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blender-archive/source/blender/editors/interface/interface_draw.c
Matt Ebb bfe248b3d6 Patch [#21750] Add luma waveform and vectorscope to image view
by Xavier Thomas

This adds the waveform monitor and vectorscope to the image editor 'scopes' 
region, bringing it inline (plus a bit more) with sequence editor functionality,
and a big step closer to the end goal of unifying the display code for image/
comp/sequence editor. It's non-intrusive, using the same code paths as 
the histogram.

There's still room for more tweaks - I modified the original patch, changing 
the openGL immediate mode drawing of the waveform display to vertex arrays for 
speed optimisation. Xavier can look at doing this for the vectorscope now too.

Thanks very much Xavier!
2010-04-06 02:05:54 +00:00

1694 lines
46 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <string.h>
#include "DNA_color_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "BLI_math.h"
#include "BKE_colortools.h"
#include "BKE_global.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BLF_api.h"
#include "UI_interface.h"
#include "interface_intern.h"
#define UI_RB_ALPHA 16
#define UI_DISABLED_ALPHA_OFFS -160
static int roundboxtype= 15;
void uiSetRoundBox(int type)
{
/* Not sure the roundbox function is the best place to change this
* if this is undone, its not that big a deal, only makes curves edges
* square for the */
roundboxtype= type;
/* flags to set which corners will become rounded:
1------2
| |
8------4
*/
}
int uiGetRoundBox(void)
{
return roundboxtype;
}
void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
glBegin(mode);
/* start with corner right-bottom */
if(roundboxtype & 4) {
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
glVertex2f(maxx, miny+rad);
}
else glVertex2f(maxx, miny);
/* corner right-top */
if(roundboxtype & 2) {
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
glVertex2f(maxx-rad, maxy);
}
else glVertex2f(maxx, maxy);
/* corner left-top */
if(roundboxtype & 1) {
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
glVertex2f(minx, maxy-rad);
}
else glVertex2f(minx, maxy);
/* corner left-bottom */
if(roundboxtype & 8) {
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
glVertex2f(minx+rad, miny);
}
else glVertex2f(minx, miny);
glEnd();
}
static void round_box_shade_col(float *col1, float *col2, float fac)
{
float col[3];
col[0]= (fac*col1[0] + (1.0-fac)*col2[0]);
col[1]= (fac*col1[1] + (1.0-fac)*col2[1]);
col[2]= (fac*col1[2] + (1.0-fac)*col2[2]);
glColor3fv(col);
}
/* linear horizontal shade within button or in outline */
/* view2d scrollers use it */
void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
float div= maxy-miny;
float coltop[3], coldown[3], color[4];
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
coltop[0]= color[0]+shadetop; if(coltop[0]>1.0) coltop[0]= 1.0;
coltop[1]= color[1]+shadetop; if(coltop[1]>1.0) coltop[1]= 1.0;
coltop[2]= color[2]+shadetop; if(coltop[2]>1.0) coltop[2]= 1.0;
coldown[0]= color[0]+shadedown; if(coldown[0]<0.0) coldown[0]= 0.0;
coldown[1]= color[1]+shadedown; if(coldown[1]<0.0) coldown[1]= 0.0;
coldown[2]= color[2]+shadedown; if(coldown[2]<0.0) coldown[2]= 0.0;
glShadeModel(GL_SMOOTH);
glBegin(mode);
/* start with corner right-bottom */
if(roundboxtype & 4) {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, vec[a][1]/div);
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
round_box_shade_col(coltop, coldown, rad/div);
glVertex2f(maxx, miny+rad);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if(roundboxtype & 2) {
round_box_shade_col(coltop, coldown, (div-rad)/div);
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])/div);
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(maxx-rad, maxy);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if(roundboxtype & 1) {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (div-vec[a][1])/div);
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
round_box_shade_col(coltop, coldown, (div-rad)/div);
glVertex2f(minx, maxy-rad);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if(roundboxtype & 8) {
round_box_shade_col(coltop, coldown, rad/div);
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (rad-vec[a][1])/div);
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(minx+rad, miny);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* linear vertical shade within button or in outline */
/* view2d scrollers use it */
void gl_round_box_vertical_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeLeft, float shadeRight)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
float div= maxx-minx;
float colLeft[3], colRight[3], color[4];
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
colLeft[0]= color[0]+shadeLeft; if(colLeft[0]>1.0) colLeft[0]= 1.0;
colLeft[1]= color[1]+shadeLeft; if(colLeft[1]>1.0) colLeft[1]= 1.0;
colLeft[2]= color[2]+shadeLeft; if(colLeft[2]>1.0) colLeft[2]= 1.0;
colRight[0]= color[0]+shadeRight; if(colRight[0]<0.0) colRight[0]= 0.0;
colRight[1]= color[1]+shadeRight; if(colRight[1]<0.0) colRight[1]= 0.0;
colRight[2]= color[2]+shadeRight; if(colRight[2]<0.0) colRight[2]= 0.0;
glShadeModel(GL_SMOOTH);
glBegin(mode);
/* start with corner right-bottom */
if(roundboxtype & 4) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, vec[a][0]/div);
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
round_box_shade_col(colLeft, colRight, rad/div);
glVertex2f(maxx, miny+rad);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if(roundboxtype & 2) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])/div);
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
round_box_shade_col(colLeft, colRight, (div-rad)/div);
glVertex2f(maxx-rad, maxy);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if(roundboxtype & 1) {
round_box_shade_col(colLeft, colRight, (div-rad)/div);
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])/div);
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy-rad);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if(roundboxtype & 8) {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (vec[a][0])/div);
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx+rad, miny);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* plain antialiased unfilled rectangle */
void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if(roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 0.5;
glColor4fv(color);
glEnable( GL_BLEND );
}
/* set antialias line */
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
/* plain fake antialiased unfilled round rectangle */
void uiRoundRectFakeAA(float minx, float miny, float maxx, float maxy, float rad, float asp)
{
float color[4], alpha;
float raddiff;
int i, passes=4;
/* get the colour and divide up the alpha */
glGetFloatv(GL_CURRENT_COLOR, color);
alpha = 1; //color[3];
color[3]= 0.5*alpha/(float)passes;
glColor4fv(color);
/* set the 'jitter amount' */
raddiff = (1/(float)passes) * asp;
glEnable( GL_BLEND );
/* draw lots of lines on top of each other */
for (i=passes; i>=(-passes); i--) {
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad+(i*raddiff));
}
glDisable( GL_BLEND );
color[3] = alpha;
glColor4fv(color);
}
/* (old, used in outliner) plain antialiased filled box */
void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if(roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 0.5;
glColor4fv(color);
glEnable( GL_BLEND );
}
/* solid part */
gl_round_box(GL_POLYGON, minx, miny, maxx, maxy, rad);
/* set antialias line */
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
/* ************** generic embossed rect, for window sliders etc ************* */
/* text_draw.c uses this */
void uiEmboss(float x1, float y1, float x2, float y2, int sel)
{
/* below */
if(sel) glColor3ub(200,200,200);
else glColor3ub(50,50,50);
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
/* top */
if(sel) glColor3ub(50,50,50);
else glColor3ub(200,200,200);
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
}
/* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */
void ui_draw_but_IMAGE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
extern char datatoc_splash_png[];
extern int datatoc_splash_png_size;
ImBuf *ibuf;
//GLint scissor[4];
//int w, h;
/* hardcoded to splash, loading and freeing every draw, eek! */
ibuf= IMB_ibImageFromMemory((int *)datatoc_splash_png, datatoc_splash_png_size, IB_rect);
if (!ibuf) return;
/* scissor doesn't seem to be doing the right thing...?
//glColor4f(1.0, 0.f, 0.f, 1.f);
//fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax)
w = (rect->xmax - rect->xmin);
h = (rect->ymax - rect->ymin);
// prevent drawing outside widget area
glGetIntegerv(GL_SCISSOR_BOX, scissor);
glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin + rect->ymin, w, h);
*/
glEnable(GL_BLEND);
glColor4f(0.0, 0.0, 0.0, 0.0);
glaDrawPixelsSafe((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
//glaDrawPixelsTex((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
glDisable(GL_BLEND);
/*
// restore scissortest
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
*/
IMB_freeImBuf(ibuf);
}
#if 0
#ifdef INTERNATIONAL
static void ui_draw_but_CHARTAB(uiBut *but)
{
/* XXX 2.50 bad global access */
/* Some local variables */
float sx, sy, ex, ey;
float width, height;
float butw, buth;
int x, y, cs;
wchar_t wstr[2];
unsigned char ustr[16];
PackedFile *pf;
int result = 0;
int charmax = G.charmax;
/* <builtin> font in use. There are TTF <builtin> and non-TTF <builtin> fonts */
if(!strcmp(G.selfont->name, "<builtin>"))
{
if(G.ui_international == TRUE)
{
charmax = 0xff;
}
else
{
charmax = 0xff;
}
}
/* Category list exited without selecting the area */
if(G.charmax == 0)
charmax = G.charmax = 0xffff;
/* Calculate the size of the button */
width = abs(rect->xmax - rect->xmin);
height = abs(rect->ymax - rect->ymin);
butw = floor(width / 12);
buth = floor(height / 6);
/* Initialize variables */
sx = rect->xmin;
ex = rect->xmin + butw;
sy = rect->ymin + height - buth;
ey = rect->ymin + height;
cs = G.charstart;
/* Set the font, in case it is not <builtin> font */
if(G.selfont && strcmp(G.selfont->name, "<builtin>"))
{
char tmpStr[256];
// Is the font file packed, if so then use the packed file
if(G.selfont->packedfile)
{
pf = G.selfont->packedfile;
FTF_SetFont(pf->data, pf->size, 14.0);
}
else
{
int err;
strcpy(tmpStr, G.selfont->name);
BLI_path_abs(tmpStr, G.sce);
err = FTF_SetFont((unsigned char *)tmpStr, 0, 14.0);
}
}
else
{
if(G.ui_international == TRUE)
{
FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 14.0);
}
}
/* Start drawing the button itself */
glShadeModel(GL_SMOOTH);
glColor3ub(200, 200, 200);
glRectf((rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax));
glColor3ub(0, 0, 0);
for(y = 0; y < 6; y++)
{
// Do not draw more than the category allows
if(cs > charmax) break;
for(x = 0; x < 12; x++)
{
// Do not draw more than the category allows
if(cs > charmax) break;
// Draw one grid cell
glBegin(GL_LINE_LOOP);
glVertex2f(sx, sy);
glVertex2f(ex, sy);
glVertex2f(ex, ey);
glVertex2f(sx, ey);
glEnd();
// Draw character inside the cell
memset(wstr, 0, sizeof(wchar_t)*2);
memset(ustr, 0, 16);
// Set the font to be either unicode or <builtin>
wstr[0] = cs;
if(strcmp(G.selfont->name, "<builtin>"))
{
wcs2utf8s((char *)ustr, (wchar_t *)wstr);
}
else
{
if(G.ui_international == TRUE)
{
wcs2utf8s((char *)ustr, (wchar_t *)wstr);
}
else
{
ustr[0] = cs;
ustr[1] = 0;
}
}
if((G.selfont && strcmp(G.selfont->name, "<builtin>")) || (G.selfont && !strcmp(G.selfont->name, "<builtin>") && G.ui_international == TRUE))
{
float wid;
float llx, lly, llz, urx, ury, urz;
float dx, dy;
float px, py;
// Calculate the position
wid = FTF_GetStringWidth((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
FTF_GetBoundingBox((char *) ustr, &llx,&lly,&llz,&urx,&ury,&urz, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
dx = urx-llx;
dy = ury-lly;
// This isn't fully functional since the but->aspect isn't working like I suspected
px = sx + ((butw/but->aspect)-dx)/2;
py = sy + ((buth/but->aspect)-dy)/2;
// Set the position and draw the character
ui_rasterpos_safe(px, py, but->aspect);
FTF_DrawString((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
}
else
{
ui_rasterpos_safe(sx + butw/2, sy + buth/2, but->aspect);
UI_DrawString(but->font, (char *) ustr, 0);
}
// Calculate the next position and character
sx += butw; ex +=butw;
cs++;
}
/* Add the y position and reset x position */
sy -= buth;
ey -= buth;
sx = rect->xmin;
ex = rect->xmin + butw;
}
glShadeModel(GL_FLAT);
/* Return Font Settings to original */
if(U.fontsize && U.fontname[0])
{
result = FTF_SetFont((unsigned char *)U.fontname, 0, U.fontsize);
}
else if (U.fontsize)
{
result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, U.fontsize);
}
if (result == 0)
{
result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 11);
}
/* resets the font size */
if(G.ui_international == TRUE)
{
// uiSetCurFont(but->block, UI_HELV);
}
}
#endif // INTERNATIONAL
#endif
void histogram_draw_one(float r, float g, float b, float alpha, float x, float y, float w, float h, float *data, int res)
{
int i;
/* under the curve */
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(r, g, b, alpha);
glShadeModel(GL_FLAT);
glBegin(GL_QUAD_STRIP);
glVertex2f(x, y);
glVertex2f(x, y + (data[0]*h));
for (i=1; i < res; i++) {
float x2 = x + i * (w/(float)res);
glVertex2f(x2, y + (data[i]*h));
glVertex2f(x2, y);
}
glEnd();
/* curve outline */
glColor4f(0.f, 0.f, 0.f, 0.25f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
for (i=0; i < res; i++) {
float x2 = x + i * (w/(float)res);
glVertex2f(x2, y + (data[i]*h));
}
glEnd();
glDisable(GL_LINE_SMOOTH);
}
void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *recti)
{
Histogram *hist = (Histogram *)but->poin;
int res = hist->x_resolution;
rctf rect;
int i;
float w, h;
float scaler_x1, scaler_x2;
//float alpha;
GLint scissor[4];
if (hist==NULL) { printf("hist is null \n"); return; }
rect.xmin = (float)recti->xmin+1;
rect.xmax = (float)recti->xmax-1;
rect.ymin = (float)recti->ymin+SCOPE_RESIZE_PAD+2;
rect.ymax = (float)recti->ymax-1;
w = rect.xmax - rect.xmin;
h = rect.ymax - rect.ymin;
h *= hist->ymax;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid lines here */
for (i=1; i<4; i++) {
fdrawline(rect.xmin, rect.ymin+(i/4.f)*h, rect.xmax, rect.ymin+(i/4.f)*h);
fdrawline(rect.xmin+(i/4.f)*w, rect.ymin, rect.xmin+(i/4.f)*w, rect.ymax);
}
/* need scissor test, histogram can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin-1), ar->winrct.ymin+(rect.ymin-1), (rect.xmax+1)-(rect.xmin-1), (rect.ymax+1)-(rect.ymin-1));
if (hist->mode == HISTO_MODE_LUMA)
histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res);
else {
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_R)
histogram_draw_one(1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res);
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_G)
histogram_draw_one(0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res);
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_B)
histogram_draw_one(0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res);
}
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
/* height scaling widget */
scaler_x1 = rect.xmin + w/2 - SCOPE_RESIZE_PAD;
scaler_x2 = rect.xmin + w/2 + SCOPE_RESIZE_PAD;
glColor4f(0.f, 0.f, 0.f, 0.25f);
fdrawline(scaler_x1, rect.ymin-4, scaler_x2, rect.ymin-4);
fdrawline(scaler_x1, rect.ymin-7, scaler_x2, rect.ymin-7);
glColor4f(1.f, 1.f, 1.f, 0.25f);
fdrawline(scaler_x1, rect.ymin-5, scaler_x2, rect.ymin-5);
fdrawline(scaler_x1, rect.ymin-8, scaler_x2, rect.ymin-8);
glColor4f(0.f, 0.f, 0.f, 0.5f);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, rect.xmin-1, rect.ymin, rect.xmax+1, rect.ymax+1, 3.0f);
glDisable(GL_BLEND);
}
void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *recti)
{
Scopes *scopes = (Scopes *)but->poin;
rctf rect;
int i, c;
float w, w3, h, alpha, yofs;
GLint scissor[4];
float colors[3][3] = {{1,0,0},{0,1,0},{0,0,1}};
float colorsycc[3][3] = {{1,0,1},{1,1,0},{0,1,1}};
float colors_alpha[3][3], colorsycc_alpha[3][3]; /* colors pre multiplied by alpha for speed up */
float min, max;
float scaler_x1, scaler_x2;
if (scopes==NULL || scopes->samples_ibuf==NULL) return;
rect.xmin = (float)recti->xmin+1;
rect.xmax = (float)recti->xmax-1;
rect.ymin = (float)recti->ymin+SCOPE_RESIZE_PAD+2;
rect.ymax = (float)recti->ymax-1;
if (scopes->wavefrm_yfac < 0.5f )
scopes->wavefrm_yfac =1.0f;
w = rect.xmax - rect.xmin-7;
h = (rect.ymax - rect.ymin)/scopes->wavefrm_yfac;
yofs= rect.ymin + (rect.ymax - rect.ymin -h)/2.0f;
w3=w/3.0f;
/* log scale for alpha */
alpha = scopes->wavefrm_alpha*scopes->wavefrm_alpha;
for(c=0; c<3; c++) {
for(i=0; i<3; i++) {
colors_alpha[c][i] = colors[c][i] * alpha;
colorsycc_alpha[c][i] = colorsycc[c][i] * alpha;
}
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
/* need scissor test, histogram can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin-1), ar->winrct.ymin+(rect.ymin-1), (rect.xmax+1)-(rect.xmin-1), (rect.ymax+1)-(rect.ymin-1));
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid lines here */
for (i=0; i<6; i++) {
char str[4];
sprintf(str,"%-3d",i*20);
str[3]='\0';
fdrawline(rect.xmin+22, yofs+(i/5.f)*h, rect.xmax+1, yofs+(i/5.f)*h);
BLF_draw_default(rect.xmin+1, yofs-5+(i/5.f)*h, 0, str);
/* in the loop because blf_draw reset it */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
/* 3 vertical separation */
if (scopes->wavefrm_mode!= SCOPES_WAVEFRM_LUM) {
for (i=1; i<3; i++) {
fdrawline(rect.xmin+i*w3, rect.ymin, rect.xmin+i*w3, rect.ymax);
}
}
/* separate min max zone on the right */
fdrawline(rect.xmin+w, rect.ymin, rect.xmin+w, rect.ymax);
/* 16-235-240 level in case of ITU-R BT601/709 */
glColor4f(1.f, 0.4f, 0.f, 0.2f);
if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)){
fdrawline(rect.xmin+22, yofs+h*16.0f/255.0f, rect.xmax+1, yofs+h*16.0f/255.0f);
fdrawline(rect.xmin+22, yofs+h*235.0f/255.0f, rect.xmin+w3, yofs+h*235.0f/255.0f);
fdrawline(rect.xmin+3*w3, yofs+h*235.0f/255.0f, rect.xmax+1, yofs+h*235.0f/255.0f);
fdrawline(rect.xmin+w3, yofs+h*240.0f/255.0f, rect.xmax+1, yofs+h*240.0f/255.0f);
}
/* LUMA (1 channel) */
glBlendFunc(GL_ONE,GL_ONE);
glColor3f(alpha, alpha, alpha);
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUM){
glBlendFunc(GL_ONE,GL_ONE);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(rect.xmin, yofs, 0.f);
glScalef(w, h, 0.f);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
/* min max */
glColor3f(.5f, .5f, .5f);
min= yofs+scopes->yccminmax[0][0]*h/255.0f;
max= yofs+scopes->yccminmax[0][1]*h/255.0f;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
fdrawline(rect.xmax-3,min,rect.xmax-3,max);
}
/* RGB / YCC (3 channels) */
else if (ELEM4(scopes->wavefrm_mode, SCOPES_WAVEFRM_RGB, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709, SCOPES_WAVEFRM_YCC_JPEG)) {
int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB);
glBlendFunc(GL_ONE,GL_ONE);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(rect.xmin, yofs, 0.f);
glScalef(w3, h, 0.f);
glColor3fv((rgb)?colors_alpha[0]:colorsycc_alpha[0]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glTranslatef(1.f, 0.f, 0.f);
glColor3fv((rgb)?colors_alpha[1]:colorsycc_alpha[1]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_2);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glTranslatef(1.f, 0.f, 0.f);
glColor3fv((rgb)?colors_alpha[2]:colorsycc_alpha[2]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_3);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
/* min max */
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB) {
for (c=0; c<3; c++) {
glColor3f(colors[c][0]*0.75, colors[c][1]*0.75, colors[c][2]*0.75);
min= yofs+scopes->rgbminmax[c][0]*h;
max= yofs+scopes->rgbminmax[c][1]*h;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
fdrawline(rect.xmin+w+2+c*2,min,rect.xmin+w+2+c*2,max);
}
} else {
if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_JPEG)) {
for (c=0; c<3; c++) {
glColor3f(colorsycc[c][0]*0.75, colorsycc[c][1]*0.75, colorsycc[c][2]*0.75);
/* we get ITU 601 min max from remapping JPEG*/
if (scopes->wavefrm_mode== SCOPES_WAVEFRM_YCC_601) {
if(c==0) {
min= yofs+(16+(219*scopes->yccminmax[c][0]/255))*h/255.0f;
max= yofs+(16+(219*scopes->yccminmax[c][1]/255))*h/255.0f;
}
else {
min= yofs+(16+(224*scopes->yccminmax[c][0]/255))*h/255.0f;
max= yofs+(16+(224*scopes->yccminmax[c][1]/255))*h/255.0f;
}
}
/* rescale ycc to 0-1*/
else {
min= yofs+scopes->yccminmax[c][0]*h/255.0f;
max= yofs+scopes->yccminmax[c][1]*h/255.0f;
}
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
fdrawline(rect.xmin+2+w+c*2,min,rect.xmin+2+w+c*2,max);
}
}
else if (scopes->wavefrm_mode== SCOPES_WAVEFRM_YCC_709) {
for (c=0; c<3; c++) {
glColor3f(colorsycc[c][0]*0.75, colorsycc[c][1]*0.75, colorsycc[c][2]*0.75);
min= yofs+scopes->ycc709minmax[c][0]*h/255.0f;
max= yofs+scopes->ycc709minmax[c][1]*h/255.0f;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
fdrawline(rect.xmin+2+w+c*2,min,rect.xmin+2+w+c*2,max);
}
}
}
}
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
/* height scaling widget */
scaler_x1 = rect.xmin + w/2 - SCOPE_RESIZE_PAD;
scaler_x2 = rect.xmin + w/2 + SCOPE_RESIZE_PAD;
glColor4f(0.f, 0.f, 0.f, 0.25f);
fdrawline(scaler_x1, rect.ymin-4, scaler_x2, rect.ymin-4);
fdrawline(scaler_x1, rect.ymin-7, scaler_x2, rect.ymin-7);
glColor4f(1.f, 1.f, 1.f, 0.25f);
fdrawline(scaler_x1, rect.ymin-5, scaler_x2, rect.ymin-5);
fdrawline(scaler_x1, rect.ymin-8, scaler_x2, rect.ymin-8);
glColor4f(0.f, 0.f, 0.f, 0.5f);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
glDisable(GL_BLEND);
}
float polar_to_x(float center, float diam, float ampli, float angle)
{
return center + diam * ampli * cosf(angle);
}
float polar_to_y(float center, float diam, float ampli, float angle)
{
return center + diam * ampli * sinf(angle);
}
void vectorscope_draw_target(float centerx, float centery, float diam, float r, float g, float b)
{
float y,u,v;
float tangle, tampli;
float dangle, dampli, dangle2, dampli2;
rgb_to_yuv(r,g,b, &y, &u, &v);
if (u>0 && v>=0) tangle=atanf(v/u);
else if (u>0 && v<0) tangle=atanf(v/u)+2*M_PI;
else if (u<0) tangle=atanf(v/u)+M_PI;
else if (u==0 && v>0) tangle=M_PI/2.0f;
else if (u==0 && v<0) tangle=-M_PI/2.0f;
tampli= sqrtf(u*u+v*v);
/* small target vary by 2.5 degree and 2.5 IRE unit */
glColor4f(1.0f, 1.0f, 1.0, 0.12f);
dangle= 2.5*M_PI/180.0f;
dampli= 2.5f/200.0f;
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle), polar_to_y(centery,diam,tampli+dampli,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle+dangle), polar_to_y(centery,diam,tampli-dampli,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle-dangle), polar_to_y(centery,diam,tampli-dampli,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle-dangle), polar_to_y(centery,diam,tampli+dampli,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle), polar_to_y(centery,diam,tampli+dampli,tangle+dangle));
glEnd();
/* big target vary by 10 degree and 20% amplitude */
glColor4f(1.0f, 1.0f, 1.0, 0.12f);
dangle= 10*M_PI/180.0f;
dampli= 0.2*tampli;
dangle2= 5.0f*M_PI/180.0f;
dampli2= 0.5f*dampli;
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli+dampli-dampli2,tangle+dangle), polar_to_y(centery,diam,tampli+dampli-dampli2,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle), polar_to_y(centery,diam,tampli+dampli,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle-dangle2), polar_to_y(centery,diam,tampli+dampli,tangle+dangle-dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli-dampli+dampli2,tangle+dangle), polar_to_y(centery ,diam,tampli-dampli+dampli2,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle+dangle), polar_to_y(centery,diam,tampli-dampli,tangle+dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle+dangle-dangle2), polar_to_y(centery,diam,tampli-dampli,tangle+dangle-dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli-dampli+dampli2,tangle-dangle), polar_to_y(centery,diam,tampli-dampli+dampli2,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle-dangle), polar_to_y(centery,diam,tampli-dampli,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle-dangle+dangle2), polar_to_y(centery,diam,tampli-dampli,tangle-dangle+dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx,diam,tampli+dampli-dampli2,tangle-dangle), polar_to_y(centery,diam,tampli+dampli-dampli2,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle-dangle), polar_to_y(centery,diam,tampli+dampli,tangle-dangle));
glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle-dangle+dangle2), polar_to_y(centery,diam,tampli+dampli,tangle-dangle+dangle2));
glEnd();
}
void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *recti)
{
Scopes *scopes = (Scopes *)but->poin;
rctf rect;
int i, j, x, y;
int skina= 123; /* angle in degree of the skin tone line */
float w, h, centerx, centery, diam;
float alpha;
float colors[6][3]={{.75,0,0},{.75,.75,0},{0,.75,0},{0,.75,.75},{0,0,.75},{.75,0,.75}};
unsigned char *rc;
float *rf;
GLint scissor[4];
float u, v;
float scaler_x1, scaler_x2;
if (scopes==NULL || scopes->samples_ibuf==NULL) return;
rect.xmin = (float)recti->xmin+1;
rect.xmax = (float)recti->xmax-1;
rect.ymin = (float)recti->ymin+SCOPE_RESIZE_PAD+2;
rect.ymax = (float)recti->ymax-1;
w = rect.xmax - rect.xmin;
h = rect.ymax - rect.ymin;
centerx = rect.xmin + w/2;
centery = rect.ymin + h/2;
diam= h;
if (w<diam) diam=w;
alpha = scopes->vecscope_alpha*scopes->vecscope_alpha*scopes->vecscope_alpha;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
/* need scissor test, hvectorscope can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin-1), ar->winrct.ymin+(rect.ymin-1), (rect.xmax+1)-(rect.xmin-1), (rect.ymax+1)-(rect.ymin-1));
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid elements */
/* cross */
fdrawline(centerx - (diam/2)-5, centery, centerx + (diam/2)+5, centery);
fdrawline(centerx, centery - (diam/2)-5, centerx, centery + (diam/2)+5);
/* circles */
for(j=0; j<5; j++) {
glBegin(GL_LINE_STRIP);
for(i=0; i<=360; i=i+15) {
float a= i*M_PI/180.0;
float r= (j+1)/10.0f;
glVertex2f( polar_to_x(centerx,diam,r,a), polar_to_y(centery,diam,r,a));
}
glEnd();
}
/* skin tone line */
glColor4f(1.f, 0.4f, 0.f, 0.2f);
fdrawline( polar_to_x(centerx, diam, 0.5f, skina*M_PI/180.0), polar_to_y(centery,diam,0.5,skina*M_PI/180.0),
polar_to_x(centerx, diam, 0.1f, skina*M_PI/180.0), polar_to_y(centery,diam,0.1,skina*M_PI/180.0));
/* saturation points */
for(i=0; i<6; i++)
vectorscope_draw_target(centerx, centery, diam, colors[i][0], colors[i][1], colors[i][2]);
/* pixel point cloud */
glBlendFunc(GL_ONE,GL_ONE);
glBegin(GL_POINTS);
glColor4f(alpha, alpha, alpha, alpha);
if (scopes->samples_ibuf->rect_float) {
rf = scopes->samples_ibuf->rect_float;
for (y=0; y<scopes->samples_ibuf->y; y++) {
for (x=0; x<scopes->samples_ibuf->x; x++) {
u=-0.147f*rf[0] - 0.289f*rf[1] + 0.436f*rf[2];
v= 0.615f*rf[0] - 0.515f*rf[1] - 0.100f*rf[2];
glVertex2f(centerx+u*diam, centery+v*diam);
rf+=scopes->samples_ibuf->channels;
}
}
}
else if(scopes->samples_ibuf->rect) {
rc = (unsigned char *)(scopes->samples_ibuf->rect);
for (y=0; y<scopes->samples_ibuf->y; y++) {
for (x=0; x<scopes->samples_ibuf->x; x++) {
u=-0.147f*rc[0]/255.0f - 0.289f*rc[1]/255.0f + 0.436f*rc[2]/255.0f;
v= 0.615f*rc[0]/255.0f - 0.515f*rc[1]/255.0f - 0.100f*rc[2]/255.0f;
glVertex2f(centerx+u*diam, centery+v*diam);
rc+=4;
}
}
}
glEnd();
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
/* height scaling widget */
scaler_x1 = rect.xmin + w/2 - SCOPE_RESIZE_PAD;
scaler_x2 = rect.xmin + w/2 + SCOPE_RESIZE_PAD;
glColor4f(0.f, 0.f, 0.f, 0.25f);
fdrawline(scaler_x1, rect.ymin-4, scaler_x2, rect.ymin-4);
fdrawline(scaler_x1, rect.ymin-7, scaler_x2, rect.ymin-7);
glColor4f(1.f, 1.f, 1.f, 0.25f);
fdrawline(scaler_x1, rect.ymin-5, scaler_x2, rect.ymin-5);
fdrawline(scaler_x1, rect.ymin-8, scaler_x2, rect.ymin-8);
glColor4f(0.f, 0.f, 0.f, 0.5f);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, rect.xmin-1, rect.ymin, rect.xmax+1, rect.ymax+1, 3.0f);
glDisable(GL_BLEND);
}
void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
ColorBand *coba;
CBData *cbd;
float x1, y1, sizex, sizey;
float dx, v3[2], v1[2], v2[2], v1a[2], v2a[2];
int a;
float pos, colf[4]= {0,0,0,0}; /* initialize incase the colorband isnt valid */
coba= (ColorBand *)(but->editcoba? but->editcoba: but->poin);
if(coba==NULL) return;
x1= rect->xmin;
y1= rect->ymin;
sizex= rect->xmax-x1;
sizey= rect->ymax-y1;
/* first background, to show tranparency */
dx= sizex/12.0;
v1[0]= x1;
for(a=0; a<12; a++) {
if(a & 1) glColor3f(0.3, 0.3, 0.3); else glColor3f(0.8, 0.8, 0.8);
glRectf(v1[0], y1, v1[0]+dx, y1+0.5*sizey);
if(a & 1) glColor3f(0.8, 0.8, 0.8); else glColor3f(0.3, 0.3, 0.3);
glRectf(v1[0], y1+0.5*sizey, v1[0]+dx, y1+sizey);
v1[0]+= dx;
}
glShadeModel(GL_FLAT);
glEnable(GL_BLEND);
cbd= coba->data;
v1[0]= v2[0]= x1;
v1[1]= y1;
v2[1]= y1+sizey;
glBegin(GL_QUAD_STRIP);
glColor4fv( &cbd->r );
glVertex2fv(v1); glVertex2fv(v2);
for( a = 1; a < sizex; a++ ) {
pos = ((float)a) / (sizex-1);
do_colorband( coba, pos, colf );
if (but->block->color_profile != BLI_PR_NONE)
linearrgb_to_srgb_v3_v3(colf, colf);
v1[0]=v2[0]= x1 + a;
glColor4fv( colf );
glVertex2fv(v1); glVertex2fv(v2);
}
glEnd();
glShadeModel(GL_FLAT);
glDisable(GL_BLEND);
/* outline */
v1[0]= x1; v1[1]= y1;
cpack(0x0);
glBegin(GL_LINE_LOOP);
glVertex2fv(v1);
v1[0]+= sizex;
glVertex2fv(v1);
v1[1]+= sizey;
glVertex2fv(v1);
v1[0]-= sizex;
glVertex2fv(v1);
glEnd();
/* help lines */
v1[0]= v2[0]=v3[0]= x1;
v1[1]= y1;
v1a[1]= y1+0.25*sizey;
v2[1]= y1+0.5*sizey;
v2a[1]= y1+0.75*sizey;
v3[1]= y1+sizey;
cbd= coba->data;
glBegin(GL_LINES);
for(a=0; a<coba->tot; a++, cbd++) {
v1[0]=v2[0]=v3[0]=v1a[0]=v2a[0]= x1+ cbd->pos*sizex;
if(a==coba->cur) {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(2);
glBegin(GL_LINES);
glColor3ub(255, 255, 255);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(0);
glBegin(GL_LINES);
/* glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v1a);
glColor3ub(255, 255, 255);
glVertex2fv(v1a);
glVertex2fv(v2);
glColor3ub(0, 0, 0);
glVertex2fv(v2);
glVertex2fv(v2a);
glColor3ub(255, 255, 255);
glVertex2fv(v2a);
glVertex2fv(v3);
*/
}
else {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v2);
glColor3ub(255, 255, 255);
glVertex2fv(v2);
glVertex2fv(v3);
}
}
glEnd();
}
void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
static GLuint displist=0;
int a, old[8];
GLfloat diff[4], diffn[4]={1.0f, 1.0f, 1.0f, 1.0f};
float vec0[4]={0.0f, 0.0f, 0.0f, 0.0f};
float dir[4], size;
/* store stuff */
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
/* backdrop */
glColor3ubv((unsigned char*)wcol->inner);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
/* sphere color */
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
/* disable blender light */
for(a=0; a<8; a++) {
old[a]= glIsEnabled(GL_LIGHT0+a);
glDisable(GL_LIGHT0+a);
}
/* own light */
glEnable(GL_LIGHT7);
glEnable(GL_LIGHTING);
ui_get_but_vectorf(but, dir);
dir[3]= 0.0f; /* glLight needs 4 args, 0.0 is sun */
glLightfv(GL_LIGHT7, GL_POSITION, dir);
glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn);
glLightfv(GL_LIGHT7, GL_SPECULAR, vec0);
glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
/* transform to button */
glPushMatrix();
glTranslatef(rect->xmin + 0.5f*(rect->xmax-rect->xmin), rect->ymin+ 0.5f*(rect->ymax-rect->ymin), 0.0f);
if( rect->xmax-rect->xmin < rect->ymax-rect->ymin)
size= (rect->xmax-rect->xmin)/200.f;
else
size= (rect->ymax-rect->ymin)/200.f;
glScalef(size, size, size);
if(displist==0) {
GLUquadricObj *qobj;
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
qobj= gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere( qobj, 100.0, 32, 24);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
else glCallList(displist);
/* restore */
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
glDisable(GL_LIGHT7);
/* AA circle */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH );
glColor3ubv((unsigned char*)wcol->inner);
glutil_draw_lined_arc(0.0f, M_PI*2.0, 100.0f, 32);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH );
/* matrix after circle */
glPopMatrix();
/* enable blender light */
for(a=0; a<8; a++) {
if(old[a])
glEnable(GL_LIGHT0+a);
}
}
static void ui_draw_but_curve_grid(rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)
{
float dx, dy, fx, fy;
glBegin(GL_LINES);
dx= step*zoomx;
fx= rect->xmin + zoomx*(-offsx);
if(fx > rect->xmin) fx -= dx*( floor(fx-rect->xmin));
while(fx < rect->xmax) {
glVertex2f(fx, rect->ymin);
glVertex2f(fx, rect->ymax);
fx+= dx;
}
dy= step*zoomy;
fy= rect->ymin + zoomy*(-offsy);
if(fy > rect->ymin) fy -= dy*( floor(fy-rect->ymin));
while(fy < rect->ymax) {
glVertex2f(rect->xmin, fy);
glVertex2f(rect->xmax, fy);
fy+= dy;
}
glEnd();
}
static void glColor3ubvShade(char *col, int shade)
{
glColor3ub(col[0]-shade>0?col[0]-shade:0,
col[1]-shade>0?col[1]-shade:0,
col[2]-shade>0?col[2]-shade:0);
}
void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
CurveMapping *cumap;
CurveMap *cuma;
CurveMapPoint *cmp;
float fx, fy, fac[2], zoomx, zoomy, offsx, offsy;
GLint scissor[4];
int a;
cumap= (CurveMapping *)(but->editcumap? but->editcumap: but->poin);
cuma= cumap->cm+cumap->cur;
/* need scissor test, curve can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin+rect->ymin, rect->xmax-rect->xmin, rect->ymax-rect->ymin);
/* calculate offset and zoom */
zoomx= (rect->xmax-rect->xmin-2.0*but->aspect)/(cumap->curr.xmax - cumap->curr.xmin);
zoomy= (rect->ymax-rect->ymin-2.0*but->aspect)/(cumap->curr.ymax - cumap->curr.ymin);
offsx= cumap->curr.xmin-but->aspect/zoomx;
offsy= cumap->curr.ymin-but->aspect/zoomy;
/* backdrop */
if(cumap->flag & CUMA_DO_CLIP) {
glColor3ubvShade(wcol->inner, -20);
glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
glColor3ubv((unsigned char*)wcol->inner);
glRectf(rect->xmin + zoomx*(cumap->clipr.xmin-offsx),
rect->ymin + zoomy*(cumap->clipr.ymin-offsy),
rect->xmin + zoomx*(cumap->clipr.xmax-offsx),
rect->ymin + zoomy*(cumap->clipr.ymax-offsy));
}
else {
glColor3ubv((unsigned char*)wcol->inner);
glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
/* grid, every .25 step */
glColor3ubvShade(wcol->inner, -16);
ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.25f);
/* grid, every 1.0 step */
glColor3ubvShade(wcol->inner, -24);
ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 1.0f);
/* axes */
glColor3ubvShade(wcol->inner, -50);
glBegin(GL_LINES);
glVertex2f(rect->xmin, rect->ymin + zoomy*(-offsy));
glVertex2f(rect->xmax, rect->ymin + zoomy*(-offsy));
glVertex2f(rect->xmin + zoomx*(-offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx*(-offsx), rect->ymax);
glEnd();
/* magic trigger for curve backgrounds */
if (but->a1 != -1) {
if (but->a1 == UI_GRAD_H) {
rcti grid;
float col[3];
grid.xmin = rect->xmin + zoomx*(-offsx);
grid.xmax = rect->xmax + zoomx*(-offsx);
grid.ymin = rect->ymin + zoomy*(-offsy);
grid.ymax = rect->ymax + zoomy*(-offsy);
glEnable(GL_BLEND);
ui_draw_gradient(&grid, col, UI_GRAD_H, 0.5f);
glDisable(GL_BLEND);
}
}
/* cfra option */
/* XXX 2.48
if(cumap->flag & CUMA_DRAW_CFRA) {
glColor3ub(0x60, 0xc0, 0x40);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx*(cumap->sample[0]-offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx*(cumap->sample[0]-offsx), rect->ymax);
glEnd();
}*/
/* sample option */
/* XXX 2.48
* if(cumap->flag & CUMA_DRAW_SAMPLE) {
if(cumap->cur==3) {
float lum= cumap->sample[0]*0.35f + cumap->sample[1]*0.45f + cumap->sample[2]*0.2f;
glColor3ub(240, 240, 240);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx*(lum-offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx*(lum-offsx), rect->ymax);
glEnd();
}
else {
if(cumap->cur==0)
glColor3ub(240, 100, 100);
else if(cumap->cur==1)
glColor3ub(100, 240, 100);
else
glColor3ub(100, 100, 240);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx*(cumap->sample[cumap->cur]-offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx*(cumap->sample[cumap->cur]-offsx), rect->ymax);
glEnd();
}
}*/
/* the curve */
glColor3ubv((unsigned char*)wcol->item);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBegin(GL_LINE_STRIP);
if(cuma->table==NULL)
curvemapping_changed(cumap, 0); /* 0 = no remove doubles */
cmp= cuma->table;
/* first point */
if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0)
glVertex2f(rect->xmin, rect->ymin + zoomy*(cmp[0].y-offsy));
else {
fx= rect->xmin + zoomx*(cmp[0].x-offsx + cuma->ext_in[0]);
fy= rect->ymin + zoomy*(cmp[0].y-offsy + cuma->ext_in[1]);
glVertex2f(fx, fy);
}
for(a=0; a<=CM_TABLE; a++) {
fx= rect->xmin + zoomx*(cmp[a].x-offsx);
fy= rect->ymin + zoomy*(cmp[a].y-offsy);
glVertex2f(fx, fy);
}
/* last point */
if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0)
glVertex2f(rect->xmax, rect->ymin + zoomy*(cmp[CM_TABLE].y-offsy));
else {
fx= rect->xmin + zoomx*(cmp[CM_TABLE].x-offsx - cuma->ext_out[0]);
fy= rect->ymin + zoomy*(cmp[CM_TABLE].y-offsy - cuma->ext_out[1]);
glVertex2f(fx, fy);
}
glEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* the points, use aspect to make them visible on edges */
cmp= cuma->curve;
glPointSize(3.0f);
bglBegin(GL_POINTS);
for(a=0; a<cuma->totpoint; a++) {
if(cmp[a].flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
fac[0]= rect->xmin + zoomx*(cmp[a].x-offsx);
fac[1]= rect->ymin + zoomy*(cmp[a].y-offsy);
bglVertex2fv(fac);
}
bglEnd();
glPointSize(1.0f);
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
/* outline */
glColor3ubv((unsigned char*)wcol->outline);
fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
/* ****************************************************** */
static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha)
{
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
/* right quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
glVertex2f(maxx, maxy-0.3*shadsize);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx+shadsize, maxy-0.75*shadsize);
glVertex2f(maxx+shadsize, miny);
glEnd();
/* corner shape */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx+shadsize, miny);
glVertex2f(maxx+0.7*shadsize, miny-0.7*shadsize);
glVertex2f(maxx, miny-shadsize);
glEnd();
/* bottom quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(minx+0.3*shadsize, miny);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx, miny-shadsize);
glVertex2f(minx+0.5*shadsize, miny-shadsize);
glEnd();
glDisable(GL_BLEND);
glShadeModel(GL_FLAT);
}
void uiDrawBoxShadow(unsigned char alpha, float minx, float miny, float maxx, float maxy)
{
/* accumulated outline boxes to make shade not linear, is more pleasant */
ui_shadowbox(minx, miny, maxx, maxy, 11.0, (20*alpha)>>8);
ui_shadowbox(minx, miny, maxx, maxy, 7.0, (40*alpha)>>8);
ui_shadowbox(minx, miny, maxx, maxy, 5.0, (80*alpha)>>8);
}
void ui_dropshadow(rctf *rct, float radius, float aspect, int select)
{
float rad;
float a;
char alpha= 2;
glEnable(GL_BLEND);
if(radius > (rct->ymax-rct->ymin-10.0f)/2.0f)
rad= (rct->ymax-rct->ymin-10.0f)/2.0f;
else
rad= radius;
if(select) a= 12.0f*aspect; else a= 12.0f*aspect;
for(; a>0.0f; a-=aspect) {
/* alpha ranges from 2 to 20 or so */
glColor4ub(0, 0, 0, alpha);
alpha+= 2;
gl_round_box(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax-10.0f + a, rad+a);
}
/* outline emphasis */
glEnable( GL_LINE_SMOOTH );
glColor4ub(0, 0, 0, 100);
gl_round_box(GL_LINE_LOOP, rct->xmin-0.5f, rct->ymin-0.5f, rct->xmax+0.5f, rct->ymax+0.5f, radius);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}