2014 lines
		
	
	
		
			60 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			2014 lines
		
	
	
		
			60 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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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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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * Contributor(s): Blender Foundation
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file blender/editors/interface/interface_draw.c
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 *  \ingroup edinterface
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 */
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#include <math.h>
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#include <string.h>
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#include "DNA_color_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_movieclip_types.h"
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "BKE_colortools.h"
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#include "BKE_node.h"
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#include "BKE_texture.h"
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#include "BKE_tracking.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_colormanagement.h"
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#include "BIF_glutil.h"
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#include "BLF_api.h"
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#include "GPU_batch.h"
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#include "GPU_immediate.h"
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#include "GPU_immediate_util.h"
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#include "GPU_matrix.h"
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#include "UI_interface.h"
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/* own include */
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#include "interface_intern.h"
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static int roundboxtype = UI_CNR_ALL;
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void UI_draw_roundbox_corner_set(int type)
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{
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	/* Not sure the roundbox function is the best place to change this
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	 * if this is undone, it's not that big a deal, only makes curves edges
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	 * square for the  */
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	roundboxtype = type;
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}
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#if 0 /* unused */
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int UI_draw_roundbox_corner_get(void)
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{
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	return roundboxtype;
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}
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#endif
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void UI_draw_roundbox_3ubAlpha(bool filled, float minx, float miny, float maxx, float maxy, float rad, const unsigned char col[3], unsigned char alpha)
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{
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	float colv[4];
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	colv[0] = ((float)col[0]) / 255;
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	colv[1] = ((float)col[1]) / 255;
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	colv[2] = ((float)col[2]) / 255;
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	colv[3] = ((float)alpha) / 255;
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	UI_draw_roundbox_4fv(filled, minx, miny, maxx, maxy, rad, colv);
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}
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void UI_draw_roundbox_3fvAlpha(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float col[3], float alpha)
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{
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	float colv[4];
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	colv[0] = col[0];
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	colv[1] = col[1];
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	colv[2] = col[2];
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	colv[3] = alpha;
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	UI_draw_roundbox_4fv(filled, minx, miny, maxx, maxy, rad, colv);
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}
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void UI_draw_roundbox_4fv(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float col[4])
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{
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	float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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	                   {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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	int a;
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	VertexFormat *format = immVertexFormat();
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	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
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	/* mult */
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	for (a = 0; a < 7; a++) {
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		mul_v2_fl(vec[a], rad);
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	}
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	unsigned int vert_ct = 0;
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	vert_ct += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
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	vert_ct += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
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	vert_ct += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
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	vert_ct += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
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	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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	immUniformColor4fv(col);
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	immBegin(filled ? PRIM_TRIANGLE_FAN : PRIM_LINE_LOOP, vert_ct);
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	/* start with corner right-bottom */
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	if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
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		immVertex2f(pos, maxx - rad, miny);
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		for (a = 0; a < 7; a++) {
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			immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
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		}
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		immVertex2f(pos, maxx, miny + rad);
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	}
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	else {
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		immVertex2f(pos, maxx, miny);
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	}
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	/* corner right-top */
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	if (roundboxtype & UI_CNR_TOP_RIGHT) {
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		immVertex2f(pos, maxx, maxy - rad);
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		for (a = 0; a < 7; a++) {
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			immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
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		}
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		immVertex2f(pos, maxx - rad, maxy);
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	}
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	else {
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		immVertex2f(pos, maxx, maxy);
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	}
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	/* corner left-top */
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	if (roundboxtype & UI_CNR_TOP_LEFT) {
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		immVertex2f(pos, minx + rad, maxy);
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		for (a = 0; a < 7; a++) {
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			immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
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		}
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		immVertex2f(pos, minx, maxy - rad);
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	}
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	else {
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		immVertex2f(pos, minx, maxy);
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	}
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	/* corner left-bottom */
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	if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
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		immVertex2f(pos, minx, miny + rad);
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		for (a = 0; a < 7; a++) {
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			immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
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		}
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		immVertex2f(pos, minx + rad, miny);
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	}
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	else {
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		immVertex2f(pos, minx, miny);
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	}
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	immEnd();
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	immUnbindProgram();
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}
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static void round_box_shade_col(unsigned attrib, const float col1[3], float const col2[3], const float fac)
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{
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	float col[4] = {
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		fac * col1[0] + (1.0f - fac) * col2[0],
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		fac * col1[1] + (1.0f - fac) * col2[1],
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		fac * col1[2] + (1.0f - fac) * col2[2],
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		1.0f
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	};
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	immAttrib4fv(attrib, col);
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}
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/* linear horizontal shade within button or in outline */
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/* view2d scrollers use it */
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void UI_draw_roundbox_shade_x(
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        bool filled, float minx, float miny, float maxx, float maxy,
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        float rad, float shadetop, float shadedown, const float col[4])
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{
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	float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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	                   {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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	const float div = maxy - miny;
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	const float idiv = 1.0f / div;
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	float coltop[3], coldown[3];
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	int vert_count = 0;
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	int a;
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	VertexFormat *format = immVertexFormat();
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	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
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	unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
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	immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
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	/* mult */
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	for (a = 0; a < 7; a++) {
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		mul_v2_fl(vec[a], rad);
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	}
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	/* 'shade' defines strength of shading */
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	coltop[0]  = min_ff(1.0f, col[0] + shadetop);
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	coltop[1]  = min_ff(1.0f, col[1] + shadetop);
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	coltop[2]  = min_ff(1.0f, col[2] + shadetop);
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	coldown[0] = max_ff(0.0f, col[0] + shadedown);
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	coldown[1] = max_ff(0.0f, col[1] + shadedown);
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	coldown[2] = max_ff(0.0f, col[2] + shadedown);
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	vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
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	vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
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	vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
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	vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
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	immBegin(filled ? PRIM_TRIANGLE_FAN : PRIM_LINE_LOOP, vert_count);
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	/* start with corner right-bottom */
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	if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
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		round_box_shade_col(color, coltop, coldown, 0.0);
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		immVertex2f(pos, maxx - rad, miny);
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		for (a = 0; a < 7; a++) {
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			round_box_shade_col(color, coltop, coldown, vec[a][1] * idiv);
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			immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
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		}
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		round_box_shade_col(color, coltop, coldown, rad * idiv);
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		immVertex2f(pos, maxx, miny + rad);
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	}
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	else {
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		round_box_shade_col(color, coltop, coldown, 0.0);
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		immVertex2f(pos, maxx, miny);
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	}
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	/* corner right-top */
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	if (roundboxtype & UI_CNR_TOP_RIGHT) {
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		round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
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		immVertex2f(pos, maxx, maxy - rad);
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		for (a = 0; a < 7; a++) {
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			round_box_shade_col(color, coltop, coldown, (div - rad + vec[a][1]) * idiv);
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			immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
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		}
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		round_box_shade_col(color, coltop, coldown, 1.0);
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		immVertex2f(pos, maxx - rad, maxy);
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	}
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	else {
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		round_box_shade_col(color, coltop, coldown, 1.0);
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		immVertex2f(pos, maxx, maxy);
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	}
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	/* corner left-top */
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	if (roundboxtype & UI_CNR_TOP_LEFT) {
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		round_box_shade_col(color, coltop, coldown, 1.0);
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		immVertex2f(pos, minx + rad, maxy);
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		for (a = 0; a < 7; a++) {
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			round_box_shade_col(color, coltop, coldown, (div - vec[a][1]) * idiv);
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			immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
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		}
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		round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
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		immVertex2f(pos, minx, maxy - rad);
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	}
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	else {
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		round_box_shade_col(color, coltop, coldown, 1.0);
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		immVertex2f(pos, minx, maxy);
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	}
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	/* corner left-bottom */
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	if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
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		round_box_shade_col(color, coltop, coldown, rad * idiv);
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		immVertex2f(pos, minx, miny + rad);
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		for (a = 0; a < 7; a++) {
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			round_box_shade_col(color, coltop, coldown, (rad - vec[a][1]) * idiv);
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			immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
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		}
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		round_box_shade_col(color, coltop, coldown, 0.0);
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		immVertex2f(pos, minx + rad, miny);
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	}
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	else {
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		round_box_shade_col(color, coltop, coldown, 0.0);
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		immVertex2f(pos, minx, miny);
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	}
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	immEnd();
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	immUnbindProgram();
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}
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#if 0 /* unused */
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/* linear vertical shade within button or in outline */
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/* view2d scrollers use it */
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void UI_draw_roundbox_shade_y(
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        bool filled, float minx, float miny, float maxx, float maxy,
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        float rad, float shadeleft, float shaderight, const float col[4])
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{
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	float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
 | 
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	                   {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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	const float div = maxx - minx;
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	const float idiv = 1.0f / div;
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	float colLeft[3], colRight[3];
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	int vert_count = 0;
 | 
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	int a;
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	/* mult */
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	for (a = 0; a < 7; a++) {
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		mul_v2_fl(vec[a], rad);
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	}
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	VertexFormat *format = immVertexFormat();
 | 
						|
	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
 | 
						|
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
 | 
						|
 | 
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	/* 'shade' defines strength of shading */
 | 
						|
	colLeft[0]  = min_ff(1.0f, col[0] + shadeleft);
 | 
						|
	colLeft[1]  = min_ff(1.0f, col[1] + shadeleft);
 | 
						|
	colLeft[2]  = min_ff(1.0f, col[2] + shadeleft);
 | 
						|
	colRight[0] = max_ff(0.0f, col[0] + shaderight);
 | 
						|
	colRight[1] = max_ff(0.0f, col[1] + shaderight);
 | 
						|
	colRight[2] = max_ff(0.0f, col[2] + shaderight);
 | 
						|
 | 
						|
 | 
						|
	vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
 | 
						|
	vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
 | 
						|
	vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
 | 
						|
	vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
 | 
						|
 | 
						|
	immBegin(filled ? PRIM_TRIANGLE_FAN : PRIM_LINE_LOOP, vert_count);
 | 
						|
 | 
						|
	/* start with corner right-bottom */
 | 
						|
	if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
 | 
						|
		round_box_shade_col(color, colLeft, colRight, 0.0);
 | 
						|
		immVertex2f(pos, maxx - rad, miny);
 | 
						|
		
 | 
						|
		for (a = 0; a < 7; a++) {
 | 
						|
			round_box_shade_col(color, colLeft, colRight, vec[a][0] * idiv);
 | 
						|
			immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
 | 
						|
		}
 | 
						|
		
 | 
						|
		round_box_shade_col(color, colLeft, colRight, rad * idiv);
 | 
						|
		immVertex2f(pos, maxx, miny + rad);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		round_box_shade_col(color, colLeft, colRight, 0.0);
 | 
						|
		immVertex2f(pos, maxx, miny);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* corner right-top */
 | 
						|
	if (roundboxtype & UI_CNR_TOP_RIGHT) {
 | 
						|
		round_box_shade_col(color, colLeft, colRight, 0.0);
 | 
						|
		immVertex2f(pos, maxx, maxy - rad);
 | 
						|
		
 | 
						|
		for (a = 0; a < 7; a++) {
 | 
						|
			
 | 
						|
			round_box_shade_col(color, colLeft, colRight, (div - rad - vec[a][0]) * idiv);
 | 
						|
			immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
 | 
						|
		}
 | 
						|
		round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
 | 
						|
		immVertex2f(pos, maxx - rad, maxy);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		round_box_shade_col(color, colLeft, colRight, 0.0);
 | 
						|
		immVertex2f(pos, maxx, maxy);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* corner left-top */
 | 
						|
	if (roundboxtype & UI_CNR_TOP_LEFT) {
 | 
						|
		round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
 | 
						|
		immVertex2f(pos, minx + rad, maxy);
 | 
						|
		
 | 
						|
		for (a = 0; a < 7; a++) {
 | 
						|
			round_box_shade_col(color, colLeft, colRight, (div - rad + vec[a][0]) * idiv);
 | 
						|
			immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
 | 
						|
		}
 | 
						|
		
 | 
						|
		round_box_shade_col(color, colLeft, colRight, 1.0);
 | 
						|
		immVertex2f(pos, minx, maxy - rad);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		round_box_shade_col(color, colLeft, colRight, 1.0);
 | 
						|
		immVertex2f(pos, minx, maxy);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* corner left-bottom */
 | 
						|
	if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
 | 
						|
		round_box_shade_col(color, colLeft, colRight, 1.0);
 | 
						|
		immVertex2f(pos, minx, miny + rad);
 | 
						|
		
 | 
						|
		for (a = 0; a < 7; a++) {
 | 
						|
			round_box_shade_col(color, colLeft, colRight, (vec[a][0]) * idiv);
 | 
						|
			immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
 | 
						|
		}
 | 
						|
		
 | 
						|
		round_box_shade_col(color, colLeft, colRight, 1.0);
 | 
						|
		immVertex2f(pos, minx + rad, miny);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		round_box_shade_col(color, colLeft, colRight, 1.0);
 | 
						|
		immVertex2f(pos, minx, miny);
 | 
						|
	}
 | 
						|
 | 
						|
	immEnd();
 | 
						|
	immUnbindProgram();
 | 
						|
}
 | 
						|
#endif /* unused */
 | 
						|
 | 
						|
void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4])
 | 
						|
{
 | 
						|
	int ofs_y = 4 * U.pixelsize;
 | 
						|
 | 
						|
	VertexFormat *format = immVertexFormat();
 | 
						|
	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
 | 
						|
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | 
						|
	immUniformColor4fv(color);
 | 
						|
 | 
						|
	immRecti(pos, pos_x, pos_y - ofs_y, pos_x + len, pos_y - ofs_y + (height * U.pixelsize));
 | 
						|
	immUnbindProgram();
 | 
						|
}
 | 
						|
 | 
						|
/* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */
 | 
						|
 | 
						|
/* based on UI_draw_roundbox_gl_mode, check on making a version which allows us to skip some sides */
 | 
						|
void ui_draw_but_TAB_outline(const rcti *rect, float rad, unsigned char highlight[3], unsigned char highlight_fade[3])
 | 
						|
{
 | 
						|
	VertexFormat *format = immVertexFormat();
 | 
						|
	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
 | 
						|
	/* add a 1px offset, looks nicer */
 | 
						|
	const int minx = rect->xmin + U.pixelsize, maxx = rect->xmax - U.pixelsize;
 | 
						|
	const int miny = rect->ymin + U.pixelsize, maxy = rect->ymax - U.pixelsize;
 | 
						|
	int a;
 | 
						|
	float vec[4][2] = {
 | 
						|
	    {0.195, 0.02},
 | 
						|
	    {0.55, 0.169},
 | 
						|
	    {0.831, 0.45},
 | 
						|
	    {0.98, 0.805},
 | 
						|
	};
 | 
						|
 | 
						|
 | 
						|
	/* mult */
 | 
						|
	for (a = 0; a < 4; a++) {
 | 
						|
		mul_v2_fl(vec[a], rad);
 | 
						|
	}
 | 
						|
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
 | 
						|
	immBeginAtMost(PRIM_LINE_STRIP, 25);
 | 
						|
 | 
						|
	immAttrib3ubv(col, highlight);
 | 
						|
 | 
						|
	/* start with corner left-top */
 | 
						|
	if (roundboxtype & UI_CNR_TOP_LEFT) {
 | 
						|
		immVertex2f(pos, minx, maxy - rad);
 | 
						|
		for (a = 0; a < 4; a++) {
 | 
						|
			immVertex2f(pos, minx + vec[a][1], maxy - rad + vec[a][0]);
 | 
						|
		}
 | 
						|
		immVertex2f(pos, minx + rad, maxy);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		immVertex2f(pos, minx, maxy);
 | 
						|
	}
 | 
						|
 | 
						|
	/* corner right-top */
 | 
						|
	if (roundboxtype & UI_CNR_TOP_RIGHT) {
 | 
						|
		immVertex2f(pos, maxx - rad, maxy);
 | 
						|
		for (a = 0; a < 4; a++) {
 | 
						|
			immVertex2f(pos, maxx - rad + vec[a][0], maxy - vec[a][1]);
 | 
						|
		}
 | 
						|
		immVertex2f(pos, maxx, maxy - rad);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		immVertex2f(pos, maxx, maxy);
 | 
						|
	}
 | 
						|
 | 
						|
	immAttrib3ubv(col, highlight_fade);
 | 
						|
 | 
						|
	/* corner right-bottom */
 | 
						|
	if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
 | 
						|
		immVertex2f(pos, maxx, miny + rad);
 | 
						|
		for (a = 0; a < 4; a++) {
 | 
						|
			immVertex2f(pos, maxx - vec[a][1], miny + rad - vec[a][0]);
 | 
						|
		}
 | 
						|
		immVertex2f(pos, maxx - rad, miny);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		immVertex2f(pos, maxx, miny);
 | 
						|
	}
 | 
						|
 | 
						|
	/* corner left-bottom */
 | 
						|
	if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
 | 
						|
		immVertex2f(pos, minx + rad, miny);
 | 
						|
		for (a = 0; a < 4; a++) {
 | 
						|
			immVertex2f(pos, minx + rad - vec[a][0], miny + vec[a][1]);
 | 
						|
		}
 | 
						|
		immVertex2f(pos, minx, miny + rad);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		immVertex2f(pos, minx, miny);
 | 
						|
	}
 | 
						|
 | 
						|
	immAttrib3ubv(col, highlight);
 | 
						|
 | 
						|
	/* back to corner left-top */
 | 
						|
	immVertex2f(pos, minx, roundboxtype & UI_CNR_TOP_LEFT ? maxy - rad : maxy);
 | 
						|
 | 
						|
	immEnd();
 | 
						|
	immUnbindProgram();
 | 
						|
}
 | 
						|
 | 
						|
void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *rect)
 | 
						|
{
 | 
						|
#ifdef WITH_HEADLESS
 | 
						|
	(void)rect;
 | 
						|
	(void)but;
 | 
						|
#else
 | 
						|
	ImBuf *ibuf = (ImBuf *)but->poin;
 | 
						|
 | 
						|
	if (!ibuf) return;
 | 
						|
 | 
						|
	float facx = 1.0f;
 | 
						|
	float facy = 1.0f;
 | 
						|
	
 | 
						|
	int w = BLI_rcti_size_x(rect);
 | 
						|
	int h = BLI_rcti_size_y(rect);
 | 
						|
	
 | 
						|
	/* scissor doesn't seem to be doing the right thing...? */
 | 
						|
#if 0
 | 
						|
	/* prevent drawing outside widget area */
 | 
						|
	GLint scissor[4];
 | 
						|
	glGetIntegerv(GL_SCISSOR_BOX, scissor);
 | 
						|
	glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin + rect->ymin, w, h);
 | 
						|
#endif
 | 
						|
	
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	
 | 
						|
	if (w != ibuf->x || h != ibuf->y) {
 | 
						|
		facx = (float)w / (float)ibuf->x;
 | 
						|
		facy = (float)h / (float)ibuf->y;
 | 
						|
	}
 | 
						|
 | 
						|
	immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
 | 
						|
	immDrawPixelsTex((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, ibuf->rect,
 | 
						|
	                 facx, facy, NULL);
 | 
						|
	
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
	
 | 
						|
#if 0
 | 
						|
	// restore scissortest
 | 
						|
	glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
 | 
						|
#endif
 | 
						|
	
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw title and text safe areas.
 | 
						|
 *
 | 
						|
 * The first parameter is a GL_FLOAT, 2, KEEP_FLOAT vertex attrib
 | 
						|
 * The next 4 parameters are the offsets for the view, not the zones.
 | 
						|
 */
 | 
						|
void UI_draw_safe_areas(
 | 
						|
        unsigned pos, float x1, float x2, float y1, float y2,
 | 
						|
        const float title_aspect[2], const float action_aspect[2])
 | 
						|
{
 | 
						|
	const float size_x_half = (x2 - x1) * 0.5f;
 | 
						|
	const float size_y_half = (y2 - y1) * 0.5f;
 | 
						|
 | 
						|
	const float *safe_areas[] = {title_aspect, action_aspect};
 | 
						|
	const int safe_len = ARRAY_SIZE(safe_areas);
 | 
						|
	bool is_first = true;
 | 
						|
 | 
						|
	for (int i = 0; i < safe_len; i++) {
 | 
						|
		if (safe_areas[i][0] || safe_areas[i][1]) {
 | 
						|
			if (is_first) {
 | 
						|
				immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
 | 
						|
				is_first = false;
 | 
						|
			}
 | 
						|
 | 
						|
			float margin_x = safe_areas[i][0] * size_x_half;
 | 
						|
			float margin_y = safe_areas[i][1] * size_y_half;
 | 
						|
 | 
						|
			float minx = x1 + margin_x;
 | 
						|
			float miny = y1 + margin_y;
 | 
						|
			float maxx = x2 - margin_x;
 | 
						|
			float maxy = y2 - margin_y;
 | 
						|
 | 
						|
			imm_draw_line_box(pos, minx, miny, maxx, maxy);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void draw_scope_end(const rctf *rect, GLint *scissor)
 | 
						|
{
 | 
						|
	/* restore scissortest */
 | 
						|
	glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
 | 
						|
 | 
						|
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
 | 
						|
	/* outline */
 | 
						|
	UI_draw_roundbox_corner_set(UI_CNR_ALL);
 | 
						|
	float color[4] = {0.0f, 0.0f, 0.0f, 0.5f};
 | 
						|
	UI_draw_roundbox_4fv(false, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 3.0f, color);
 | 
						|
}
 | 
						|
 | 
						|
static void histogram_draw_one(
 | 
						|
        float r, float g, float b, float alpha,
 | 
						|
        float x, float y, float w, float h, const float *data, int res, const bool is_line,
 | 
						|
        unsigned int pos_attrib)
 | 
						|
{
 | 
						|
	float color[4] = {r, g, b, alpha};
 | 
						|
 | 
						|
	/* that can happen */
 | 
						|
	if (res == 0)
 | 
						|
		return;
 | 
						|
 | 
						|
	glEnable(GL_LINE_SMOOTH);
 | 
						|
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);
 | 
						|
 | 
						|
	immUniformColor4fv(color);
 | 
						|
 | 
						|
	if (is_line) {
 | 
						|
		/* curve outline */
 | 
						|
		glLineWidth(1.5);
 | 
						|
 | 
						|
		immBegin(PRIM_LINE_STRIP, res);
 | 
						|
		for (int i = 0; i < res; i++) {
 | 
						|
			float x2 = x + i * (w / (float)res);
 | 
						|
			immVertex2f(pos_attrib, x2, y + (data[i] * h));
 | 
						|
		}
 | 
						|
		immEnd();
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* under the curve */
 | 
						|
		immBegin(PRIM_TRIANGLE_STRIP, res * 2);
 | 
						|
		immVertex2f(pos_attrib, x, y);
 | 
						|
		immVertex2f(pos_attrib, x, y + (data[0] * h));
 | 
						|
		for (int i = 1; i < res; i++) {
 | 
						|
			float x2 = x + i * (w / (float)res);
 | 
						|
			immVertex2f(pos_attrib, x2, y + (data[i] * h));
 | 
						|
			immVertex2f(pos_attrib, x2, y);
 | 
						|
		}
 | 
						|
		immEnd();
 | 
						|
 | 
						|
		/* curve outline */
 | 
						|
		immUniformColor4f(0.0f, 0.0f, 0.0f, 0.25f);
 | 
						|
 | 
						|
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
		immBegin(PRIM_LINE_STRIP, res);
 | 
						|
		for (int i = 0; i < res; i++) {
 | 
						|
			float x2 = x + i * (w / (float)res);
 | 
						|
			immVertex2f(pos_attrib, x2, y + (data[i] * h));
 | 
						|
		}
 | 
						|
		immEnd();
 | 
						|
	}
 | 
						|
 | 
						|
	glDisable(GL_LINE_SMOOTH);
 | 
						|
}
 | 
						|
 | 
						|
#define HISTOGRAM_TOT_GRID_LINES 4
 | 
						|
 | 
						|
void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti)
 | 
						|
{
 | 
						|
	Histogram *hist = (Histogram *)but->poin;
 | 
						|
	int res = hist->x_resolution;
 | 
						|
	const bool is_line = (hist->flag & HISTO_FLAG_LINE) != 0;
 | 
						|
 | 
						|
	rctf rect = {
 | 
						|
		.xmin = (float)recti->xmin + 1,
 | 
						|
		.xmax = (float)recti->xmax - 1,
 | 
						|
		.ymin = (float)recti->ymin + 1,
 | 
						|
		.ymax = (float)recti->ymax - 1
 | 
						|
	};
 | 
						|
	
 | 
						|
	float w = BLI_rctf_size_x(&rect);
 | 
						|
	float h = BLI_rctf_size_y(&rect) * hist->ymax;
 | 
						|
	
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
 | 
						|
	float color[4];
 | 
						|
	UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
 | 
						|
	UI_draw_roundbox_corner_set(UI_CNR_ALL);
 | 
						|
	UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
 | 
						|
 | 
						|
	/* need scissor test, histogram can draw outside of boundary */
 | 
						|
	GLint scissor[4];
 | 
						|
	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));
 | 
						|
 | 
						|
	VertexFormat *format = immVertexFormat();
 | 
						|
	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | 
						|
 | 
						|
	immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
 | 
						|
	/* draw grid lines here */
 | 
						|
	for (int i = 1; i <= HISTOGRAM_TOT_GRID_LINES; i++) {
 | 
						|
		const float fac = (float)i / (float)HISTOGRAM_TOT_GRID_LINES;
 | 
						|
 | 
						|
		/* so we can tell the 1.0 color point */
 | 
						|
		if (i == HISTOGRAM_TOT_GRID_LINES) {
 | 
						|
			immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
 | 
						|
		}
 | 
						|
 | 
						|
		immBegin(PRIM_LINES, 4);
 | 
						|
 | 
						|
		immVertex2f(pos, rect.xmin, rect.ymin + fac * h);
 | 
						|
		immVertex2f(pos, rect.xmax, rect.ymin + fac * h);
 | 
						|
 | 
						|
		immVertex2f(pos, rect.xmin + fac * w, rect.ymin);
 | 
						|
		immVertex2f(pos, rect.xmin + fac * w, rect.ymax);
 | 
						|
 | 
						|
		immEnd();
 | 
						|
	}
 | 
						|
 | 
						|
	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, is_line, pos);
 | 
						|
	}
 | 
						|
	else if (hist->mode == HISTO_MODE_ALPHA) {
 | 
						|
		histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_a, res, is_line, pos);
 | 
						|
	}
 | 
						|
	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, is_line, pos);
 | 
						|
		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, is_line, pos);
 | 
						|
		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, is_line, pos);
 | 
						|
	}
 | 
						|
 | 
						|
	immUnbindProgram();
 | 
						|
	
 | 
						|
	/* outline */
 | 
						|
	draw_scope_end(&rect, scissor);
 | 
						|
}
 | 
						|
 | 
						|
#undef HISTOGRAM_TOT_GRID_LINES
 | 
						|
 | 
						|
static void waveform_draw_one(float *waveform, int nbr, const float col[3])
 | 
						|
{
 | 
						|
	VertexFormat format = {0};
 | 
						|
	unsigned int pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
 | 
						|
	VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
 | 
						|
	VertexBuffer_allocate_data(vbo, nbr);
 | 
						|
 | 
						|
	VertexBuffer_fill_attrib(vbo, pos_id, waveform);
 | 
						|
 | 
						|
	/* TODO store the Batch inside the scope */
 | 
						|
	Batch *batch = Batch_create(GL_POINTS, vbo, NULL);
 | 
						|
	Batch_set_builtin_program(batch, GPU_SHADER_2D_UNIFORM_COLOR);
 | 
						|
	Batch_Uniform4f(batch, "color", col[0], col[1], col[2], 1.0f);
 | 
						|
	Batch_draw(batch);
 | 
						|
 | 
						|
	Batch_discard_all(batch);
 | 
						|
}
 | 
						|
 | 
						|
void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti)
 | 
						|
{
 | 
						|
	Scopes *scopes = (Scopes *)but->poin;
 | 
						|
	GLint scissor[4];
 | 
						|
	float colors[3][3];
 | 
						|
	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;
 | 
						|
	
 | 
						|
	rctf rect = {
 | 
						|
		.xmin = (float)recti->xmin + 1,
 | 
						|
		.xmax = (float)recti->xmax - 1,
 | 
						|
		.ymin = (float)recti->ymin + 1,
 | 
						|
		.ymax = (float)recti->ymax - 1
 | 
						|
	};
 | 
						|
 | 
						|
	if (scopes->wavefrm_yfac < 0.5f)
 | 
						|
		scopes->wavefrm_yfac = 0.98f;
 | 
						|
	float w = BLI_rctf_size_x(&rect) - 7;
 | 
						|
	float h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac;
 | 
						|
	float yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) * 0.5f;
 | 
						|
	float w3 = w / 3.0f;
 | 
						|
	
 | 
						|
	/* log scale for alpha */
 | 
						|
	float alpha = scopes->wavefrm_alpha * scopes->wavefrm_alpha;
 | 
						|
	
 | 
						|
	unit_m3(colors);
 | 
						|
 | 
						|
	for (int c = 0; c < 3; c++) {
 | 
						|
		for (int 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);
 | 
						|
 | 
						|
	float color[4];
 | 
						|
	UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
 | 
						|
	UI_draw_roundbox_corner_set(UI_CNR_ALL);
 | 
						|
	UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
 | 
						|
 | 
						|
	/* 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));
 | 
						|
 | 
						|
	/* draw scale numbers first before binding any shader */
 | 
						|
	for (int i = 0; i < 6; i++) {
 | 
						|
		char str[4];
 | 
						|
		BLI_snprintf(str, sizeof(str), "%-3d", i * 20);
 | 
						|
		str[3] = '\0';
 | 
						|
		BLF_color4f(BLF_default(), 1.0f, 1.0f, 1.0f, 0.08f);
 | 
						|
		BLF_draw_default(rect.xmin + 1, yofs - 5 + (i * 0.2f) * h, 0, str, sizeof(str) - 1);
 | 
						|
	}
 | 
						|
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
 | 
						|
	VertexFormat *format = immVertexFormat();
 | 
						|
	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | 
						|
 | 
						|
	immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
 | 
						|
 | 
						|
	/* draw grid lines here */
 | 
						|
	immBegin(PRIM_LINES, 12);
 | 
						|
 | 
						|
	for (int i = 0; i < 6; i++) {
 | 
						|
		immVertex2f(pos, rect.xmin + 22, yofs + (i * 0.2f) * h);
 | 
						|
		immVertex2f(pos, rect.xmax + 1, yofs + (i * 0.2f) * h);
 | 
						|
	}
 | 
						|
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	/* 3 vertical separation */
 | 
						|
	if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) {
 | 
						|
		immBegin(PRIM_LINES, 4);
 | 
						|
 | 
						|
		for (int i = 1; i < 3; i++) {
 | 
						|
			immVertex2f(pos, rect.xmin + i * w3, rect.ymin);
 | 
						|
			immVertex2f(pos, rect.xmin + i * w3, rect.ymax);
 | 
						|
		}
 | 
						|
 | 
						|
		immEnd();
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* separate min max zone on the right */
 | 
						|
	immBegin(PRIM_LINES, 2);
 | 
						|
	immVertex2f(pos, rect.xmin + w, rect.ymin);
 | 
						|
	immVertex2f(pos, rect.xmin + w, rect.ymax);
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	/* 16-235-240 level in case of ITU-R BT601/709 */
 | 
						|
	immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f);
 | 
						|
	if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)) {
 | 
						|
		immBegin(PRIM_LINES, 8);
 | 
						|
 | 
						|
		immVertex2f(pos, rect.xmin + 22, yofs + h * 16.0f / 255.0f);
 | 
						|
		immVertex2f(pos, rect.xmax + 1, yofs + h * 16.0f / 255.0f);
 | 
						|
 | 
						|
		immVertex2f(pos, rect.xmin + 22, yofs + h * 235.0f / 255.0f);
 | 
						|
		immVertex2f(pos, rect.xmin + w3, yofs + h * 235.0f / 255.0f);
 | 
						|
 | 
						|
		immVertex2f(pos, rect.xmin + 3 * w3, yofs + h * 235.0f / 255.0f);
 | 
						|
		immVertex2f(pos, rect.xmax + 1, yofs + h * 235.0f / 255.0f);
 | 
						|
 | 
						|
		immVertex2f(pos, rect.xmin + w3, yofs + h * 240.0f / 255.0f);
 | 
						|
		immVertex2f(pos, rect.xmax + 1, yofs + h * 240.0f / 255.0f);
 | 
						|
 | 
						|
		immEnd();
 | 
						|
	}
 | 
						|
	/* 7.5 IRE black point level for NTSC */
 | 
						|
	if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
 | 
						|
		immBegin(PRIM_LINES, 2);
 | 
						|
		immVertex2f(pos, rect.xmin, yofs + h * 0.075f);
 | 
						|
		immVertex2f(pos, rect.xmax + 1, yofs + h * 0.075f);
 | 
						|
		immEnd();
 | 
						|
	}
 | 
						|
 | 
						|
	if (scopes->ok && scopes->waveform_1 != NULL) {
 | 
						|
		glBlendFunc(GL_ONE, GL_ONE);
 | 
						|
		glPointSize(1.0);
 | 
						|
 | 
						|
		/* LUMA (1 channel) */
 | 
						|
		if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
 | 
						|
			float col[3] = {alpha, alpha, alpha};
 | 
						|
 | 
						|
			gpuPushMatrix();
 | 
						|
			gpuTranslate2f(rect.xmin, yofs);
 | 
						|
			gpuScale2f(w, h);
 | 
						|
 | 
						|
			waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, col);
 | 
						|
 | 
						|
			gpuPopMatrix();
 | 
						|
 | 
						|
			/* min max */
 | 
						|
			immUniformColor3f(0.5f, 0.5f, 0.5f);
 | 
						|
			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);
 | 
						|
 | 
						|
			immBegin(PRIM_LINES, 2);
 | 
						|
			immVertex2f(pos, rect.xmax - 3, min);
 | 
						|
			immVertex2f(pos, rect.xmax - 3, max);
 | 
						|
			immEnd();
 | 
						|
		}
 | 
						|
		/* RGB (3 channel) */
 | 
						|
		else if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB) {
 | 
						|
			gpuPushMatrix();
 | 
						|
			gpuTranslate2f(rect.xmin, yofs);
 | 
						|
			gpuScale2f(w, h);
 | 
						|
 | 
						|
			waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, colors_alpha[0]);
 | 
						|
			waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, colors_alpha[1]);
 | 
						|
			waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, colors_alpha[2]);
 | 
						|
 | 
						|
			gpuPopMatrix();
 | 
						|
		}
 | 
						|
		/* PARADE / YCC (3 channels) */
 | 
						|
		else if (ELEM(scopes->wavefrm_mode,
 | 
						|
		              SCOPES_WAVEFRM_RGB_PARADE,
 | 
						|
		              SCOPES_WAVEFRM_YCC_601,
 | 
						|
		              SCOPES_WAVEFRM_YCC_709,
 | 
						|
		              SCOPES_WAVEFRM_YCC_JPEG
 | 
						|
		              ))
 | 
						|
		{
 | 
						|
			int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB_PARADE);
 | 
						|
 | 
						|
			gpuPushMatrix();
 | 
						|
			gpuTranslate2f(rect.xmin, yofs);
 | 
						|
			gpuScale2f(w3, h);
 | 
						|
 | 
						|
			waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, (rgb) ? colors_alpha[0] : colorsycc_alpha[0]);
 | 
						|
 | 
						|
			gpuTranslate2f(1.0f, 0.0f);
 | 
						|
			waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, (rgb) ? colors_alpha[1] : colorsycc_alpha[1]);
 | 
						|
 | 
						|
			gpuTranslate2f(1.0f, 0.0f);
 | 
						|
			waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, (rgb) ? colors_alpha[2] : colorsycc_alpha[2]);
 | 
						|
 | 
						|
			gpuPopMatrix();
 | 
						|
		}
 | 
						|
 | 
						|
		/* min max */
 | 
						|
		if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA ) {
 | 
						|
			for (int c = 0; c < 3; c++) {
 | 
						|
				if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_RGB_PARADE, SCOPES_WAVEFRM_RGB))
 | 
						|
					immUniformColor3f(colors[c][0] * 0.75f, colors[c][1] * 0.75f, colors[c][2] * 0.75f);
 | 
						|
				else
 | 
						|
					immUniformColor3f(colorsycc[c][0] * 0.75f, colorsycc[c][1] * 0.75f, colorsycc[c][2] * 0.75f);
 | 
						|
				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);
 | 
						|
 | 
						|
				immBegin(PRIM_LINES, 2);
 | 
						|
				immVertex2f(pos, rect.xmin + w + 2 + c * 2, min);
 | 
						|
				immVertex2f(pos, rect.xmin + w + 2 + c * 2, max);
 | 
						|
				immEnd();
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	immUnbindProgram();
 | 
						|
 | 
						|
	/* outline */
 | 
						|
	draw_scope_end(&rect, scissor);
 | 
						|
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
}
 | 
						|
 | 
						|
static float polar_to_x(float center, float diam, float ampli, float angle)
 | 
						|
{
 | 
						|
	return center + diam * ampli * cosf(angle);
 | 
						|
}
 | 
						|
 | 
						|
static float polar_to_y(float center, float diam, float ampli, float angle)
 | 
						|
{
 | 
						|
	return center + diam * ampli * sinf(angle);
 | 
						|
}
 | 
						|
 | 
						|
static void vectorscope_draw_target(unsigned int pos, float centerx, float centery, float diam, const float colf[3])
 | 
						|
{
 | 
						|
	float y, u, v;
 | 
						|
	float tangle = 0.0f, tampli;
 | 
						|
	float dangle, dampli, dangle2, dampli2;
 | 
						|
 | 
						|
	rgb_to_yuv(colf[0], colf[1], colf[2], &y, &u, &v);
 | 
						|
	if (u > 0 && v >= 0) tangle = atanf(v / u);
 | 
						|
	else if (u > 0 && v < 0) tangle = atanf(v / u) + 2.0f * (float)M_PI;
 | 
						|
	else if (u < 0) tangle = atanf(v / u) + (float)M_PI;
 | 
						|
	else if (u == 0 && v > 0.0f) tangle = M_PI_2;
 | 
						|
	else if (u == 0 && v < 0.0f) tangle = -M_PI_2;
 | 
						|
	tampli = sqrtf(u * u + v * v);
 | 
						|
 | 
						|
	/* small target vary by 2.5 degree and 2.5 IRE unit */
 | 
						|
	immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f);
 | 
						|
	dangle = DEG2RADF(2.5f);
 | 
						|
	dampli = 2.5f / 200.0f;
 | 
						|
	immBegin(PRIM_LINE_LOOP, 4);
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
 | 
						|
	immEnd();
 | 
						|
	/* big target vary by 10 degree and 20% amplitude */
 | 
						|
	immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f);
 | 
						|
	dangle = DEG2RADF(10.0f);
 | 
						|
	dampli = 0.2f * tampli;
 | 
						|
	dangle2 = DEG2RADF(5.0f);
 | 
						|
	dampli2 = 0.5f * dampli;
 | 
						|
	immBegin(PRIM_LINE_STRIP, 3);
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle + dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle + dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli + dampli, tangle + dangle - dangle2));
 | 
						|
	immEnd();
 | 
						|
	immBegin(PRIM_LINE_STRIP, 3);
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle + dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle + dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli - dampli, tangle + dangle - dangle2));
 | 
						|
	immEnd();
 | 
						|
	immBegin(PRIM_LINE_STRIP, 3);
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle - dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle - dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli - dampli, tangle - dangle + dangle2));
 | 
						|
	immEnd();
 | 
						|
	immBegin(PRIM_LINE_STRIP, 3);
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle - dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle - dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli + dampli, tangle - dangle + dangle2));
 | 
						|
	immEnd();
 | 
						|
}
 | 
						|
 | 
						|
void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti)
 | 
						|
{
 | 
						|
	const float skin_rad = DEG2RADF(123.0f); /* angle in radians of the skin tone line */
 | 
						|
	Scopes *scopes = (Scopes *)but->poin;
 | 
						|
 | 
						|
	const float colors[6][3] = {
 | 
						|
	    {0.75, 0.0, 0.0},  {0.75, 0.75, 0.0}, {0.0, 0.75, 0.0},
 | 
						|
	    {0.0, 0.75, 0.75}, {0.0, 0.0, 0.75},  {0.75, 0.0, 0.75}};
 | 
						|
	
 | 
						|
	rctf rect = {
 | 
						|
		.xmin = (float)recti->xmin + 1,
 | 
						|
		.xmax = (float)recti->xmax - 1,
 | 
						|
		.ymin = (float)recti->ymin + 1,
 | 
						|
		.ymax = (float)recti->ymax - 1
 | 
						|
	};
 | 
						|
	
 | 
						|
	float w = BLI_rctf_size_x(&rect);
 | 
						|
	float h = BLI_rctf_size_y(&rect);
 | 
						|
	float centerx = rect.xmin + w * 0.5f;
 | 
						|
	float centery = rect.ymin + h * 0.5f;
 | 
						|
	float diam = (w < h) ? w : h;
 | 
						|
	
 | 
						|
	float alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha;
 | 
						|
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
 | 
						|
	float color[4];
 | 
						|
	UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
 | 
						|
	UI_draw_roundbox_corner_set(UI_CNR_ALL);
 | 
						|
	UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
 | 
						|
 | 
						|
	/* need scissor test, hvectorscope can draw outside of boundary */
 | 
						|
	GLint scissor[4];
 | 
						|
	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));
 | 
						|
	
 | 
						|
	VertexFormat *format = immVertexFormat();
 | 
						|
	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | 
						|
 | 
						|
	immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
 | 
						|
	/* draw grid elements */
 | 
						|
	/* cross */
 | 
						|
	immBegin(PRIM_LINES, 4);
 | 
						|
 | 
						|
	immVertex2f(pos, centerx - (diam * 0.5f) - 5, centery);
 | 
						|
	immVertex2f(pos, centerx + (diam * 0.5f) + 5, centery);
 | 
						|
 | 
						|
	immVertex2f(pos, centerx, centery - (diam * 0.5f) - 5);
 | 
						|
	immVertex2f(pos, centerx, centery + (diam * 0.5f) + 5);
 | 
						|
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	/* circles */
 | 
						|
	for (int j = 0; j < 5; j++) {
 | 
						|
		const int increment = 15;
 | 
						|
		immBegin(PRIM_LINE_LOOP, (int)(360 / increment));
 | 
						|
		for (int i = 0; i <= 360 - increment; i += increment) {
 | 
						|
			const float a = DEG2RADF((float)i);
 | 
						|
			const float r = (j + 1) * 0.1f;
 | 
						|
			immVertex2f(pos, polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a));
 | 
						|
		}
 | 
						|
		immEnd();
 | 
						|
	}
 | 
						|
	/* skin tone line */
 | 
						|
	immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f);
 | 
						|
 | 
						|
	immBegin(PRIM_LINES, 2);
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad));
 | 
						|
	immVertex2f(pos, polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad));
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	/* saturation points */
 | 
						|
	for (int i = 0; i < 6; i++)
 | 
						|
		vectorscope_draw_target(pos, centerx, centery, diam, colors[i]);
 | 
						|
	
 | 
						|
	if (scopes->ok && scopes->vecscope != NULL) {
 | 
						|
		/* pixel point cloud */
 | 
						|
		float col[3] = {alpha, alpha, alpha};
 | 
						|
 | 
						|
		glBlendFunc(GL_ONE, GL_ONE);
 | 
						|
		glPointSize(1.0);
 | 
						|
 | 
						|
		gpuPushMatrix();
 | 
						|
		gpuTranslate2f(centerx, centery);
 | 
						|
		gpuScaleUniform(diam);
 | 
						|
 | 
						|
		waveform_draw_one(scopes->vecscope, scopes->waveform_tot, col);
 | 
						|
 | 
						|
		gpuPopMatrix();
 | 
						|
	}
 | 
						|
 | 
						|
	immUnbindProgram();
 | 
						|
 | 
						|
	/* outline */
 | 
						|
	draw_scope_end(&rect, scissor);
 | 
						|
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
}
 | 
						|
 | 
						|
static void ui_draw_colorband_handle_tri_hlight(unsigned int pos, float x1, float y1, float halfwidth, float height)
 | 
						|
{
 | 
						|
	glEnable(GL_LINE_SMOOTH);
 | 
						|
 | 
						|
	immBegin(PRIM_LINE_STRIP, 3);
 | 
						|
	immVertex2f(pos, x1 + halfwidth, y1);
 | 
						|
	immVertex2f(pos, x1, y1 + height);
 | 
						|
	immVertex2f(pos, x1 - halfwidth, y1);
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	glDisable(GL_LINE_SMOOTH);
 | 
						|
}
 | 
						|
 | 
						|
static void ui_draw_colorband_handle_tri(unsigned int pos, float x1, float y1, float halfwidth, float height, bool fill)
 | 
						|
{
 | 
						|
	glEnable(fill ? GL_POLYGON_SMOOTH : GL_LINE_SMOOTH);
 | 
						|
 | 
						|
	immBegin(fill ? PRIM_TRIANGLES : PRIM_LINE_LOOP, 3);
 | 
						|
	immVertex2f(pos, x1 + halfwidth, y1);
 | 
						|
	immVertex2f(pos, x1, y1 + height);
 | 
						|
	immVertex2f(pos, x1 - halfwidth, y1);
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	glDisable(fill ? GL_POLYGON_SMOOTH : GL_LINE_SMOOTH);
 | 
						|
}
 | 
						|
 | 
						|
static void ui_draw_colorband_handle_box(unsigned int pos, float x1, float y1, float x2, float y2, bool fill)
 | 
						|
{
 | 
						|
	immBegin(fill ? PRIM_TRIANGLE_FAN : PRIM_LINE_LOOP, 4);
 | 
						|
	immVertex2f(pos, x1, y1);
 | 
						|
	immVertex2f(pos, x1, y2);
 | 
						|
	immVertex2f(pos, x2, y2);
 | 
						|
	immVertex2f(pos, x2, y1);
 | 
						|
	immEnd();
 | 
						|
}
 | 
						|
 | 
						|
static void ui_draw_colorband_handle(
 | 
						|
        unsigned int pos, const rcti *rect, float x,
 | 
						|
        const float rgb[3], struct ColorManagedDisplay *display,
 | 
						|
        bool active)
 | 
						|
{
 | 
						|
	const float sizey = BLI_rcti_size_y(rect);
 | 
						|
	const float min_width = 3.0f;
 | 
						|
	float colf[3] = {UNPACK3(rgb)};
 | 
						|
 | 
						|
	float half_width = floorf(sizey / 3.5f);
 | 
						|
	float height = half_width * 1.4f;
 | 
						|
 | 
						|
	float y1 = rect->ymin + (sizey * 0.16f);
 | 
						|
	float y2 = rect->ymax;
 | 
						|
 | 
						|
	/* align to pixels */
 | 
						|
	x  = floorf(x  + 0.5f);
 | 
						|
	y1 = floorf(y1 + 0.5f);
 | 
						|
 | 
						|
	if (active || half_width < min_width) {
 | 
						|
		immUniformColor3ub(0, 0, 0);
 | 
						|
		immBegin(PRIM_LINES, 2);
 | 
						|
		immVertex2f(pos, x, y1);
 | 
						|
		immVertex2f(pos, x, y2);
 | 
						|
		immEnd();
 | 
						|
 | 
						|
		setlinestyle(active ? 2 : 1);
 | 
						|
		immUniformColor3ub(200, 200, 200);
 | 
						|
		immBegin(PRIM_LINES, 2);
 | 
						|
		immVertex2f(pos, x, y1);
 | 
						|
		immVertex2f(pos, x, y2);
 | 
						|
		immEnd();
 | 
						|
		setlinestyle(0);
 | 
						|
 | 
						|
		/* hide handles when zoomed out too far */
 | 
						|
		if (half_width < min_width) {
 | 
						|
			return;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* shift handle down */
 | 
						|
	y1 -= half_width;
 | 
						|
 | 
						|
	immUniformColor3ub(0, 0, 0);
 | 
						|
	ui_draw_colorband_handle_box(pos, x - half_width, y1 - 1, x + half_width, y1 + height, false);
 | 
						|
 | 
						|
	/* draw all triangles blended */
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
 | 
						|
	ui_draw_colorband_handle_tri(pos, x, y1 + height, half_width, half_width, true);
 | 
						|
 | 
						|
	if (active)
 | 
						|
		immUniformColor3ub(196, 196, 196);
 | 
						|
	else
 | 
						|
		immUniformColor3ub(96, 96, 96);
 | 
						|
	ui_draw_colorband_handle_tri(pos, x, y1 + height, half_width, half_width, true);
 | 
						|
 | 
						|
	if (active)
 | 
						|
		immUniformColor3ub(255, 255, 255);
 | 
						|
	else
 | 
						|
		immUniformColor3ub(128, 128, 128);
 | 
						|
	ui_draw_colorband_handle_tri_hlight(pos, x, y1 + height - 1, (half_width - 1), (half_width - 1));
 | 
						|
 | 
						|
	immUniformColor3ub(0, 0, 0);
 | 
						|
	ui_draw_colorband_handle_tri_hlight(pos, x, y1 + height, half_width, half_width);
 | 
						|
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
 | 
						|
	immUniformColor3ub(128, 128, 128);
 | 
						|
	ui_draw_colorband_handle_box(pos, x - (half_width - 1), y1, x + (half_width - 1), y1 + height, true);
 | 
						|
 | 
						|
	if (display) {
 | 
						|
		IMB_colormanagement_scene_linear_to_display_v3(colf, display);
 | 
						|
	}
 | 
						|
 | 
						|
	immUniformColor3fv(colf);
 | 
						|
	ui_draw_colorband_handle_box(pos, x - (half_width - 2), y1 + 1, x + (half_width - 2), y1 + height - 2, true);
 | 
						|
}
 | 
						|
 | 
						|
void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *rect)
 | 
						|
{
 | 
						|
	struct ColorManagedDisplay *display = NULL;
 | 
						|
	unsigned int position, color;
 | 
						|
 | 
						|
	ColorBand *coba = (ColorBand *)(but->editcoba ? but->editcoba : but->poin);
 | 
						|
	if (coba == NULL) return;
 | 
						|
 | 
						|
	if (but->block->color_profile)
 | 
						|
		display = ui_block_cm_display_get(but->block);
 | 
						|
 | 
						|
	float x1 = rect->xmin;
 | 
						|
	float sizex = rect->xmax - x1;
 | 
						|
	float sizey = BLI_rcti_size_y(rect);
 | 
						|
	float sizey_solid = sizey * 0.25f;
 | 
						|
	float y1 = rect->ymin;
 | 
						|
 | 
						|
	VertexFormat *format = immVertexFormat();
 | 
						|
	position = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
 | 
						|
 | 
						|
	/* Drawing the checkerboard. */
 | 
						|
	immUniform4f("color1", UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_DARK / 255.0f, 1.0f);
 | 
						|
	immUniform4f("color2", UI_ALPHA_CHECKER_LIGHT / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, 1.0f);
 | 
						|
	immUniform1i("size", 8);
 | 
						|
	immRectf(position, x1, y1, x1 + sizex, rect->ymax);
 | 
						|
	immUnbindProgram();
 | 
						|
 | 
						|
	/* New format */
 | 
						|
	format = immVertexFormat();
 | 
						|
	position = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	color = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
 | 
						|
 | 
						|
	/* layer: color ramp */
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
 | 
						|
	CBData *cbd = coba->data;
 | 
						|
 | 
						|
	float v1[2], v2[2];
 | 
						|
	float colf[4] = {0, 0, 0, 0}; /* initialize in case the colorband isn't valid */
 | 
						|
 | 
						|
	v1[1] = y1 + sizey_solid;
 | 
						|
	v2[1] = rect->ymax;
 | 
						|
	
 | 
						|
	immBegin(PRIM_TRIANGLE_STRIP, (sizex + 1) * 2);
 | 
						|
	for (int a = 0; a <= sizex; a++) {
 | 
						|
		float pos = ((float)a) / sizex;
 | 
						|
		do_colorband(coba, pos, colf);
 | 
						|
		if (display)
 | 
						|
			IMB_colormanagement_scene_linear_to_display_v3(colf, display);
 | 
						|
		
 | 
						|
		v1[0] = v2[0] = x1 + a;
 | 
						|
		
 | 
						|
		immAttrib4fv(color, colf);
 | 
						|
		immVertex2fv(position, v1);
 | 
						|
		immVertex2fv(position, v2);
 | 
						|
	}
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	/* layer: color ramp without alpha for reference when manipulating ramp properties */
 | 
						|
	v1[1] = y1;
 | 
						|
	v2[1] = y1 + sizey_solid;
 | 
						|
 | 
						|
	immBegin(PRIM_TRIANGLE_STRIP, (sizex + 1) * 2);
 | 
						|
	for (int a = 0; a <= sizex; a++) {
 | 
						|
		float pos = ((float)a) / sizex;
 | 
						|
		do_colorband(coba, pos, colf);
 | 
						|
		if (display)
 | 
						|
			IMB_colormanagement_scene_linear_to_display_v3(colf, display);
 | 
						|
 | 
						|
		v1[0] = v2[0] = x1 + a;
 | 
						|
 | 
						|
		immAttrib4f(color, colf[0], colf[1], colf[2], 1.0f);
 | 
						|
		immVertex2fv(position, v1);
 | 
						|
		immVertex2fv(position, v2);
 | 
						|
	}
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	immUnbindProgram();
 | 
						|
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
 | 
						|
	/* New format */
 | 
						|
	format = immVertexFormat();
 | 
						|
	position = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | 
						|
 | 
						|
	/* layer: box outline */
 | 
						|
	immUniformColor4f(0.0f, 0.0f, 0.0f, 1.0f);
 | 
						|
	imm_draw_line_box(position, x1, y1, x1 + sizex, rect->ymax);
 | 
						|
 | 
						|
	/* layer: box outline */
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
 | 
						|
 | 
						|
	immBegin(PRIM_LINES, 2);
 | 
						|
	immVertex2f(position, x1, y1);
 | 
						|
	immVertex2f(position, x1 + sizex, y1);
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f);
 | 
						|
 | 
						|
	immBegin(PRIM_LINES, 2);
 | 
						|
	immVertex2f(position, x1, y1 - 1);
 | 
						|
	immVertex2f(position, x1 + sizex, y1 - 1);
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
	
 | 
						|
	/* layer: draw handles */
 | 
						|
	for (int a = 0; a < coba->tot; a++, cbd++) {
 | 
						|
		if (a != coba->cur) {
 | 
						|
			float pos = x1 + cbd->pos * (sizex - 1) + 1;
 | 
						|
			ui_draw_colorband_handle(position, rect, pos, &cbd->r, display, false);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* layer: active handle */
 | 
						|
	if (coba->tot != 0) {
 | 
						|
		cbd = &coba->data[coba->cur];
 | 
						|
		float pos = x1 + cbd->pos * (sizex - 1) + 1;
 | 
						|
		ui_draw_colorband_handle(position, rect, pos, &cbd->r, display, true);
 | 
						|
	}
 | 
						|
 | 
						|
	immUnbindProgram();
 | 
						|
}
 | 
						|
 | 
						|
void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
 | 
						|
{
 | 
						|
	/* sphere color */
 | 
						|
	float diffuse[3] = {1.0f, 1.0f, 1.0f};
 | 
						|
	float light[3];
 | 
						|
	float size;
 | 
						|
	
 | 
						|
	/* backdrop */
 | 
						|
	UI_draw_roundbox_corner_set(UI_CNR_ALL);
 | 
						|
	UI_draw_roundbox_3ubAlpha(true, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, (unsigned char *)wcol->inner, 255);
 | 
						|
	
 | 
						|
	glCullFace(GL_BACK);
 | 
						|
	glEnable(GL_CULL_FACE);
 | 
						|
	
 | 
						|
	/* setup lights */
 | 
						|
	ui_but_v3_get(but, light);
 | 
						|
 | 
						|
	/* transform to button */
 | 
						|
	gpuPushMatrix();
 | 
						|
	
 | 
						|
	if (BLI_rcti_size_x(rect) < BLI_rcti_size_y(rect))
 | 
						|
		size = 0.5f * BLI_rcti_size_x(rect);
 | 
						|
	else
 | 
						|
		size = 0.5f * BLI_rcti_size_y(rect);
 | 
						|
 | 
						|
	gpuTranslate2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect));
 | 
						|
	gpuScaleUniform(size);
 | 
						|
 | 
						|
	Batch *sphere = Batch_get_sphere(2);
 | 
						|
	Batch_set_builtin_program(sphere, GPU_SHADER_SIMPLE_LIGHTING);
 | 
						|
	Batch_Uniform4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f);
 | 
						|
	Batch_Uniform3fv(sphere, "light", light);
 | 
						|
	Batch_draw(sphere);
 | 
						|
 | 
						|
	/* restore */
 | 
						|
	glDisable(GL_CULL_FACE);
 | 
						|
	
 | 
						|
	/* AA circle */
 | 
						|
	VertexFormat *format = immVertexFormat();
 | 
						|
	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | 
						|
	immUniformColor3ubv((unsigned char *)wcol->inner);
 | 
						|
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	glEnable(GL_LINE_SMOOTH);
 | 
						|
	imm_draw_circle_wire(pos, 0.0f, 0.0f, 1.0f, 32);
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
	glDisable(GL_LINE_SMOOTH);
 | 
						|
 | 
						|
	/* matrix after circle */
 | 
						|
	gpuPopMatrix();
 | 
						|
 | 
						|
	immUnbindProgram();
 | 
						|
}
 | 
						|
 | 
						|
static void ui_draw_but_curve_grid(unsigned int pos, const rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)
 | 
						|
{
 | 
						|
	float dx = step * zoomx;
 | 
						|
	float fx = rect->xmin + zoomx * (-offsx);
 | 
						|
	if (fx > rect->xmin) fx -= dx * (floorf(fx - rect->xmin));
 | 
						|
	
 | 
						|
	float dy = step * zoomy;
 | 
						|
	float fy = rect->ymin + zoomy * (-offsy);
 | 
						|
	if (fy > rect->ymin) fy -= dy * (floorf(fy - rect->ymin));
 | 
						|
 | 
						|
	float line_count = floorf((rect->xmax - fx) / dx) + 1.0f +
 | 
						|
	                   floorf((rect->ymax - fy) / dy) + 1.0f;
 | 
						|
 | 
						|
	immBegin(PRIM_LINES, (int)line_count * 2);
 | 
						|
	while (fx < rect->xmax) {
 | 
						|
		immVertex2f(pos, fx, rect->ymin);
 | 
						|
		immVertex2f(pos, fx, rect->ymax);
 | 
						|
		fx += dx;
 | 
						|
	}
 | 
						|
	while (fy < rect->ymax) {
 | 
						|
		immVertex2f(pos, rect->xmin, fy);
 | 
						|
		immVertex2f(pos, rect->xmax, fy);
 | 
						|
		fy += dy;
 | 
						|
	}
 | 
						|
	immEnd();
 | 
						|
	
 | 
						|
}
 | 
						|
 | 
						|
static void gl_shaded_color(unsigned char *col, int shade)
 | 
						|
{
 | 
						|
	immUniformColor3ub(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, const rcti *rect)
 | 
						|
{
 | 
						|
	CurveMapping *cumap;
 | 
						|
 | 
						|
	if (but->editcumap) {
 | 
						|
		cumap = but->editcumap;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		cumap = (CurveMapping *)but->poin;
 | 
						|
	}
 | 
						|
 | 
						|
	CurveMap *cuma = &cumap->cm[cumap->cur];
 | 
						|
 | 
						|
	/* need scissor test, curve can draw outside of boundary */
 | 
						|
	GLint scissor[4];
 | 
						|
	glGetIntegerv(GL_VIEWPORT, scissor);
 | 
						|
	rcti scissor_new = {
 | 
						|
		.xmin = ar->winrct.xmin + rect->xmin,
 | 
						|
		.ymin = ar->winrct.ymin + rect->ymin,
 | 
						|
		.xmax = ar->winrct.xmin + rect->xmax,
 | 
						|
		.ymax = ar->winrct.ymin + rect->ymax
 | 
						|
	};
 | 
						|
	BLI_rcti_isect(&scissor_new, &ar->winrct, &scissor_new);
 | 
						|
	glScissor(scissor_new.xmin,
 | 
						|
	          scissor_new.ymin,
 | 
						|
	          BLI_rcti_size_x(&scissor_new),
 | 
						|
	          BLI_rcti_size_y(&scissor_new));
 | 
						|
 | 
						|
	/* calculate offset and zoom */
 | 
						|
	float zoomx = (BLI_rcti_size_x(rect) - 2.0f) / BLI_rctf_size_x(&cumap->curr);
 | 
						|
	float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / BLI_rctf_size_y(&cumap->curr);
 | 
						|
	float offsx = cumap->curr.xmin - (1.0f / zoomx);
 | 
						|
	float offsy = cumap->curr.ymin - (1.0f / zoomy);
 | 
						|
 | 
						|
	/* Do this first to not mess imm context */
 | 
						|
	if (but->a1 == UI_GRAD_H) {
 | 
						|
		/* magic trigger for curve backgrounds */
 | 
						|
		float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */
 | 
						|
 | 
						|
		rcti grid = {
 | 
						|
			.xmin = rect->xmin + zoomx * (-offsx),
 | 
						|
			.xmax = grid.xmin + zoomx,
 | 
						|
			.ymin = rect->ymin + zoomy * (-offsy),
 | 
						|
			.ymax = grid.ymin + zoomy
 | 
						|
		};
 | 
						|
 | 
						|
		ui_draw_gradient(&grid, col, UI_GRAD_H, 1.0f);
 | 
						|
	}
 | 
						|
 | 
						|
	glLineWidth(1.0f);
 | 
						|
 | 
						|
	VertexFormat *format = immVertexFormat();
 | 
						|
	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | 
						|
 | 
						|
	/* backdrop */
 | 
						|
	if (but->a1 == UI_GRAD_H) {
 | 
						|
		/* grid, hsv uses different grid */
 | 
						|
		glEnable(GL_BLEND);
 | 
						|
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
		immUniformColor4ub(0, 0, 0, 48);
 | 
						|
		ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.1666666f);
 | 
						|
		glDisable(GL_BLEND);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		if (cumap->flag & CUMA_DO_CLIP) {
 | 
						|
			gl_shaded_color((unsigned char *)wcol->inner, -20);
 | 
						|
			immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
 | 
						|
			immUniformColor3ubv((unsigned char *)wcol->inner);
 | 
						|
			immRectf(pos, 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 {
 | 
						|
			immUniformColor3ubv((unsigned char *)wcol->inner);
 | 
						|
			immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
 | 
						|
		}
 | 
						|
 | 
						|
		/* grid, every 0.25 step */
 | 
						|
		gl_shaded_color((unsigned char *)wcol->inner, -16);
 | 
						|
		ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f);
 | 
						|
		/* grid, every 1.0 step */
 | 
						|
		gl_shaded_color((unsigned char *)wcol->inner, -24);
 | 
						|
		ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f);
 | 
						|
		/* axes */
 | 
						|
		gl_shaded_color((unsigned char *)wcol->inner, -50);
 | 
						|
		immBegin(PRIM_LINES, 4);
 | 
						|
		immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (-offsy));
 | 
						|
		immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (-offsy));
 | 
						|
		immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymin);
 | 
						|
		immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymax);
 | 
						|
		immEnd();
 | 
						|
	}
 | 
						|
 | 
						|
	/* cfra option */
 | 
						|
	/* XXX 2.48 */
 | 
						|
#if 0
 | 
						|
	if (cumap->flag & CUMA_DRAW_CFRA) {
 | 
						|
		immUniformColor3ub(0x60, 0xc0, 0x40);
 | 
						|
		immBegin(PRIM_LINES, 2);
 | 
						|
		immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin);
 | 
						|
		immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax);
 | 
						|
		immEnd();
 | 
						|
	}
 | 
						|
#endif
 | 
						|
	/* sample option */
 | 
						|
 | 
						|
	if (cumap->flag & CUMA_DRAW_SAMPLE) {
 | 
						|
		immBegin(PRIM_LINES, 2); /* will draw one of the following 3 lines */
 | 
						|
		if (but->a1 == UI_GRAD_H) {
 | 
						|
			float tsample[3];
 | 
						|
			float hsv[3];
 | 
						|
			linearrgb_to_srgb_v3_v3(tsample, cumap->sample);
 | 
						|
			rgb_to_hsv_v(tsample, hsv);
 | 
						|
			immUniformColor3ub(240, 240, 240);
 | 
						|
 | 
						|
			immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymin);
 | 
						|
			immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymax);
 | 
						|
		}
 | 
						|
		else if (cumap->cur == 3) {
 | 
						|
			float lum = IMB_colormanagement_get_luminance(cumap->sample);
 | 
						|
			immUniformColor3ub(240, 240, 240);
 | 
						|
			
 | 
						|
			immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymin);
 | 
						|
			immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymax);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			if (cumap->cur == 0)
 | 
						|
				immUniformColor3ub(240, 100, 100);
 | 
						|
			else if (cumap->cur == 1)
 | 
						|
				immUniformColor3ub(100, 240, 100);
 | 
						|
			else
 | 
						|
				immUniformColor3ub(100, 100, 240);
 | 
						|
			
 | 
						|
			immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymin);
 | 
						|
			immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymax);
 | 
						|
		}
 | 
						|
		immEnd();
 | 
						|
	}
 | 
						|
 | 
						|
	/* the curve */
 | 
						|
	immUniformColor3ubv((unsigned char *)wcol->item);
 | 
						|
	glEnable(GL_LINE_SMOOTH);
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	immBegin(PRIM_LINE_STRIP, (CM_TABLE+1) + 2);
 | 
						|
	
 | 
						|
	if (cuma->table == NULL)
 | 
						|
		curvemapping_changed(cumap, false);
 | 
						|
 | 
						|
	CurveMapPoint *cmp = cuma->table;
 | 
						|
 | 
						|
	/* first point */
 | 
						|
	if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) {
 | 
						|
		immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (cmp[0].y - offsy));
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		float fx = rect->xmin + zoomx * (cmp[0].x - offsx + cuma->ext_in[0]);
 | 
						|
		float fy = rect->ymin + zoomy * (cmp[0].y - offsy + cuma->ext_in[1]);
 | 
						|
		immVertex2f(pos, fx, fy);
 | 
						|
	}
 | 
						|
	for (int a = 0; a <= CM_TABLE; a++) {
 | 
						|
		float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
 | 
						|
		float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
 | 
						|
		immVertex2f(pos, fx, fy);
 | 
						|
	}
 | 
						|
	/* last point */
 | 
						|
	if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) {
 | 
						|
		immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy));
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		float fx = rect->xmin + zoomx * (cmp[CM_TABLE].x - offsx - cuma->ext_out[0]);
 | 
						|
		float fy = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]);
 | 
						|
		immVertex2f(pos, fx, fy);
 | 
						|
	}
 | 
						|
	immEnd();
 | 
						|
	glDisable(GL_LINE_SMOOTH);
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
	immUnbindProgram();
 | 
						|
 | 
						|
	/* the points, use aspect to make them visible on edges */
 | 
						|
	format = immVertexFormat();
 | 
						|
	pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	unsigned int col = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
 | 
						|
 | 
						|
	cmp = cuma->curve;
 | 
						|
	glPointSize(3.0f);
 | 
						|
	immBegin(PRIM_POINTS, cuma->totpoint);
 | 
						|
	for (int a = 0; a < cuma->totpoint; a++) {
 | 
						|
		float color[4];
 | 
						|
		if (cmp[a].flag & CUMA_SELECT)
 | 
						|
			UI_GetThemeColor4fv(TH_TEXT_HI, color);
 | 
						|
		else
 | 
						|
			UI_GetThemeColor4fv(TH_TEXT, color);
 | 
						|
		float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
 | 
						|
		float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
 | 
						|
		immAttrib4fv(col, color);
 | 
						|
		immVertex2f(pos, fx, fy);
 | 
						|
	}
 | 
						|
	immEnd();
 | 
						|
	immUnbindProgram();
 | 
						|
	
 | 
						|
	/* restore scissortest */
 | 
						|
	glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
 | 
						|
 | 
						|
	/* outline */
 | 
						|
	format = immVertexFormat();
 | 
						|
	pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | 
						|
 | 
						|
	immUniformColor3ubv((unsigned char *)wcol->outline);
 | 
						|
	imm_draw_line_box(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
 | 
						|
 | 
						|
	immUnbindProgram();
 | 
						|
}
 | 
						|
 | 
						|
void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti)
 | 
						|
{
 | 
						|
	bool ok = false;
 | 
						|
	MovieClipScopes *scopes = (MovieClipScopes *)but->poin;
 | 
						|
 | 
						|
	rctf rect = {
 | 
						|
		.xmin = (float)recti->xmin + 1,
 | 
						|
		.xmax = (float)recti->xmax - 1,
 | 
						|
		.ymin = (float)recti->ymin + 1,
 | 
						|
		.ymax = (float)recti->ymax - 1
 | 
						|
	};
 | 
						|
 | 
						|
	int width  = BLI_rctf_size_x(&rect) + 1;
 | 
						|
	int height = BLI_rctf_size_y(&rect);
 | 
						|
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
 | 
						|
	/* need scissor test, preview image can draw outside of boundary */
 | 
						|
	GLint scissor[4];
 | 
						|
	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 (scopes->track_disabled) {
 | 
						|
		float color[4] = {0.7f, 0.3f, 0.3f, 0.3f};
 | 
						|
		UI_draw_roundbox_corner_set(UI_CNR_ALL);
 | 
						|
		UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
 | 
						|
 | 
						|
		ok = true;
 | 
						|
	}
 | 
						|
	else if ((scopes->track_search) &&
 | 
						|
	         ((!scopes->track_preview) ||
 | 
						|
	          (scopes->track_preview->x != width || scopes->track_preview->y != height)))
 | 
						|
	{
 | 
						|
		if (scopes->track_preview)
 | 
						|
			IMB_freeImBuf(scopes->track_preview);
 | 
						|
 | 
						|
		ImBuf *tmpibuf = BKE_tracking_sample_pattern(scopes->frame_width, scopes->frame_height,
 | 
						|
		                                             scopes->track_search, scopes->track,
 | 
						|
		                                             &scopes->undist_marker, true, scopes->use_track_mask,
 | 
						|
		                                             width, height, scopes->track_pos);
 | 
						|
		if (tmpibuf) {
 | 
						|
			if (tmpibuf->rect_float)
 | 
						|
				IMB_rect_from_float(tmpibuf);
 | 
						|
 | 
						|
			if (tmpibuf->rect)
 | 
						|
				scopes->track_preview = tmpibuf;
 | 
						|
			else
 | 
						|
				IMB_freeImBuf(tmpibuf);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (!ok && scopes->track_preview) {
 | 
						|
		gpuPushMatrix();
 | 
						|
 | 
						|
		/* draw content of pattern area */
 | 
						|
		glScissor(ar->winrct.xmin + rect.xmin, ar->winrct.ymin + rect.ymin, scissor[2], scissor[3]);
 | 
						|
 | 
						|
		if (width > 0 && height > 0) {
 | 
						|
			ImBuf *drawibuf = scopes->track_preview;
 | 
						|
			float col_sel[4], col_outline[4];
 | 
						|
 | 
						|
			if (scopes->use_track_mask) {
 | 
						|
				float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
 | 
						|
				UI_draw_roundbox_corner_set(UI_CNR_ALL);
 | 
						|
				UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
 | 
						|
			}
 | 
						|
 | 
						|
			immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
 | 
						|
			immDrawPixelsTex(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, drawibuf->rect, 1.0f, 1.0f, NULL);
 | 
						|
 | 
						|
			/* draw cross for pixel position */
 | 
						|
			gpuTranslate2f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1]);
 | 
						|
			glScissor(ar->winrct.xmin + rect.xmin,
 | 
						|
			          ar->winrct.ymin + rect.ymin,
 | 
						|
			          BLI_rctf_size_x(&rect),
 | 
						|
			          BLI_rctf_size_y(&rect));
 | 
						|
 | 
						|
			VertexFormat *format = immVertexFormat();
 | 
						|
			unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
			unsigned int col = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
 | 
						|
			immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
 | 
						|
 | 
						|
			UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel);
 | 
						|
			UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline);
 | 
						|
 | 
						|
			/* Do stipple cross with geometry */
 | 
						|
			immBegin(PRIM_LINES, 7*2*2);
 | 
						|
			float pos_sel[8] = {-10.0f, -7.0f, -4.0f, -1.0f, 2.0f, 5.0f, 8.0f, 11.0f};
 | 
						|
			for (int axe = 0; axe < 2; ++axe) {
 | 
						|
				for (int i = 0; i < 7; ++i) {
 | 
						|
					float x1 = pos_sel[i] * (1 - axe);
 | 
						|
					float y1 = pos_sel[i] * axe;
 | 
						|
					float x2 = pos_sel[i+1] * (1 - axe);
 | 
						|
					float y2 = pos_sel[i+1] * axe;
 | 
						|
 | 
						|
					if (i % 2 == 1)
 | 
						|
						immAttrib4fv(col, col_sel);
 | 
						|
					else
 | 
						|
						immAttrib4fv(col, col_outline);
 | 
						|
 | 
						|
					immVertex2f(pos, x1, y1);
 | 
						|
					immVertex2f(pos, x2, y2);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			immEnd();
 | 
						|
 | 
						|
			immUnbindProgram();
 | 
						|
		}
 | 
						|
 | 
						|
		gpuPopMatrix();
 | 
						|
 | 
						|
		ok = true;
 | 
						|
	}
 | 
						|
 | 
						|
	if (!ok) {
 | 
						|
		float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
 | 
						|
		UI_draw_roundbox_corner_set(UI_CNR_ALL);
 | 
						|
		UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
 | 
						|
	}
 | 
						|
 | 
						|
	/* outline */
 | 
						|
	draw_scope_end(&rect, scissor);
 | 
						|
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
}
 | 
						|
 | 
						|
void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti)
 | 
						|
{
 | 
						|
	static const float size = 5.0f;
 | 
						|
	
 | 
						|
	/* 16 values of sin function */
 | 
						|
	const float si[16] = {
 | 
						|
	    0.00000000f, 0.39435585f, 0.72479278f, 0.93775213f,
 | 
						|
	    0.99871650f, 0.89780453f, 0.65137248f, 0.29936312f,
 | 
						|
	    -0.10116832f, -0.48530196f, -0.79077573f, -0.96807711f,
 | 
						|
	    -0.98846832f, -0.84864425f, -0.57126821f, -0.20129852f
 | 
						|
	};
 | 
						|
	/* 16 values of cos function */
 | 
						|
	const float co[16] = {
 | 
						|
	    1.00000000f, 0.91895781f, 0.68896691f, 0.34730525f,
 | 
						|
	    -0.05064916f, -0.44039415f, -0.75875812f, -0.95413925f,
 | 
						|
	    -0.99486932f, -0.87434661f, -0.61210598f, -0.25065253f,
 | 
						|
	    0.15142777f, 0.52896401f, 0.82076344f, 0.97952994f,
 | 
						|
	};
 | 
						|
	
 | 
						|
	GLint scissor[4];
 | 
						|
	
 | 
						|
	/* need scissor test, can draw outside of boundary */
 | 
						|
	glGetIntegerv(GL_VIEWPORT, scissor);
 | 
						|
	
 | 
						|
	rcti scissor_new = {
 | 
						|
		.xmin = ar->winrct.xmin + recti->xmin,
 | 
						|
		.ymin = ar->winrct.ymin + recti->ymin,
 | 
						|
		.xmax = ar->winrct.xmin + recti->xmax,
 | 
						|
		.ymax = ar->winrct.ymin + recti->ymax
 | 
						|
	};
 | 
						|
 | 
						|
	BLI_rcti_isect(&scissor_new, &ar->winrct, &scissor_new);
 | 
						|
	glScissor(scissor_new.xmin,
 | 
						|
	          scissor_new.ymin,
 | 
						|
	          BLI_rcti_size_x(&scissor_new),
 | 
						|
	          BLI_rcti_size_y(&scissor_new));
 | 
						|
	
 | 
						|
	float x = 0.5f * (recti->xmin + recti->xmax);
 | 
						|
	float y = 0.5f * (recti->ymin + recti->ymax);
 | 
						|
 | 
						|
	VertexFormat *format = immVertexFormat();
 | 
						|
	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | 
						|
	immUniformColor4ubv(but->col);
 | 
						|
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	immBegin(PRIM_TRIANGLE_FAN, 16);
 | 
						|
	for (int a = 0; a < 16; a++)
 | 
						|
		immVertex2f(pos, x + size * si[a], y + size * co[a]);
 | 
						|
	immEnd();
 | 
						|
	
 | 
						|
	immUniformColor4ub(0, 0, 0, 150);
 | 
						|
	glLineWidth(1);
 | 
						|
	glEnable(GL_LINE_SMOOTH);
 | 
						|
	immBegin(PRIM_LINE_LOOP, 16);
 | 
						|
	for (int a = 0; a < 16; a++)
 | 
						|
		immVertex2f(pos, x + size * si[a], y + size * co[a]);
 | 
						|
	immEnd();
 | 
						|
	glDisable(GL_LINE_SMOOTH);
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
 | 
						|
	immUnbindProgram();
 | 
						|
	
 | 
						|
	/* restore scissortest */
 | 
						|
	glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
 | 
						|
}
 | 
						|
 | 
						|
/* ****************************************************** */
 | 
						|
 | 
						|
/* TODO: high quality UI drop shadows using GLSL shader and single draw call
 | 
						|
 * would replace / modify the following 3 functions  - merwin
 | 
						|
 */
 | 
						|
 | 
						|
static void ui_shadowbox(unsigned pos, unsigned color, float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha)
 | 
						|
{
 | 
						|
	/* right quad */
 | 
						|
	immAttrib4ub(color, 0, 0, 0, alpha);
 | 
						|
	immVertex2f(pos, maxx, miny);
 | 
						|
	immVertex2f(pos, maxx, maxy - 0.3f * shadsize);
 | 
						|
	immAttrib4ub(color, 0, 0, 0, 0);
 | 
						|
	immVertex2f(pos, maxx + shadsize, maxy - 0.75f * shadsize);
 | 
						|
	immVertex2f(pos, maxx + shadsize, miny);
 | 
						|
	
 | 
						|
	/* corner shape */
 | 
						|
	immAttrib4ub(color, 0, 0, 0, alpha);
 | 
						|
	immVertex2f(pos, maxx, miny);
 | 
						|
	immAttrib4ub(color, 0, 0, 0, 0);
 | 
						|
	immVertex2f(pos, maxx + shadsize, miny);
 | 
						|
	immVertex2f(pos, maxx + 0.7f * shadsize, miny - 0.7f * shadsize);
 | 
						|
	immVertex2f(pos, maxx, miny - shadsize);
 | 
						|
	
 | 
						|
	/* bottom quad */
 | 
						|
	immAttrib4ub(color, 0, 0, 0, alpha);
 | 
						|
	immVertex2f(pos, minx + 0.3f * shadsize, miny);
 | 
						|
	immVertex2f(pos, maxx, miny);
 | 
						|
	immAttrib4ub(color, 0, 0, 0, 0);
 | 
						|
	immVertex2f(pos, maxx, miny - shadsize);
 | 
						|
	immVertex2f(pos, minx + 0.5f * shadsize, miny - shadsize);
 | 
						|
}
 | 
						|
 | 
						|
void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx, float maxy)
 | 
						|
{
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
 | 
						|
	VertexFormat *format = immVertexFormat();
 | 
						|
	unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 | 
						|
	unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
 | 
						|
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
 | 
						|
 | 
						|
	immBegin(PRIM_QUADS_XXX, 36);
 | 
						|
 | 
						|
	/* accumulated outline boxes to make shade not linear, is more pleasant */
 | 
						|
	ui_shadowbox(pos, color, minx, miny, maxx, maxy, 11.0, (20 * alpha) >> 8);
 | 
						|
	ui_shadowbox(pos, color, minx, miny, maxx, maxy, 7.0, (40 * alpha) >> 8);
 | 
						|
	ui_shadowbox(pos, color, minx, miny, maxx, maxy, 5.0, (80 * alpha) >> 8);
 | 
						|
	
 | 
						|
	immEnd();
 | 
						|
 | 
						|
	immUnbindProgram();
 | 
						|
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void ui_draw_dropshadow(const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select))
 | 
						|
{
 | 
						|
	float rad;
 | 
						|
	
 | 
						|
	if (radius > (BLI_rctf_size_y(rct) - 10.0f) * 0.5f)
 | 
						|
		rad = (BLI_rctf_size_y(rct) - 10.0f) * 0.5f;
 | 
						|
	else
 | 
						|
		rad = radius;
 | 
						|
 | 
						|
	int a, i = 12;
 | 
						|
#if 0
 | 
						|
	if (select) {
 | 
						|
		a = i * aspect; /* same as below */
 | 
						|
	}
 | 
						|
	else
 | 
						|
#endif
 | 
						|
	{
 | 
						|
		a = i * aspect;
 | 
						|
	}
 | 
						|
	
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
 | 
						|
	const float dalpha = alpha * 2.0f / 255.0f;
 | 
						|
	float calpha = dalpha;
 | 
						|
	for (; i--; a -= aspect) {
 | 
						|
		/* alpha ranges from 2 to 20 or so */
 | 
						|
		float color[4] = {0.0f, 0.0f, 0.0f, calpha};
 | 
						|
		UI_draw_roundbox_4fv(true, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a, color);
 | 
						|
		calpha += dalpha;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* outline emphasis */
 | 
						|
	glEnable(GL_LINE_SMOOTH);
 | 
						|
	float color[4] = {0.0f, 0.0f, 0.0f, 0.4f};
 | 
						|
	UI_draw_roundbox_4fv(false, rct->xmin - 0.5f, rct->ymin - 0.5f, rct->xmax + 0.5f, rct->ymax + 0.5f, radius + 0.5f, color);
 | 
						|
	glDisable(GL_LINE_SMOOTH);
 | 
						|
	
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
}
 |