIGHT7);
/* AA circle */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH );
glColor3ubv((unsigned char*)wcol->inner);
glutil_draw_lined_arc(0.0f, M_PI*2.0, 100.0f, 32);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH );
/* matrix after circle */
glPopMatrix();
/* enable blender light */
for(a=0; a<8; a++) {
if(old[a])
glEnable(GL_LIGHT0+a);
}
}
static void ui_draw_but_curve_grid(rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)
{
float dx, dy, fx, fy;
glBegin(GL_LINES);
dx= step*zoomx;
fx= rect->xmin + zoomx*(-offsx);
if(fx > rect->xmin) fx -= dx*( floor(fx-rect->xmin));
while(fx < rect->xmax) {
glVertex2f(fx, rect->ymin);
glVertex2f(fx, rect->ymax);
fx+= dx;
}
dy= step*zoomy;
fy= rect->ymin + zoomy*(-offsy);
if(fy > rect->ymin) fy -= dy*( floor(fy-rect->ymin));
while(fy < rect->ymax) {
glVertex2f(rect->xmin, fy);
glVertex2f(rect->xmax, fy);
fy+= dy;
}
glEnd();
}
static void glColor3ubvShade(char *col, int shade)
{
glColor3ub(col[0]-shade>0?col[0]-shade:0,
col[1]-shade>0?col[1]-shade:0,
col[2]-shade>0?col[2]-shade:0);
}
void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
CurveMapping *cumap;
CurveMap *cuma;
CurveMapPoint *cmp;
float fx, fy, fac[2], zoomx, zoomy, offsx, offsy;
GLint scissor[4];
int a;
cumap= (CurveMapping *)(but->editcumap? but->editcumap: but->poin);
cuma= cumap->cm+cumap->cur;
/* need scissor test, curve can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin+rect->ymin, rect->xmax-rect->xmin, rect->ymax-rect->ymin);
/* calculate offset and zoom */
zoomx= (rect->xmax-rect->xmin-2.0*but->aspect)/(cumap->curr.xmax - cumap->curr.xmin);
zoomy= (rect->ymax-rect->ymin-2.0*but->aspect)/(cumap->curr.ymax - cumap->curr.ymin);
offsx= cumap->curr.xmin-but->aspect/zoomx;
offsy= cumap->curr.ymin-but->aspect/zoomy;
/* backdrop */
if(cumap->flag & CUMA_DO_CLIP) {
glColor3ubvShade(wcol->inner, -20);
glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
glColor3ubv((unsigned char*)wcol->inner);
glRectf(rect->xmin + zoomx*(cumap->clipr.xmin-offsx),
rect->ymin + zoomy*(cumap->clipr.ymin-offsy),
rect->xmin + zoomx*(cumap->clipr.xmax-offsx),
rect->ymin + zoomy*(cumap->clipr.ymax-offsy));
}
else {
glColor3ubv((unsigned char*)wcol->inner);
glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
/* grid, every .25 step */
glColor3ubvShade(wcol->inner, -16);
ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.25f);
/* grid, every 1.0 step */
glColor3ubvShade(wcol->inner, -24);
ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 1.0f);
/* axes */
glColor3ubvShade(wcol->inner, -50);
glBegin(GL_LINES);
glVertex2f(rect->xmin, rect->ymin + zoomy*(-offsy));
glVertex2f(rect->xmax, rect->ymin + zoomy*(-offsy));
glVertex2f(rect->xmin + zoomx*(-offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx*(-offsx), rect->ymax);
glEnd();
/* magic trigger for curve backgrounds */
if (but->a1 != -1) {
if (but->a1 == UI_GRAD_H) {
rcti grid;
float col[3];
grid.xmin = rect->xmin + zoomx*(-offsx);
grid.xmax = rect->xmax + zoomx*(-offsx);
grid.ymin = rect->ymin + zoomy*(-offsy);
grid.ymax = rect->ymax + zoomy*(-offsy);
glEnable(GL_BLEND);
ui_draw_gradient(&grid, col, UI_GRAD_H, 0.5f);
glDisable(GL_BLEND);
}
}
/* cfra option */
/* XXX 2.48
if(cumap->flag & CUMA_DRAW_CFRA) {
glColor3ub(0x60, 0xc0, 0x40);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx*(cumap->sample[0]-offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx*(cumap->sample[0]-offsx), rect->ymax);
glEnd();
}*/
/* sample option */
/* XXX 2.48
* if(cumap->flag & CUMA_DRAW_SAMPLE) {
if(cumap->cur==3) {
float lum= cumap->sample[0]*0.35f + cumap->sample[1]*0.45f + cumap->sample[2]*0.2f;
glColor3ub(240, 240, 240);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx*(lum-offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx*(lum-offsx), rect->ymax);
glEnd();
}
else {
if(cumap->cur==0)
glColor3ub(240, 100, 100);
else if(cumap->cur==1)
glColor3ub(100, 240, 100);
else
glColor3ub(100, 100, 240);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx*(cumap->sample[cumap->cur]-offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx*(cumap->sample[cumap->cur]-offsx), rect->ymax);
glEnd();
}
}*/
/* the curve */
glColor3ubv((unsigned char*)wcol->item);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBegin(GL_LINE_STRIP);
if(cuma->table==NULL)
curvemapping_changed(cumap, 0); /* 0 = no remove doubles */
cmp= cuma->table;
/* first point */
if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0)
glVertex2f(rect->xmin, rect->ymin + zoomy*(cmp[0].y-offsy));
else {
fx= rect->xmin + zoomx*(cmp[0].x-offsx + cuma->ext_in[0]);
fy= rect->ymin + zoomy*(cmp[0].y-offsy + cuma->ext_in[1]);
glVertex2f(fx, fy);
}
for(a=0; a<=CM_TABLE; a++) {
fx= rect->xmin + zoomx*(cmp[a].x-offsx);
fy= rect->ymin + zoomy*(cmp[a].y-offsy);
glVertex2f(fx, fy);
}
/* last point */
if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0)
glVertex2f(rect->xmax, rect->ymin + zoomy*(cmp[CM_TABLE].y-offsy));
else {
fx= rect->xmin + zoomx*(cmp[CM_TABLE].x-offsx - cuma->ext_out[0]);
fy= rect->ymin + zoomy*(cmp[CM_TABLE].y-offsy - cuma->ext_out[1]);
glVertex2f(fx, fy);
}
glEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* the points, use aspect to make them visible on edges */
cmp= cuma->curve;
glPointSize(3.0f);
bglBegin(GL_POINTS);
for(a=0; a<cuma->totpoint; a++) {
if(cmp[a].flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
fac[0]= rect->xmin + zoomx*(cmp[a].x-offsx);
fac[1]= rect->ymin + zoomy*(cmp[a].y-offsy);
bglVertex2fv(fac);
}
bglEnd();
glPointSize(1.0f);
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
/* outline */
glColor3ubv((unsigned char*)wcol->outline);
fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
/* ****************************************************** */
static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha)
{
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
/* right quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
glVertex2f(maxx, maxy-0.3*shadsize);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx+shadsize, maxy-0.75*shadsize);
glVertex2f(maxx+shadsize, miny);
glEnd();
/* corner shape */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx+shadsize, miny);
glVertex2f(maxx+0.7*shadsize, miny-0.7*shadsize);
glVertex2f(maxx, miny-shadsize);
glEnd();
/* bottom quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(minx+0.3*shadsize, miny);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx, miny-shadsize);
glVertex2f(minx+0.5*shadsize, miny-shadsize);
glEnd();
glDisable(GL_BLEND);
glShadeModel(GL_FLAT);
}
void uiDrawBoxShadow(unsigned char alpha, float minx, float miny, float maxx, float maxy)
{
/* accumulated outline boxes to make shade not linear, is more pleasant */
ui_shadowbox(minx, miny, maxx, maxy, 11.0, (20*alpha)>>8);
ui_shadowbox(minx, miny, maxx, maxy, 7.0, (40*alpha)>>8);
ui_shadowbox(minx, miny, maxx, maxy, 5.0, (80*alpha)>>8);
}
void ui_dropshadow(rctf *rct, float radius, float aspect, int select)
{
float rad;
float a;
char alpha= 2;
glEnable(GL_BLEND);
if(radius > (rct->ymax-rct->ymin-10.0f)/2.0f)
rad= (rct->ymax-rct->ymin-10.0f)/2.0f;
else
rad= radius;
if(select) a= 12.0f*aspect; else a= 12.0f*aspect;
for(; a>0.0f; a-=aspect) {
/* alpha ranges from 2 to 20 or so */
glColor4ub(0, 0, 0, alpha);
alpha+= 2;
gl_round_box(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax-10.0f + a, rad+a);
}
/* outline emphasis */
glEnable( GL_LINE_SMOOTH );
glColor4ub(0, 0, 0, 100);
gl_round_box(GL_LINE_LOOP, rct->xmin-0.5f, rct->ymin-0.5f, rct->xmax+0.5f, rct->ymax+0.5f, radius);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}