2536 lines
		
	
	
		
			76 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			2536 lines
		
	
	
		
			76 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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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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| 
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| /** \file
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|  * \ingroup edinterface
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|  */
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| 
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| #include <math.h>
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| #include <string.h>
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| 
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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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| 
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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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| 
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| #include "BKE_colorband.h"
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| #include "BKE_colortools.h"
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| #include "BKE_node.h"
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| #include "BKE_tracking.h"
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| 
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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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| 
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| #include "BIF_glutil.h"
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| 
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| #include "BLF_api.h"
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| 
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| #include "GPU_batch.h"
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| #include "GPU_batch_presets.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 "GPU_state.h"
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| 
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| #include "UI_interface.h"
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| 
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| /* own include */
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| #include "interface_intern.h"
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| 
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| static int roundboxtype = UI_CNR_ALL;
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| 
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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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| 
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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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| 
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| void UI_draw_roundbox_3ubAlpha(bool filled,
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|                                float minx,
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|                                float miny,
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|                                float maxx,
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|                                float maxy,
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|                                float rad,
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|                                const uchar col[3],
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|                                uchar 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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| 
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| void UI_draw_roundbox_3fvAlpha(bool filled,
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|                                float minx,
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|                                float miny,
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|                                float maxx,
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|                                float maxy,
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|                                float rad,
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|                                const float col[3],
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|                                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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| 
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| void UI_draw_roundbox_aa(
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|     bool filled, float minx, float miny, float maxx, float maxy, float rad, const float color[4])
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| {
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|   uiWidgetBaseParameters widget_params = {
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|       .recti.xmin = minx,
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|       .recti.ymin = miny,
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|       .recti.xmax = maxx,
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|       .recti.ymax = maxy,
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|       .radi = rad,
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|       .round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
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|       .round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
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|       .round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
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|       .round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
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|       .color_inner1[0] = color[0],
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|       .color_inner2[0] = color[0],
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|       .color_inner1[1] = color[1],
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|       .color_inner2[1] = color[1],
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|       .color_inner1[2] = color[2],
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|       .color_inner2[2] = color[2],
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|       .color_inner1[3] = color[3],
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|       .color_inner2[3] = color[3],
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|       .alpha_discard = 1.0f,
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|   };
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| 
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|   GPU_blend(true);
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| 
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|   if (filled) {
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|     /* plain antialiased filled box */
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|     widget_params.color_inner1[3] *= 0.125f;
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|     widget_params.color_inner2[3] *= 0.125f;
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| 
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|     /* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
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|      * If it has been scaled, then it's no longer valid. */
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|     GPUBatch *batch = ui_batch_roundbox_get(filled, true);
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|     GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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|     GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
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|     GPU_batch_draw(batch);
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|   }
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|   else {
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|     /* plain antialiased unfilled box */
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|     GPU_line_smooth(true);
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| 
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|     GPUBatch *batch = ui_batch_roundbox_get(filled, false);
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|     GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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|     GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
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|     GPU_batch_draw(batch);
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| 
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|     GPU_line_smooth(false);
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|   }
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| 
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|   GPU_blend(false);
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| }
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| 
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| void UI_draw_roundbox_4fv(
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|     bool filled, float minx, float miny, float maxx, float maxy, float rad, const float col[4])
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| {
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| #if 0
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|   float vec[7][2] = {
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|       {0.195, 0.02},
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|       {0.383, 0.067},
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|       {0.55, 0.169},
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|       {0.707, 0.293},
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|       {0.831, 0.45},
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|       {0.924, 0.617},
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|       {0.98, 0.805},
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|   };
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|   int a;
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| 
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|   GPUVertFormat *format = immVertexFormat();
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|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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| 
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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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| 
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|   uint vert_len = 0;
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|   vert_len += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
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|   vert_len += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
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|   vert_len += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
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|   vert_len += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
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| 
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|   immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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|   immUniformColor4fv(col);
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| 
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|   immBegin(filled ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, vert_len);
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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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| 
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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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| 
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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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| 
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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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| 
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|   immEnd();
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|   immUnbindProgram();
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| #endif
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| 
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|   uiWidgetBaseParameters widget_params = {
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|       .recti.xmin = minx,
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|       .recti.ymin = miny,
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|       .recti.xmax = maxx,
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|       .recti.ymax = maxy,
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|       .radi = rad,
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|       .round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
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|       .round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
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|       .round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
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|       .round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
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|       .color_inner1[0] = col[0],
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|       .color_inner2[0] = col[0],
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|       .color_inner1[1] = col[1],
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|       .color_inner2[1] = col[1],
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|       .color_inner1[2] = col[2],
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|       .color_inner2[2] = col[2],
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|       .color_inner1[3] = col[3],
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|       .color_inner2[3] = col[3],
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|       .alpha_discard = 1.0f,
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|   };
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| 
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|   GPUBatch *batch = ui_batch_roundbox_get(filled, false);
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|   GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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|   GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
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|   GPU_batch_draw(batch);
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| }
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| 
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| #if 0
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| static void round_box_shade_col(uint attr,
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|                                 const float col1[3],
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|                                 float const col2[3],
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|                                 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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|   immAttr4fv(attr, col);
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| }
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| #endif
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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(bool filled,
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|                               float minx,
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|                               float miny,
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|                               float maxx,
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|                               float maxy,
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|                               float rad,
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|                               float shadetop,
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|                               float shadedown,
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|                               const float col[4])
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| {
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| #if 0
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|   float vec[7][2] = {
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|       {0.195, 0.02},
 | |
|       {0.383, 0.067},
 | |
|       {0.55, 0.169},
 | |
|       {0.707, 0.293},
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|       {0.831, 0.45},
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|       {0.924, 0.617},
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|       {0.98, 0.805},
 | |
|   };
 | |
|   const float div = maxy - miny;
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|   const float idiv = 1.0f / div;
 | |
|   float coltop[3], coldown[3];
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|   int vert_count = 0;
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|   int a;
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| 
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|   GPUVertFormat *format = immVertexFormat();
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|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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|   uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_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);
 | |
|   }
 | |
| 
 | |
|   /* 'shade' defines strength of shading */
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|   coltop[0] = min_ff(1.0f, col[0] + shadetop);
 | |
|   coltop[1] = min_ff(1.0f, col[1] + shadetop);
 | |
|   coltop[2] = min_ff(1.0f, col[2] + shadetop);
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|   coldown[0] = max_ff(0.0f, col[0] + shadedown);
 | |
|   coldown[1] = max_ff(0.0f, col[1] + shadedown);
 | |
|   coldown[2] = max_ff(0.0f, col[2] + shadedown);
 | |
| 
 | |
|   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 ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, vert_count);
 | |
| 
 | |
|   /* start with corner right-bottom */
 | |
|   if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
 | |
| 
 | |
|     round_box_shade_col(color, coltop, coldown, 0.0);
 | |
|     immVertex2f(pos, maxx - rad, miny);
 | |
| 
 | |
|     for (a = 0; a < 7; a++) {
 | |
|       round_box_shade_col(color, coltop, coldown, vec[a][1] * idiv);
 | |
|       immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
 | |
|     }
 | |
| 
 | |
|     round_box_shade_col(color, coltop, coldown, rad * idiv);
 | |
|     immVertex2f(pos, maxx, miny + rad);
 | |
|   }
 | |
|   else {
 | |
|     round_box_shade_col(color, coltop, coldown, 0.0);
 | |
|     immVertex2f(pos, maxx, miny);
 | |
|   }
 | |
| 
 | |
|   /* corner right-top */
 | |
|   if (roundboxtype & UI_CNR_TOP_RIGHT) {
 | |
| 
 | |
|     round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
 | |
|     immVertex2f(pos, maxx, maxy - rad);
 | |
| 
 | |
|     for (a = 0; a < 7; a++) {
 | |
|       round_box_shade_col(color, coltop, coldown, (div - rad + vec[a][1]) * idiv);
 | |
|       immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
 | |
|     }
 | |
|     round_box_shade_col(color, coltop, coldown, 1.0);
 | |
|     immVertex2f(pos, maxx - rad, maxy);
 | |
|   }
 | |
|   else {
 | |
|     round_box_shade_col(color, coltop, coldown, 1.0);
 | |
|     immVertex2f(pos, maxx, maxy);
 | |
|   }
 | |
| 
 | |
|   /* corner left-top */
 | |
|   if (roundboxtype & UI_CNR_TOP_LEFT) {
 | |
| 
 | |
|     round_box_shade_col(color, coltop, coldown, 1.0);
 | |
|     immVertex2f(pos, minx + rad, maxy);
 | |
| 
 | |
|     for (a = 0; a < 7; a++) {
 | |
|       round_box_shade_col(color, coltop, coldown, (div - vec[a][1]) * idiv);
 | |
|       immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
 | |
|     }
 | |
| 
 | |
|     round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
 | |
|     immVertex2f(pos, minx, maxy - rad);
 | |
|   }
 | |
|   else {
 | |
|     round_box_shade_col(color, coltop, coldown, 1.0);
 | |
|     immVertex2f(pos, minx, maxy);
 | |
|   }
 | |
| 
 | |
|   /* corner left-bottom */
 | |
|   if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
 | |
| 
 | |
|     round_box_shade_col(color, coltop, coldown, rad * idiv);
 | |
|     immVertex2f(pos, minx, miny + rad);
 | |
| 
 | |
|     for (a = 0; a < 7; a++) {
 | |
|       round_box_shade_col(color, coltop, coldown, (rad - vec[a][1]) * idiv);
 | |
|       immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
 | |
|     }
 | |
| 
 | |
|     round_box_shade_col(color, coltop, coldown, 0.0);
 | |
|     immVertex2f(pos, minx + rad, miny);
 | |
|   }
 | |
|   else {
 | |
|     round_box_shade_col(color, coltop, coldown, 0.0);
 | |
|     immVertex2f(pos, minx, miny);
 | |
|   }
 | |
| 
 | |
|   immEnd();
 | |
|   immUnbindProgram();
 | |
| #endif
 | |
| 
 | |
|   uiWidgetBaseParameters widget_params = {
 | |
|       .recti.xmin = minx,
 | |
|       .recti.ymin = miny,
 | |
|       .recti.xmax = maxx,
 | |
|       .recti.ymax = maxy,
 | |
|       .radi = rad,
 | |
|       .round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
 | |
|       .round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
 | |
|       .round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
 | |
|       .round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
 | |
|       .color_inner1[0] = min_ff(1.0f, col[0] + shadetop),
 | |
|       .color_inner2[0] = max_ff(0.0f, col[0] + shadedown),
 | |
|       .color_inner1[1] = min_ff(1.0f, col[1] + shadetop),
 | |
|       .color_inner2[1] = max_ff(0.0f, col[1] + shadedown),
 | |
|       .color_inner1[2] = min_ff(1.0f, col[2] + shadetop),
 | |
|       .color_inner2[2] = max_ff(0.0f, col[2] + shadedown),
 | |
|       .color_inner1[3] = 1.0f,
 | |
|       .color_inner2[3] = 1.0f,
 | |
|       .alpha_discard = 1.0f,
 | |
|   };
 | |
| 
 | |
|   GPUBatch *batch = ui_batch_roundbox_get(filled, false);
 | |
|   GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
 | |
|   GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
 | |
|   GPU_batch_draw(batch);
 | |
| }
 | |
| 
 | |
| #if 0  /* unused */
 | |
| /* linear vertical shade within button or in outline */
 | |
| /* view2d scrollers use it */
 | |
| void UI_draw_roundbox_shade_y(bool filled,
 | |
|                               float minx,
 | |
|                               float miny,
 | |
|                               float maxx,
 | |
|                               float maxy,
 | |
|                               float rad,
 | |
|                               float shadeleft,
 | |
|                               float shaderight,
 | |
|                               const float col[4])
 | |
| {
 | |
|   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},
 | |
|   };
 | |
|   const float div = maxx - minx;
 | |
|   const float idiv = 1.0f / div;
 | |
|   float colLeft[3], colRight[3];
 | |
|   int vert_count = 0;
 | |
|   int a;
 | |
| 
 | |
|   /* mult */
 | |
|   for (a = 0; a < 7; a++) {
 | |
|     mul_v2_fl(vec[a], rad);
 | |
|   }
 | |
| 
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|   uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
 | |
| 
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
 | |
| 
 | |
|   /* '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 ? GPU_PRIM_TRI_FAN : GPU_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;
 | |
| 
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_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,
 | |
|                              uchar highlight[3],
 | |
|                              uchar highlight_fade[3])
 | |
| {
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|   uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
 | |
|   /* 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(GPU_PRIM_LINE_STRIP, 25);
 | |
| 
 | |
|   immAttr3ubv(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);
 | |
|   }
 | |
| 
 | |
|   immAttr3ubv(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);
 | |
|   }
 | |
| 
 | |
|   immAttr3ubv(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,
 | |
|                        const 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 */
 | |
|   int scissor[4];
 | |
|   GPU_scissor_get_i(scissor);
 | |
|   GPU_scissor(rect->xmin, rect->ymin, w, h);
 | |
| #  endif
 | |
| 
 | |
|   GPU_blend(true);
 | |
| 
 | |
|   if (w != ibuf->x || h != ibuf->y) {
 | |
|     facx = (float)w / (float)ibuf->x;
 | |
|     facy = (float)h / (float)ibuf->y;
 | |
|   }
 | |
| 
 | |
|   IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
 | |
|   immDrawPixelsTex(&state,
 | |
|                    (float)rect->xmin,
 | |
|                    (float)rect->ymin,
 | |
|                    ibuf->x,
 | |
|                    ibuf->y,
 | |
|                    GL_RGBA,
 | |
|                    GL_UNSIGNED_BYTE,
 | |
|                    GL_NEAREST,
 | |
|                    ibuf->rect,
 | |
|                    facx,
 | |
|                    facy,
 | |
|                    NULL);
 | |
| 
 | |
|   GPU_blend(false);
 | |
| 
 | |
| #  if 0
 | |
|   // restore scissortest
 | |
|   GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
 | |
| #  endif
 | |
| 
 | |
| #endif
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Draw title and text safe areas.
 | |
|  *
 | |
|  * \Note This functionn is to be used with the 2D dashed shader enabled.
 | |
|  *
 | |
|  * \param pos: is a PRIM_FLOAT, 2, GPU_FETCH_FLOAT vertex attribute.
 | |
|  * \param line_origin: is a PRIM_FLOAT, 2, GPU_FETCH_FLOAT vertex attribute.
 | |
|  *
 | |
|  * The next 4 parameters are the offsets for the view, not the zones.
 | |
|  */
 | |
| void UI_draw_safe_areas(uint 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);
 | |
| 
 | |
|   for (int i = 0; i < safe_len; i++) {
 | |
|     if (safe_areas[i][0] || safe_areas[i][1]) {
 | |
|       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_box_wire_2d(pos, minx, miny, maxx, maxy);
 | |
|     }
 | |
|   }
 | |
| }
 | |
| 
 | |
| static void draw_scope_end(const rctf *rect, GLint *scissor)
 | |
| {
 | |
|   /* restore scissortest */
 | |
|   GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
 | |
| 
 | |
|   GPU_blend_set_func_separate(
 | |
|       GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_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,
 | |
|                                uint pos_attr)
 | |
| {
 | |
|   float color[4] = {r, g, b, alpha};
 | |
| 
 | |
|   /* that can happen */
 | |
|   if (res == 0) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   GPU_line_smooth(true);
 | |
|   glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE);
 | |
| 
 | |
|   immUniformColor4fv(color);
 | |
| 
 | |
|   if (is_line) {
 | |
|     /* curve outline */
 | |
|     GPU_line_width(1.5);
 | |
| 
 | |
|     immBegin(GPU_PRIM_LINE_STRIP, res);
 | |
|     for (int i = 0; i < res; i++) {
 | |
|       float x2 = x + i * (w / (float)res);
 | |
|       immVertex2f(pos_attr, x2, y + (data[i] * h));
 | |
|     }
 | |
|     immEnd();
 | |
|   }
 | |
|   else {
 | |
|     /* under the curve */
 | |
|     immBegin(GPU_PRIM_TRI_STRIP, res * 2);
 | |
|     immVertex2f(pos_attr, x, y);
 | |
|     immVertex2f(pos_attr, x, y + (data[0] * h));
 | |
|     for (int i = 1; i < res; i++) {
 | |
|       float x2 = x + i * (w / (float)res);
 | |
|       immVertex2f(pos_attr, x2, y + (data[i] * h));
 | |
|       immVertex2f(pos_attr, x2, y);
 | |
|     }
 | |
|     immEnd();
 | |
| 
 | |
|     /* curve outline */
 | |
|     immUniformColor4f(0.0f, 0.0f, 0.0f, 0.25f);
 | |
| 
 | |
|     GPU_blend_set_func_separate(
 | |
|         GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
 | |
|     immBegin(GPU_PRIM_LINE_STRIP, res);
 | |
|     for (int i = 0; i < res; i++) {
 | |
|       float x2 = x + i * (w / (float)res);
 | |
|       immVertex2f(pos_attr, x2, y + (data[i] * h));
 | |
|     }
 | |
|     immEnd();
 | |
|   }
 | |
| 
 | |
|   GPU_line_smooth(false);
 | |
| }
 | |
| 
 | |
| #define HISTOGRAM_TOT_GRID_LINES 4
 | |
| 
 | |
| void ui_draw_but_HISTOGRAM(ARegion *UNUSED(ar),
 | |
|                            uiBut *but,
 | |
|                            const 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;
 | |
| 
 | |
|   GPU_blend(true);
 | |
|   GPU_blend_set_func_separate(
 | |
|       GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_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 */
 | |
|   int scissor[4];
 | |
|   GPU_scissor_get_i(scissor);
 | |
|   GPU_scissor((rect.xmin - 1),
 | |
|               (rect.ymin - 1),
 | |
|               (rect.xmax + 1) - (rect.xmin - 1),
 | |
|               (rect.ymax + 1) - (rect.ymin - 1));
 | |
| 
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_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(GPU_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])
 | |
| {
 | |
|   GPUVertFormat format = {0};
 | |
|   uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
| 
 | |
|   GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
 | |
|   GPU_vertbuf_data_alloc(vbo, nbr);
 | |
| 
 | |
|   GPU_vertbuf_attr_fill(vbo, pos_id, waveform);
 | |
| 
 | |
|   /* TODO store the GPUBatch inside the scope */
 | |
|   GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO);
 | |
|   GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR);
 | |
|   GPU_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f);
 | |
|   GPU_batch_draw(batch);
 | |
| 
 | |
|   GPU_batch_discard(batch);
 | |
| }
 | |
| 
 | |
| void ui_draw_but_WAVEFORM(ARegion *UNUSED(ar),
 | |
|                           uiBut *but,
 | |
|                           const uiWidgetColors *UNUSED(wcol),
 | |
|                           const rcti *recti)
 | |
| {
 | |
|   Scopes *scopes = (Scopes *)but->poin;
 | |
|   int scissor[4];
 | |
|   float colors[3][3];
 | |
|   float colorsycc[3][3] = {{1, 0, 1}, {1, 1, 0}, {0, 1, 1}};
 | |
|   /* colors  pre multiplied by alpha for speed up */
 | |
|   float colors_alpha[3][3], colorsycc_alpha[3][3];
 | |
|   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;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   /* Flush text cache before changing scissors. */
 | |
|   BLF_batch_draw_flush();
 | |
| 
 | |
|   GPU_blend(true);
 | |
|   GPU_blend_set_func_separate(
 | |
|       GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_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 */
 | |
|   GPU_scissor_get_i(scissor);
 | |
|   GPU_scissor((rect.xmin - 1),
 | |
|               (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);
 | |
|   }
 | |
| 
 | |
|   /* Flush text cache before drawing things on top. */
 | |
|   BLF_batch_draw_flush();
 | |
| 
 | |
|   GPU_blend(true);
 | |
|   GPU_blend_set_func_separate(
 | |
|       GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
 | |
| 
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
| 
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | |
| 
 | |
|   immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
 | |
| 
 | |
|   /* draw grid lines here */
 | |
|   immBegin(GPU_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(GPU_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(GPU_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(GPU_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(GPU_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);
 | |
|     GPU_point_size(1.0);
 | |
| 
 | |
|     /* LUMA (1 channel) */
 | |
|     if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
 | |
|       float col[3] = {alpha, alpha, alpha};
 | |
| 
 | |
|       GPU_matrix_push();
 | |
|       GPU_matrix_translate_2f(rect.xmin, yofs);
 | |
|       GPU_matrix_scale_2f(w, h);
 | |
| 
 | |
|       waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, col);
 | |
| 
 | |
|       GPU_matrix_pop();
 | |
| 
 | |
|       /* 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(GPU_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) {
 | |
|       GPU_matrix_push();
 | |
|       GPU_matrix_translate_2f(rect.xmin, yofs);
 | |
|       GPU_matrix_scale_2f(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]);
 | |
| 
 | |
|       GPU_matrix_pop();
 | |
|     }
 | |
|     /* 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);
 | |
| 
 | |
|       GPU_matrix_push();
 | |
|       GPU_matrix_translate_2f(rect.xmin, yofs);
 | |
|       GPU_matrix_scale_2f(w3, h);
 | |
| 
 | |
|       waveform_draw_one(
 | |
|           scopes->waveform_1, scopes->waveform_tot, (rgb) ? colors_alpha[0] : colorsycc_alpha[0]);
 | |
| 
 | |
|       GPU_matrix_translate_2f(1.0f, 0.0f);
 | |
|       waveform_draw_one(
 | |
|           scopes->waveform_2, scopes->waveform_tot, (rgb) ? colors_alpha[1] : colorsycc_alpha[1]);
 | |
| 
 | |
|       GPU_matrix_translate_2f(1.0f, 0.0f);
 | |
|       waveform_draw_one(
 | |
|           scopes->waveform_3, scopes->waveform_tot, (rgb) ? colors_alpha[2] : colorsycc_alpha[2]);
 | |
| 
 | |
|       GPU_matrix_pop();
 | |
|     }
 | |
| 
 | |
|     /* 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(GPU_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);
 | |
| 
 | |
|   GPU_blend(false);
 | |
| }
 | |
| 
 | |
| 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(
 | |
|     uint 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, BLI_YUV_ITU_BT709);
 | |
| 
 | |
|   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(GPU_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(GPU_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(GPU_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(GPU_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(GPU_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 *UNUSED(ar),
 | |
|                              uiBut *but,
 | |
|                              const 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;
 | |
| 
 | |
|   GPU_blend(true);
 | |
|   GPU_blend_set_func_separate(
 | |
|       GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_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 */
 | |
|   int scissor[4];
 | |
|   GPU_scissor_get_i(scissor);
 | |
|   GPU_scissor((rect.xmin - 1),
 | |
|               (rect.ymin - 1),
 | |
|               (rect.xmax + 1) - (rect.xmin - 1),
 | |
|               (rect.ymax + 1) - (rect.ymin - 1));
 | |
| 
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
| 
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | |
| 
 | |
|   immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
 | |
|   /* draw grid elements */
 | |
|   /* cross */
 | |
|   immBegin(GPU_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(GPU_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(GPU_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);
 | |
|     GPU_point_size(1.0);
 | |
| 
 | |
|     GPU_matrix_push();
 | |
|     GPU_matrix_translate_2f(centerx, centery);
 | |
|     GPU_matrix_scale_1f(diam);
 | |
| 
 | |
|     waveform_draw_one(scopes->vecscope, scopes->waveform_tot, col);
 | |
| 
 | |
|     GPU_matrix_pop();
 | |
|   }
 | |
| 
 | |
|   immUnbindProgram();
 | |
| 
 | |
|   /* outline */
 | |
|   draw_scope_end(&rect, scissor);
 | |
| 
 | |
|   GPU_blend(false);
 | |
| }
 | |
| 
 | |
| static void ui_draw_colorband_handle_tri_hlight(
 | |
|     uint pos, float x1, float y1, float halfwidth, float height)
 | |
| {
 | |
|   GPU_line_smooth(true);
 | |
| 
 | |
|   immBegin(GPU_PRIM_LINE_STRIP, 3);
 | |
|   immVertex2f(pos, x1 + halfwidth, y1);
 | |
|   immVertex2f(pos, x1, y1 + height);
 | |
|   immVertex2f(pos, x1 - halfwidth, y1);
 | |
|   immEnd();
 | |
| 
 | |
|   GPU_line_smooth(false);
 | |
| }
 | |
| 
 | |
| static void ui_draw_colorband_handle_tri(
 | |
|     uint pos, float x1, float y1, float halfwidth, float height, bool fill)
 | |
| {
 | |
|   if (fill) {
 | |
|     GPU_polygon_smooth(true);
 | |
|   }
 | |
|   else {
 | |
|     GPU_line_smooth(true);
 | |
|   }
 | |
| 
 | |
|   immBegin(fill ? GPU_PRIM_TRIS : GPU_PRIM_LINE_LOOP, 3);
 | |
|   immVertex2f(pos, x1 + halfwidth, y1);
 | |
|   immVertex2f(pos, x1, y1 + height);
 | |
|   immVertex2f(pos, x1 - halfwidth, y1);
 | |
|   immEnd();
 | |
| 
 | |
|   if (fill) {
 | |
|     GPU_polygon_smooth(false);
 | |
|   }
 | |
|   else {
 | |
|     GPU_line_smooth(false);
 | |
|   }
 | |
| }
 | |
| 
 | |
| static void ui_draw_colorband_handle_box(
 | |
|     uint pos, float x1, float y1, float x2, float y2, bool fill)
 | |
| {
 | |
|   immBegin(fill ? GPU_PRIM_TRI_FAN : GPU_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(uint shdr_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) {
 | |
|     immUnbindProgram();
 | |
| 
 | |
|     immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
 | |
| 
 | |
|     float viewport_size[4];
 | |
|     GPU_viewport_size_get_f(viewport_size);
 | |
|     immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
 | |
| 
 | |
|     immUniform1i("colors_len", 2); /* "advanced" mode */
 | |
|     immUniformArray4fv(
 | |
|         "colors", (float *)(float[][4]){{0.8f, 0.8f, 0.8f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2);
 | |
|     immUniform1f("dash_width", active ? 4.0f : 2.0f);
 | |
| 
 | |
|     immBegin(GPU_PRIM_LINES, 2);
 | |
|     immVertex2f(shdr_pos, x, y1);
 | |
|     immVertex2f(shdr_pos, x, y2);
 | |
|     immEnd();
 | |
| 
 | |
|     immUnbindProgram();
 | |
| 
 | |
|     immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | |
| 
 | |
|     /* 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(
 | |
|       shdr_pos, x - half_width, y1 - 1, x + half_width, y1 + height, false);
 | |
| 
 | |
|   /* draw all triangles blended */
 | |
|   GPU_blend(true);
 | |
| 
 | |
|   ui_draw_colorband_handle_tri(shdr_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(shdr_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(
 | |
|       shdr_pos, x, y1 + height - 1, (half_width - 1), (half_width - 1));
 | |
| 
 | |
|   immUniformColor3ub(0, 0, 0);
 | |
|   ui_draw_colorband_handle_tri_hlight(shdr_pos, x, y1 + height, half_width, half_width);
 | |
| 
 | |
|   GPU_blend(false);
 | |
| 
 | |
|   immUniformColor3ub(128, 128, 128);
 | |
|   ui_draw_colorband_handle_box(
 | |
|       shdr_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(
 | |
|       shdr_pos, x - (half_width - 2), y1 + 1, x + (half_width - 2), y1 + height - 2, true);
 | |
| }
 | |
| 
 | |
| void ui_draw_but_COLORBAND(uiBut *but, const uiWidgetColors *UNUSED(wcol), const rcti *rect)
 | |
| {
 | |
|   struct ColorManagedDisplay *display = ui_block_cm_display_get(but->block);
 | |
|   uint pos_id, col_id;
 | |
| 
 | |
|   ColorBand *coba = (ColorBand *)(but->editcoba ? but->editcoba : but->poin);
 | |
|   if (coba == NULL) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   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;
 | |
| 
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_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(pos_id, x1, y1, x1 + sizex, rect->ymax);
 | |
|   immUnbindProgram();
 | |
| 
 | |
|   /* New format */
 | |
|   format = immVertexFormat();
 | |
|   pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|   col_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
 | |
| 
 | |
|   /* layer: color ramp */
 | |
|   GPU_blend(true);
 | |
| 
 | |
|   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(GPU_PRIM_TRI_STRIP, (sizex + 1) * 2);
 | |
|   for (int a = 0; a <= sizex; a++) {
 | |
|     float pos = ((float)a) / sizex;
 | |
|     BKE_colorband_evaluate(coba, pos, colf);
 | |
|     if (display) {
 | |
|       IMB_colormanagement_scene_linear_to_display_v3(colf, display);
 | |
|     }
 | |
| 
 | |
|     v1[0] = v2[0] = x1 + a;
 | |
| 
 | |
|     immAttr4fv(col_id, colf);
 | |
|     immVertex2fv(pos_id, v1);
 | |
|     immVertex2fv(pos_id, v2);
 | |
|   }
 | |
|   immEnd();
 | |
| 
 | |
|   /* layer: color ramp without alpha for reference when manipulating ramp properties */
 | |
|   v1[1] = y1;
 | |
|   v2[1] = y1 + sizey_solid;
 | |
| 
 | |
|   immBegin(GPU_PRIM_TRI_STRIP, (sizex + 1) * 2);
 | |
|   for (int a = 0; a <= sizex; a++) {
 | |
|     float pos = ((float)a) / sizex;
 | |
|     BKE_colorband_evaluate(coba, pos, colf);
 | |
|     if (display) {
 | |
|       IMB_colormanagement_scene_linear_to_display_v3(colf, display);
 | |
|     }
 | |
| 
 | |
|     v1[0] = v2[0] = x1 + a;
 | |
| 
 | |
|     immAttr4f(col_id, colf[0], colf[1], colf[2], 1.0f);
 | |
|     immVertex2fv(pos_id, v1);
 | |
|     immVertex2fv(pos_id, v2);
 | |
|   }
 | |
|   immEnd();
 | |
| 
 | |
|   immUnbindProgram();
 | |
| 
 | |
|   GPU_blend(false);
 | |
| 
 | |
|   /* New format */
 | |
|   format = immVertexFormat();
 | |
|   pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | |
| 
 | |
|   /* layer: box outline */
 | |
|   immUniformColor4f(0.0f, 0.0f, 0.0f, 1.0f);
 | |
|   imm_draw_box_wire_2d(pos_id, x1, y1, x1 + sizex, rect->ymax);
 | |
| 
 | |
|   /* layer: box outline */
 | |
|   GPU_blend(true);
 | |
|   immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
 | |
| 
 | |
|   immBegin(GPU_PRIM_LINES, 2);
 | |
|   immVertex2f(pos_id, x1, y1);
 | |
|   immVertex2f(pos_id, x1 + sizex, y1);
 | |
|   immEnd();
 | |
| 
 | |
|   immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f);
 | |
| 
 | |
|   immBegin(GPU_PRIM_LINES, 2);
 | |
|   immVertex2f(pos_id, x1, y1 - 1);
 | |
|   immVertex2f(pos_id, x1 + sizex, y1 - 1);
 | |
|   immEnd();
 | |
| 
 | |
|   GPU_blend(false);
 | |
| 
 | |
|   /* 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(pos_id, 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(pos_id, rect, pos, &cbd->r, display, true);
 | |
|   }
 | |
| 
 | |
|   immUnbindProgram();
 | |
| }
 | |
| 
 | |
| void ui_draw_but_UNITVEC(uiBut *but, const 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, (uchar *)wcol->inner, 255);
 | |
| 
 | |
|   glCullFace(GL_BACK);
 | |
|   glEnable(GL_CULL_FACE);
 | |
| 
 | |
|   /* setup lights */
 | |
|   ui_but_v3_get(but, light);
 | |
| 
 | |
|   /* transform to button */
 | |
|   GPU_matrix_push();
 | |
| 
 | |
|   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);
 | |
|   }
 | |
| 
 | |
|   GPU_matrix_translate_2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect),
 | |
|                           rect->ymin + 0.5f * BLI_rcti_size_y(rect));
 | |
|   GPU_matrix_scale_1f(size);
 | |
| 
 | |
|   GPUBatch *sphere = GPU_batch_preset_sphere(2);
 | |
|   GPU_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING);
 | |
|   GPU_batch_uniform_4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f);
 | |
|   GPU_batch_uniform_3fv(sphere, "light", light);
 | |
|   GPU_batch_draw(sphere);
 | |
| 
 | |
|   /* restore */
 | |
|   glDisable(GL_CULL_FACE);
 | |
| 
 | |
|   /* AA circle */
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | |
|   immUniformColor3ubv((uchar *)wcol->inner);
 | |
| 
 | |
|   GPU_blend(true);
 | |
|   GPU_line_smooth(true);
 | |
|   imm_draw_circle_wire_2d(pos, 0.0f, 0.0f, 1.0f, 32);
 | |
|   GPU_blend(false);
 | |
|   GPU_line_smooth(false);
 | |
| 
 | |
|   /* matrix after circle */
 | |
|   GPU_matrix_pop();
 | |
| 
 | |
|   immUnbindProgram();
 | |
| }
 | |
| 
 | |
| static void ui_draw_but_curve_grid(
 | |
|     uint 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(GPU_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_get(const uchar color[3], int shade, uchar r_color[3])
 | |
| {
 | |
|   r_color[0] = color[0] - shade > 0 ? color[0] - shade : 0;
 | |
|   r_color[1] = color[1] - shade > 0 ? color[1] - shade : 0;
 | |
|   r_color[2] = color[2] - shade > 0 ? color[2] - shade : 0;
 | |
| }
 | |
| 
 | |
| static void gl_shaded_color_get_fl(const uchar *color, int shade, float r_color[3])
 | |
| {
 | |
|   uchar color_shaded[3];
 | |
|   gl_shaded_color_get(color, shade, color_shaded);
 | |
|   rgb_uchar_to_float(r_color, color_shaded);
 | |
| }
 | |
| 
 | |
| static void gl_shaded_color(uchar *color, int shade)
 | |
| {
 | |
|   uchar color_shaded[3];
 | |
|   gl_shaded_color_get(color, shade, color_shaded);
 | |
|   immUniformColor3ubv(color_shaded);
 | |
| }
 | |
| 
 | |
| void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const 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 */
 | |
|   int scissor[4];
 | |
|   GPU_scissor_get_i(scissor);
 | |
|   rcti scissor_new = {
 | |
|       .xmin = rect->xmin,
 | |
|       .ymin = rect->ymin,
 | |
|       .xmax = rect->xmax,
 | |
|       .ymax = rect->ymax,
 | |
|   };
 | |
|   rcti scissor_region = {0, ar->winx, 0, ar->winy};
 | |
|   BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new);
 | |
|   GPU_scissor(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);
 | |
|   }
 | |
| 
 | |
|   GPU_line_width(1.0f);
 | |
| 
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | |
| 
 | |
|   /* backdrop */
 | |
|   float color_backdrop[4] = {0, 0, 0, 1};
 | |
| 
 | |
|   if (but->a1 == UI_GRAD_H) {
 | |
|     /* grid, hsv uses different grid */
 | |
|     GPU_blend(true);
 | |
|     GPU_blend_set_func_separate(
 | |
|         GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
 | |
|     ARRAY_SET_ITEMS(color_backdrop, 0, 0, 0, 48.0 / 255.0);
 | |
|     immUniformColor4fv(color_backdrop);
 | |
|     ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.1666666f);
 | |
|     GPU_blend(false);
 | |
|   }
 | |
|   else {
 | |
|     if (cumap->flag & CUMA_DO_CLIP) {
 | |
|       gl_shaded_color_get_fl((uchar *)wcol->inner, -20, color_backdrop);
 | |
|       immUniformColor3fv(color_backdrop);
 | |
|       immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
 | |
|       immUniformColor3ubv((uchar *)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 {
 | |
|       rgb_uchar_to_float(color_backdrop, (const uchar *)wcol->inner);
 | |
|       immUniformColor3fv(color_backdrop);
 | |
|       immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
 | |
|     }
 | |
| 
 | |
|     /* grid, every 0.25 step */
 | |
|     gl_shaded_color((uchar *)wcol->inner, -16);
 | |
|     ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f);
 | |
|     /* grid, every 1.0 step */
 | |
|     gl_shaded_color((uchar *)wcol->inner, -24);
 | |
|     ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f);
 | |
|     /* axes */
 | |
|     gl_shaded_color((uchar *)wcol->inner, -50);
 | |
|     immBegin(GPU_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(GPU_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(GPU_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();
 | |
|   }
 | |
|   immUnbindProgram();
 | |
| 
 | |
|   if (cuma->table == NULL) {
 | |
|     curvemapping_changed(cumap, false);
 | |
|   }
 | |
| 
 | |
|   CurveMapPoint *cmp = cuma->table;
 | |
|   rctf line_range;
 | |
| 
 | |
|   /* First curve point. */
 | |
|   if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) {
 | |
|     line_range.xmin = rect->xmin;
 | |
|     line_range.ymin = rect->ymin + zoomy * (cmp[0].y - offsy);
 | |
|   }
 | |
|   else {
 | |
|     line_range.xmin = rect->xmin + zoomx * (cmp[0].x - offsx + cuma->ext_in[0]);
 | |
|     line_range.ymin = rect->ymin + zoomy * (cmp[0].y - offsy + cuma->ext_in[1]);
 | |
|   }
 | |
|   /* Last curve point. */
 | |
|   if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) {
 | |
|     line_range.xmax = rect->xmax;
 | |
|     line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy);
 | |
|   }
 | |
|   else {
 | |
|     line_range.xmax = rect->xmin + zoomx * (cmp[CM_TABLE].x - offsx - cuma->ext_out[0]);
 | |
|     line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]);
 | |
|   }
 | |
| 
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | |
|   GPU_blend(true);
 | |
| 
 | |
|   /* Curve filled. */
 | |
|   immUniformColor3ubvAlpha((uchar *)wcol->item, 128);
 | |
|   GPU_polygon_smooth(true);
 | |
|   immBegin(GPU_PRIM_TRI_STRIP, (CM_TABLE * 2 + 2) + 4);
 | |
|   immVertex2f(pos, line_range.xmin, rect->ymin);
 | |
|   immVertex2f(pos, line_range.xmin, line_range.ymin);
 | |
|   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, rect->ymin);
 | |
|     immVertex2f(pos, fx, fy);
 | |
|   }
 | |
|   immVertex2f(pos, line_range.xmax, rect->ymin);
 | |
|   immVertex2f(pos, line_range.xmax, line_range.ymax);
 | |
|   immEnd();
 | |
|   GPU_polygon_smooth(false);
 | |
| 
 | |
|   /* Curve line. */
 | |
|   GPU_line_width(1.0f);
 | |
|   immUniformColor3ubvAlpha((uchar *)wcol->item, 255);
 | |
|   GPU_line_smooth(true);
 | |
|   immBegin(GPU_PRIM_LINE_STRIP, (CM_TABLE + 1) + 2);
 | |
|   immVertex2f(pos, line_range.xmin, line_range.ymin);
 | |
|   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);
 | |
|   }
 | |
|   immVertex2f(pos, line_range.xmax, line_range.ymax);
 | |
|   immEnd();
 | |
| 
 | |
|   /* Reset state for fill & line. */
 | |
|   GPU_line_smooth(false);
 | |
|   GPU_blend(false);
 | |
|   immUnbindProgram();
 | |
| 
 | |
|   /* The points, use aspect to make them visible on edges. */
 | |
|   format = immVertexFormat();
 | |
|   pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|   uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
 | |
| 
 | |
|   /* Calculate vertex colors based on text theme. */
 | |
|   float color_vert[4], color_vert_select[4];
 | |
|   UI_GetThemeColor4fv(TH_TEXT_HI, color_vert);
 | |
|   UI_GetThemeColor4fv(TH_TEXT, color_vert_select);
 | |
|   if (len_squared_v3v3(color_vert, color_vert_select) < 0.1f) {
 | |
|     interp_v3_v3v3(color_vert, color_vert_select, color_backdrop, 0.75f);
 | |
|   }
 | |
|   if (len_squared_v3(color_vert) > len_squared_v3(color_vert_select)) {
 | |
|     /* Ensure brightest text color is used for selection. */
 | |
|     swap_v3_v3(color_vert, color_vert_select);
 | |
|   }
 | |
| 
 | |
|   cmp = cuma->curve;
 | |
|   GPU_point_size(max_ff(1.0f, min_ff(UI_DPI_FAC / but->block->aspect * 4.0f, 4.0f)));
 | |
|   immBegin(GPU_PRIM_POINTS, cuma->totpoint);
 | |
|   for (int a = 0; a < cuma->totpoint; a++) {
 | |
|     float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
 | |
|     float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
 | |
|     immAttr4fv(col, (cmp[a].flag & CUMA_SELECT) ? color_vert_select : color_vert);
 | |
|     immVertex2f(pos, fx, fy);
 | |
|   }
 | |
|   immEnd();
 | |
|   immUnbindProgram();
 | |
| 
 | |
|   /* restore scissortest */
 | |
|   GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
 | |
| 
 | |
|   /* outline */
 | |
|   format = immVertexFormat();
 | |
|   pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | |
| 
 | |
|   immUniformColor3ubv((uchar *)wcol->outline);
 | |
|   imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
 | |
| 
 | |
|   immUnbindProgram();
 | |
| }
 | |
| 
 | |
| void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(ar),
 | |
|                               uiBut *but,
 | |
|                               const 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);
 | |
| 
 | |
|   GPU_blend(true);
 | |
|   GPU_blend_set_func_separate(
 | |
|       GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
 | |
| 
 | |
|   /* need scissor test, preview image can draw outside of boundary */
 | |
|   int scissor[4];
 | |
|   GPU_scissor_get_i(scissor);
 | |
|   GPU_scissor((rect.xmin - 1),
 | |
|               (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) {
 | |
|     GPU_matrix_push();
 | |
| 
 | |
|     /* draw content of pattern area */
 | |
|     GPU_scissor(rect.xmin, 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);
 | |
|       }
 | |
| 
 | |
|       IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
 | |
|       immDrawPixelsTex(&state,
 | |
|                        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 */
 | |
|       GPU_matrix_translate_2f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1]);
 | |
|       GPU_scissor(rect.xmin, rect.ymin, BLI_rctf_size_x(&rect), BLI_rctf_size_y(&rect));
 | |
| 
 | |
|       GPUVertFormat *format = immVertexFormat();
 | |
|       uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|       uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_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(GPU_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) {
 | |
|             immAttr4fv(col, col_sel);
 | |
|           }
 | |
|           else {
 | |
|             immAttr4fv(col, col_outline);
 | |
|           }
 | |
| 
 | |
|           immVertex2f(pos, x1, y1);
 | |
|           immVertex2f(pos, x2, y2);
 | |
|         }
 | |
|       }
 | |
|       immEnd();
 | |
| 
 | |
|       immUnbindProgram();
 | |
|     }
 | |
| 
 | |
|     GPU_matrix_pop();
 | |
| 
 | |
|     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);
 | |
| 
 | |
|   GPU_blend(false);
 | |
| }
 | |
| 
 | |
| void ui_draw_but_NODESOCKET(ARegion *ar,
 | |
|                             uiBut *but,
 | |
|                             const 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,
 | |
|   };
 | |
| 
 | |
|   int scissor[4];
 | |
| 
 | |
|   /* need scissor test, can draw outside of boundary */
 | |
|   GPU_scissor_get_i(scissor);
 | |
| 
 | |
|   rcti scissor_new = {
 | |
|       .xmin = recti->xmin,
 | |
|       .ymin = recti->ymin,
 | |
|       .xmax = recti->xmax,
 | |
|       .ymax = recti->ymax,
 | |
|   };
 | |
| 
 | |
|   rcti scissor_region = {0, ar->winx, 0, ar->winy};
 | |
| 
 | |
|   BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new);
 | |
|   GPU_scissor(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);
 | |
| 
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 | |
|   immUniformColor4ubv(but->col);
 | |
| 
 | |
|   GPU_blend(true);
 | |
|   immBegin(GPU_PRIM_TRI_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);
 | |
|   GPU_line_width(1);
 | |
|   GPU_line_smooth(true);
 | |
|   immBegin(GPU_PRIM_LINE_LOOP, 16);
 | |
|   for (int a = 0; a < 16; a++) {
 | |
|     immVertex2f(pos, x + size * si[a], y + size * co[a]);
 | |
|   }
 | |
|   immEnd();
 | |
|   GPU_line_smooth(false);
 | |
|   GPU_blend(false);
 | |
| 
 | |
|   immUnbindProgram();
 | |
| 
 | |
|   /* restore scissortest */
 | |
|   GPU_scissor(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(uint pos,
 | |
|                          uint color,
 | |
|                          float minx,
 | |
|                          float miny,
 | |
|                          float maxx,
 | |
|                          float maxy,
 | |
|                          float shadsize,
 | |
|                          uchar alpha)
 | |
| {
 | |
|   /**
 | |
|    * <pre>
 | |
|    *          v1-_
 | |
|    *          |   -_v2
 | |
|    *          |     |
 | |
|    *          |     |
 | |
|    *          |     |
 | |
|    * v7_______v3____v4
 | |
|    * \        |     /
 | |
|    *  \       |   _v5
 | |
|    *  v8______v6_-
 | |
|    * </pre>
 | |
|    */
 | |
|   const float v1[2] = {maxx, maxy - 0.3f * shadsize};
 | |
|   const float v2[2] = {maxx + shadsize, maxy - 0.75f * shadsize};
 | |
|   const float v3[2] = {maxx, miny};
 | |
|   const float v4[2] = {maxx + shadsize, miny};
 | |
| 
 | |
|   const float v5[2] = {maxx + 0.7f * shadsize, miny - 0.7f * shadsize};
 | |
| 
 | |
|   const float v6[2] = {maxx, miny - shadsize};
 | |
|   const float v7[2] = {minx + 0.3f * shadsize, miny};
 | |
|   const float v8[2] = {minx + 0.5f * shadsize, miny - shadsize};
 | |
| 
 | |
|   /* right quad */
 | |
|   immAttr4ub(color, 0, 0, 0, alpha);
 | |
|   immVertex2fv(pos, v3);
 | |
|   immVertex2fv(pos, v1);
 | |
|   immAttr4ub(color, 0, 0, 0, 0);
 | |
|   immVertex2fv(pos, v2);
 | |
| 
 | |
|   immVertex2fv(pos, v2);
 | |
|   immVertex2fv(pos, v4);
 | |
|   immAttr4ub(color, 0, 0, 0, alpha);
 | |
|   immVertex2fv(pos, v3);
 | |
| 
 | |
|   /* corner shape */
 | |
|   /* immAttr4ub(color, 0, 0, 0, alpha); */ /* Not needed, done above in previous tri */
 | |
|   immVertex2fv(pos, v3);
 | |
|   immAttr4ub(color, 0, 0, 0, 0);
 | |
|   immVertex2fv(pos, v4);
 | |
|   immVertex2fv(pos, v5);
 | |
| 
 | |
|   immVertex2fv(pos, v5);
 | |
|   immVertex2fv(pos, v6);
 | |
|   immAttr4ub(color, 0, 0, 0, alpha);
 | |
|   immVertex2fv(pos, v3);
 | |
| 
 | |
|   /* bottom quad */
 | |
|   /* immAttr4ub(color, 0, 0, 0, alpha); */ /* Not needed, done above in previous tri */
 | |
|   immVertex2fv(pos, v3);
 | |
|   immAttr4ub(color, 0, 0, 0, 0);
 | |
|   immVertex2fv(pos, v6);
 | |
|   immVertex2fv(pos, v8);
 | |
| 
 | |
|   immVertex2fv(pos, v8);
 | |
|   immAttr4ub(color, 0, 0, 0, alpha);
 | |
|   immVertex2fv(pos, v7);
 | |
|   immVertex2fv(pos, v3);
 | |
| }
 | |
| 
 | |
| void UI_draw_box_shadow(uchar alpha, float minx, float miny, float maxx, float maxy)
 | |
| {
 | |
|   GPU_blend(true);
 | |
| 
 | |
|   GPUVertFormat *format = immVertexFormat();
 | |
|   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | |
|   uint color = GPU_vertformat_attr_add(
 | |
|       format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
 | |
| 
 | |
|   immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
 | |
| 
 | |
|   immBegin(GPU_PRIM_TRIS, 54);
 | |
| 
 | |
|   /* 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();
 | |
| 
 | |
|   GPU_blend(false);
 | |
| }
 | |
| 
 | |
| 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;
 | |
|   }
 | |
| 
 | |
|   GPU_blend(true);
 | |
|   const float dalpha = alpha * 2.0f / 255.0f;
 | |
|   float calpha = dalpha;
 | |
|   float visibility = 1.0f;
 | |
|   for (; i--;) {
 | |
|     /* alpha ranges from 2 to 20 or so */
 | |
| #if 0 /* Old Method (pre 2.8) */
 | |
|     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);
 | |
| #endif
 | |
|     /* Compute final visibility to match old method result. */
 | |
|     /* TODO we could just find a better fit function inside the shader instead of this. */
 | |
|     visibility = visibility * (1.0f - calpha);
 | |
|     calpha += dalpha;
 | |
|   }
 | |
| 
 | |
|   uiWidgetBaseParameters widget_params = {
 | |
|       .recti.xmin = rct->xmin,
 | |
|       .recti.ymin = rct->ymin,
 | |
|       .recti.xmax = rct->xmax,
 | |
|       .recti.ymax = rct->ymax - 10.0f,
 | |
|       .rect.xmin = rct->xmin - a,
 | |
|       .rect.ymin = rct->ymin - a,
 | |
|       .rect.xmax = rct->xmax + a,
 | |
|       .rect.ymax = rct->ymax - 10.0f + a,
 | |
|       .radi = rad,
 | |
|       .rad = rad + a,
 | |
|       .round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
 | |
|       .round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
 | |
|       .round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
 | |
|       .round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
 | |
|       .alpha_discard = 1.0f,
 | |
|   };
 | |
| 
 | |
|   GPUBatch *batch = ui_batch_roundbox_shadow_get();
 | |
|   GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_SHADOW);
 | |
|   GPU_batch_uniform_4fv_array(batch, "parameters", 4, (float *)&widget_params);
 | |
|   GPU_batch_uniform_1f(batch, "alpha", 1.0f - visibility);
 | |
|   GPU_batch_draw(batch);
 | |
| 
 | |
|   /* outline emphasis */
 | |
|   GPU_line_smooth(true);
 | |
|   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);
 | |
|   GPU_line_smooth(false);
 | |
| 
 | |
|   GPU_blend(false);
 | |
| }
 |