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blender-archive/source/blender/editors/screen/screen_draw.c

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/*
* 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_extensions.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 "WM_types.h"
#include "UI_interface.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);
}