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blender-archive/source/blender/editors/interface/interface_draw.c
Brecht Van Lommel 6601a89650 Fix T58549, T56741: HSV color picker issues with Filmic view transform.
In 2d655d3 the color picker was changed to use display space HSV values.
This works ok for a simple sRGB EOTF, but fails with view transforms like
Filmic where display space V 1.0 maps to RGB 16.292.

Instead we now use the color_picking role from the OCIO config when
converting from RGB to HSV in the color picker. This role is set to sRGB
in the default OCIO config.

This color space fits the following requirements:

* It is approximately perceptually linear, so that the HSV numbers and
  the HSV cube/circle have an intuitive distribution.
* It has the same gamut as the scene linear color space.
* Color picking values 0..1 map to scene linear values in the 0..1 range,
  so that picked albedo values are energy conserving.
2018-12-13 19:25:45 +01:00

2231 lines
68 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/interface/interface_draw.c
* \ingroup edinterface
*/
#include <math.h>
#include <string.h>
#include "DNA_color_types.h"
#include "DNA_screen_types.h"
#include "DNA_movieclip_types.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BKE_colorband.h"
#include "BKE_colortools.h"
#include "BKE_node.h"
#include "BKE_tracking.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "IMB_colormanagement.h"
#include "BIF_glutil.h"
#include "BLF_api.h"
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "UI_interface.h"
/* own include */
#include "interface_intern.h"
static int roundboxtype = UI_CNR_ALL;
void UI_draw_roundbox_corner_set(int type)
{
/* Not sure the roundbox function is the best place to change this
* if this is undone, it's not that big a deal, only makes curves edges
* square for the */
roundboxtype = type;
}
#if 0 /* unused */
int UI_draw_roundbox_corner_get(void)
{
return roundboxtype;
}
#endif
void UI_draw_roundbox_3ubAlpha(bool filled, float minx, float miny, float maxx, float maxy, float rad, const unsigned char col[3], unsigned char alpha)
{
float colv[4];
colv[0] = ((float)col[0]) / 255;
colv[1] = ((float)col[1]) / 255;
colv[2] = ((float)col[2]) / 255;
colv[3] = ((float)alpha) / 255;
UI_draw_roundbox_4fv(filled, minx, miny, maxx, maxy, rad, colv);
}
void UI_draw_roundbox_3fvAlpha(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float col[3], float alpha)
{
float colv[4];
colv[0] = col[0];
colv[1] = col[1];
colv[2] = col[2];
colv[3] = alpha;
UI_draw_roundbox_4fv(filled, minx, miny, maxx, maxy, rad, colv);
}
void UI_draw_roundbox_aa(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float color[4])
{
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] = color[0], .color_inner2[0] = color[0],
.color_inner1[1] = color[1], .color_inner2[1] = color[1],
.color_inner1[2] = color[2], .color_inner2[2] = color[2],
.color_inner1[3] = color[3], .color_inner2[3] = color[3],
.alpha_discard = 1.0f,
};
GPU_blend(true);
if (filled) {
/* plain antialiased filled box */
widget_params.color_inner1[3] *= 0.125f;
widget_params.color_inner2[3] *= 0.125f;
/* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
* If it has been scaled, then it's no longer valid. */
GPUBatch *batch = ui_batch_roundbox_get(filled, true);
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);
}
else {
/* plain antialiased unfilled box */
GPU_line_smooth(true);
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);
GPU_line_smooth(false);
}
GPU_blend(false);
}
void UI_draw_roundbox_4fv(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float col[4])
{
#if 0
float vec[7][2] = {
{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805},
};
int a;
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
uint vert_len = 0;
vert_len += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
vert_len += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
vert_len += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
vert_len += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(col);
immBegin(filled ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, vert_len);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
immVertex2f(pos, maxx - rad, miny);
for (a = 0; a < 7; a++) {
immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
}
immVertex2f(pos, maxx, miny + rad);
}
else {
immVertex2f(pos, maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
immVertex2f(pos, maxx, maxy - rad);
for (a = 0; a < 7; a++) {
immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
}
immVertex2f(pos, maxx - rad, maxy);
}
else {
immVertex2f(pos, maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
immVertex2f(pos, minx + rad, maxy);
for (a = 0; a < 7; a++) {
immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
}
immVertex2f(pos, minx, maxy - rad);
}
else {
immVertex2f(pos, minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
immVertex2f(pos, minx, miny + rad);
for (a = 0; a < 7; a++) {
immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
}
immVertex2f(pos, minx + rad, miny);
}
else {
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] = col[0], .color_inner2[0] = col[0],
.color_inner1[1] = col[1], .color_inner2[1] = col[1],
.color_inner1[2] = col[2], .color_inner2[2] = col[2],
.color_inner1[3] = col[3], .color_inner2[3] = col[3],
.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
static void round_box_shade_col(unsigned attrib, const float col1[3], float const col2[3], const float fac)
{
float col[4] = {
fac * col1[0] + (1.0f - fac) * col2[0],
fac * col1[1] + (1.0f - fac) * col2[1],
fac * col1[2] + (1.0f - fac) * col2[2],
1.0f
};
immAttr4fv(attrib, col);
}
#endif
/* linear horizontal shade within button or in outline */
/* view2d scrollers use it */
void UI_draw_roundbox_shade_x(
bool filled, float minx, float miny, float maxx, float maxy,
float rad, float shadetop, float shadedown, const float col[4])
{
#if 0
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 = maxy - miny;
const float idiv = 1.0f / div;
float coltop[3], coldown[3];
int vert_count = 0;
int a;
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);
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
/* 'shade' defines strength of shading */
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);
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, unsigned char highlight[3], unsigned char 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, 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 attrib
* \param line_origin: is a PRIM_FLOAT, 2, GPU_FETCH_FLOAT vertex attrib
*
* 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,
unsigned int pos_attrib)
{
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_attrib, x2, y + (data[i] * h));
}
immEnd();
}
else {
/* under the curve */
immBegin(GPU_PRIM_TRI_STRIP, res * 2);
immVertex2f(pos_attrib, x, y);
immVertex2f(pos_attrib, x, y + (data[0] * h));
for (int i = 1; i < res; i++) {
float x2 = x + i * (w / (float)res);
immVertex2f(pos_attrib, x2, y + (data[i] * h));
immVertex2f(pos_attrib, x2, y);
}
immEnd();
/* curve outline */
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.25f);
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_attrib, 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, 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, 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}};
float colors_alpha[3][3], colorsycc_alpha[3][3]; /* colors pre multiplied by alpha for speed up */
float min, max;
if (scopes == NULL) return;
rctf rect = {
.xmin = (float)recti->xmin + 1,
.xmax = (float)recti->xmax - 1,
.ymin = (float)recti->ymin + 1,
.ymax = (float)recti->ymax - 1
};
if (scopes->wavefrm_yfac < 0.5f)
scopes->wavefrm_yfac = 0.98f;
float w = BLI_rctf_size_x(&rect) - 7;
float h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac;
float yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) * 0.5f;
float w3 = w / 3.0f;
/* log scale for alpha */
float alpha = scopes->wavefrm_alpha * scopes->wavefrm_alpha;
unit_m3(colors);
for (int c = 0; c < 3; c++) {
for (int i = 0; i < 3; i++) {
colors_alpha[c][i] = colors[c][i] * alpha;
colorsycc_alpha[c][i] = colorsycc[c][i] * alpha;
}
}
/* 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(unsigned int pos, float centerx, float centery, float diam, const float colf[3])
{
float y, u, v;
float tangle = 0.0f, tampli;
float dangle, dampli, dangle2, dampli2;
rgb_to_yuv(colf[0], colf[1], colf[2], &y, &u, &v, 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, 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(unsigned int 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(unsigned int pos, float x1, float y1, float halfwidth, float height, bool fill)
{
glEnable(fill ? GL_POLYGON_SMOOTH : GL_LINE_SMOOTH);
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();
glDisable(fill ? GL_POLYGON_SMOOTH : GL_LINE_SMOOTH);
}
static void ui_draw_colorband_handle_box(unsigned int pos, float x1, float y1, float x2, float y2, bool fill)
{
immBegin(fill ? 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, 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, uiWidgetColors *wcol, const rcti *rect)
{
/* sphere color */
float diffuse[3] = {1.0f, 1.0f, 1.0f};
float light[3];
float size;
/* backdrop */
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox_3ubAlpha(true, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, (unsigned char *)wcol->inner, 255);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
/* setup lights */
ui_but_v3_get(but, light);
/* transform to button */
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((unsigned char *)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(unsigned int pos, const rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)
{
float dx = step * zoomx;
float fx = rect->xmin + zoomx * (-offsx);
if (fx > rect->xmin) fx -= dx * (floorf(fx - rect->xmin));
float dy = step * zoomy;
float fy = rect->ymin + zoomy * (-offsy);
if (fy > rect->ymin) fy -= dy * (floorf(fy - rect->ymin));
float line_count = (
floorf((rect->xmax - fx) / dx) + 1.0f +
floorf((rect->ymax - fy) / dy) + 1.0f);
immBegin(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(unsigned char *col, int shade)
{
immUniformColor3ub(
col[0] - shade > 0 ? col[0] - shade : 0,
col[1] - shade > 0 ? col[1] - shade : 0,
col[2] - shade > 0 ? col[2] - shade : 0);
}
void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti *rect)
{
CurveMapping *cumap;
if (but->editcumap) {
cumap = but->editcumap;
}
else {
cumap = (CurveMapping *)but->poin;
}
CurveMap *cuma = &cumap->cm[cumap->cur];
/* need scissor test, curve can draw outside of boundary */
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 */
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);
immUniformColor4ub(0, 0, 0, 48);
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((unsigned char *)wcol->inner, -20);
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
immUniformColor3ubv((unsigned char *)wcol->inner);
immRectf(pos,
rect->xmin + zoomx * (cumap->clipr.xmin - offsx),
rect->ymin + zoomy * (cumap->clipr.ymin - offsy),
rect->xmin + zoomx * (cumap->clipr.xmax - offsx),
rect->ymin + zoomy * (cumap->clipr.ymax - offsy));
}
else {
immUniformColor3ubv((unsigned char *)wcol->inner);
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
/* grid, every 0.25 step */
gl_shaded_color((unsigned char *)wcol->inner, -16);
ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f);
/* grid, every 1.0 step */
gl_shaded_color((unsigned char *)wcol->inner, -24);
ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f);
/* axes */
gl_shaded_color((unsigned char *)wcol->inner, -50);
immBegin(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((unsigned char *)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, rect->ymax);
immEnd();
GPU_polygon_smooth(false);
/* Curve line. */
GPU_line_width(1.0f);
immUniformColor3ubvAlpha((unsigned char *)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);
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 color[4];
if (cmp[a].flag & CUMA_SELECT)
UI_GetThemeColor4fv(TH_TEXT_HI, color);
else
UI_GetThemeColor4fv(TH_TEXT, color);
float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
immAttr4fv(col, color);
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((unsigned char *)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, 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, 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(unsigned pos, unsigned color, float minx, float miny, float maxx, float maxy, float shadsize, unsigned char 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(unsigned char 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);
}