Various internal fixes, also additional feature - can drag on the histogram to change scale (0 key to reset). Also fix [#20844] Color balance node (lift freeze)
		
			
				
	
	
		
			1284 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1284 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /**
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|  * $Id$
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|  *
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|  * ***** BEGIN GPL LICENSE BLOCK *****
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|  *
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|  * This program is free software; you can redistribute it and/or
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|  * modify it under the terms of the GNU General Public License
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|  * as published by the Free Software Foundation; either version 2
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|  * of the License, or (at your option) any later version.
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|  *
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|  * This program is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  * GNU General Public License for more details.
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|  *
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program; if not, write to the Free Software Foundation,
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|  * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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|  *
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|  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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|  * All rights reserved.
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|  *
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|  * Contributor(s): Blender Foundation
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|  *
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|  * ***** END GPL LICENSE BLOCK *****
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|  */
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| 
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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_listBase.h"
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| #include "DNA_object_types.h"
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| #include "DNA_screen_types.h"
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| #include "DNA_texture_types.h"
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| #include "DNA_userdef_types.h"
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| 
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| #include "BLI_math.h"
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| 
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| #include "BKE_colortools.h"
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| #include "BKE_texture.h"
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| #include "BKE_utildefines.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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| 
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| #include "BIF_gl.h"
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| #include "BIF_glutil.h"
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| 
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| #include "UI_interface.h"
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| #include "UI_interface_icons.h"
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| 
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| #include "interface_intern.h"
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| 
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| #define UI_RB_ALPHA 16
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| #define UI_DISABLED_ALPHA_OFFS	-160
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| 
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| static int roundboxtype= 15;
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| 
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| void uiSetRoundBox(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, its 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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| 	/* flags to set which corners will become rounded:
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| 
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| 	1------2
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| 	|      |
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| 	8------4
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| 	*/
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| 	
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| }
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| 
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| int uiGetRoundBox(void)
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| {
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| 	return roundboxtype;
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| }
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| 
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| void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad)
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| {
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| 	float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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| 	                  {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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| 	int a;
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| 	
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| 	/* mult */
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| 	for(a=0; a<7; a++) {
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| 		vec[a][0]*= rad; vec[a][1]*= rad;
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| 	}
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| 
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| 	glBegin(mode);
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| 
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| 	/* start with corner right-bottom */
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| 	if(roundboxtype & 4) {
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| 		glVertex2f(maxx-rad, miny);
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| 		for(a=0; a<7; a++) {
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| 			glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
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| 		}
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| 		glVertex2f(maxx, miny+rad);
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| 	}
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| 	else glVertex2f(maxx, miny);
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| 	
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| 	/* corner right-top */
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| 	if(roundboxtype & 2) {
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| 		glVertex2f(maxx, maxy-rad);
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| 		for(a=0; a<7; a++) {
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| 			glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
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| 		}
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| 		glVertex2f(maxx-rad, maxy);
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| 	}
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| 	else glVertex2f(maxx, maxy);
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| 	
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| 	/* corner left-top */
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| 	if(roundboxtype & 1) {
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| 		glVertex2f(minx+rad, maxy);
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| 		for(a=0; a<7; a++) {
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| 			glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
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| 		}
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| 		glVertex2f(minx, maxy-rad);
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| 	}
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| 	else glVertex2f(minx, maxy);
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| 	
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| 	/* corner left-bottom */
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| 	if(roundboxtype & 8) {
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| 		glVertex2f(minx, miny+rad);
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| 		for(a=0; a<7; a++) {
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| 			glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
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| 		}
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| 		glVertex2f(minx+rad, miny);
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| 	}
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| 	else glVertex2f(minx, miny);
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| 	
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| 	glEnd();
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| }
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| 
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| static void round_box_shade_col(float *col1, float *col2, float fac)
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| {
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| 	float col[3];
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| 
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| 	col[0]= (fac*col1[0] + (1.0-fac)*col2[0]);
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| 	col[1]= (fac*col1[1] + (1.0-fac)*col2[1]);
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| 	col[2]= (fac*col1[2] + (1.0-fac)*col2[2]);
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| 	
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| 	glColor3fv(col);
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| }
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| 
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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 gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown)
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| {
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| 	float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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| 	                  {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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| 	float div= maxy-miny;
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| 	float coltop[3], coldown[3], color[4];
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| 	int a;
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| 	
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| 	/* mult */
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| 	for(a=0; a<7; a++) {
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| 		vec[a][0]*= rad; vec[a][1]*= rad;
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| 	}
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| 	/* get current color, needs to be outside of glBegin/End */
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| 	glGetFloatv(GL_CURRENT_COLOR, color);
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| 
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| 	/* 'shade' defines strength of shading */	
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| 	coltop[0]= color[0]+shadetop; if(coltop[0]>1.0) coltop[0]= 1.0;
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| 	coltop[1]= color[1]+shadetop; if(coltop[1]>1.0) coltop[1]= 1.0;
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| 	coltop[2]= color[2]+shadetop; if(coltop[2]>1.0) coltop[2]= 1.0;
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| 	coldown[0]= color[0]+shadedown; if(coldown[0]<0.0) coldown[0]= 0.0;
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| 	coldown[1]= color[1]+shadedown; if(coldown[1]<0.0) coldown[1]= 0.0;
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| 	coldown[2]= color[2]+shadedown; if(coldown[2]<0.0) coldown[2]= 0.0;
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| 
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| 	glShadeModel(GL_SMOOTH);
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| 	glBegin(mode);
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| 
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| 	/* start with corner right-bottom */
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| 	if(roundboxtype & 4) {
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| 		
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| 		round_box_shade_col(coltop, coldown, 0.0);
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| 		glVertex2f(maxx-rad, miny);
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| 		
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| 		for(a=0; a<7; a++) {
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| 			round_box_shade_col(coltop, coldown, vec[a][1]/div);
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| 			glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
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| 		}
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| 		
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| 		round_box_shade_col(coltop, coldown, rad/div);
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| 		glVertex2f(maxx, miny+rad);
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| 	}
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| 	else {
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| 		round_box_shade_col(coltop, coldown, 0.0);
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| 		glVertex2f(maxx, miny);
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| 	}
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| 	
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| 	/* corner right-top */
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| 	if(roundboxtype & 2) {
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| 		
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| 		round_box_shade_col(coltop, coldown, (div-rad)/div);
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| 		glVertex2f(maxx, maxy-rad);
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| 		
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| 		for(a=0; a<7; a++) {
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| 			round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])/div);
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| 			glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
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| 		}
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| 		round_box_shade_col(coltop, coldown, 1.0);
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| 		glVertex2f(maxx-rad, maxy);
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| 	}
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| 	else {
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| 		round_box_shade_col(coltop, coldown, 1.0);
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| 		glVertex2f(maxx, maxy);
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| 	}
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| 	
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| 	/* corner left-top */
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| 	if(roundboxtype & 1) {
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| 		
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| 		round_box_shade_col(coltop, coldown, 1.0);
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| 		glVertex2f(minx+rad, maxy);
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| 		
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| 		for(a=0; a<7; a++) {
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| 			round_box_shade_col(coltop, coldown, (div-vec[a][1])/div);
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| 			glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
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| 		}
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| 		
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| 		round_box_shade_col(coltop, coldown, (div-rad)/div);
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| 		glVertex2f(minx, maxy-rad);
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| 	}
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| 	else {
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| 		round_box_shade_col(coltop, coldown, 1.0);
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| 		glVertex2f(minx, maxy);
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| 	}
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| 	
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| 	/* corner left-bottom */
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| 	if(roundboxtype & 8) {
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| 		
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| 		round_box_shade_col(coltop, coldown, rad/div);
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| 		glVertex2f(minx, miny+rad);
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| 		
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| 		for(a=0; a<7; a++) {
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| 			round_box_shade_col(coltop, coldown, (rad-vec[a][1])/div);
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| 			glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
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| 		}
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| 		
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| 		round_box_shade_col(coltop, coldown, 0.0);
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| 		glVertex2f(minx+rad, miny);
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| 	}
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| 	else {
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| 		round_box_shade_col(coltop, coldown, 0.0);
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| 		glVertex2f(minx, miny);
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| 	}
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| 	
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| 	glEnd();
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| 	glShadeModel(GL_FLAT);
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| }
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| 
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| /* linear vertical shade within button or in outline */
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| /* view2d scrollers use it */
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| void gl_round_box_vertical_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeLeft, float shadeRight)
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| {
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| 	float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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| 	                  {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
 | |
| 	float div= maxx-minx;
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| 	float colLeft[3], colRight[3], color[4];
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| 	int a;
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| 	
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| 	/* mult */
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| 	for(a=0; a<7; a++) {
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| 		vec[a][0]*= rad; vec[a][1]*= rad;
 | |
| 	}
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| 	/* get current color, needs to be outside of glBegin/End */
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| 	glGetFloatv(GL_CURRENT_COLOR, color);
 | |
| 
 | |
| 	/* 'shade' defines strength of shading */	
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| 	colLeft[0]= color[0]+shadeLeft; if(colLeft[0]>1.0) colLeft[0]= 1.0;
 | |
| 	colLeft[1]= color[1]+shadeLeft; if(colLeft[1]>1.0) colLeft[1]= 1.0;
 | |
| 	colLeft[2]= color[2]+shadeLeft; if(colLeft[2]>1.0) colLeft[2]= 1.0;
 | |
| 	colRight[0]= color[0]+shadeRight; if(colRight[0]<0.0) colRight[0]= 0.0;
 | |
| 	colRight[1]= color[1]+shadeRight; if(colRight[1]<0.0) colRight[1]= 0.0;
 | |
| 	colRight[2]= color[2]+shadeRight; if(colRight[2]<0.0) colRight[2]= 0.0;
 | |
| 
 | |
| 	glShadeModel(GL_SMOOTH);
 | |
| 	glBegin(mode);
 | |
| 
 | |
| 	/* start with corner right-bottom */
 | |
| 	if(roundboxtype & 4) {
 | |
| 		round_box_shade_col(colLeft, colRight, 0.0);
 | |
| 		glVertex2f(maxx-rad, miny);
 | |
| 		
 | |
| 		for(a=0; a<7; a++) {
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| 			round_box_shade_col(colLeft, colRight, vec[a][0]/div);
 | |
| 			glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
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| 		}
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| 		
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| 		round_box_shade_col(colLeft, colRight, rad/div);
 | |
| 		glVertex2f(maxx, miny+rad);
 | |
| 	}
 | |
| 	else {
 | |
| 		round_box_shade_col(colLeft, colRight, 0.0);
 | |
| 		glVertex2f(maxx, miny);
 | |
| 	}
 | |
| 	
 | |
| 	/* corner right-top */
 | |
| 	if(roundboxtype & 2) {
 | |
| 		round_box_shade_col(colLeft, colRight, 0.0);
 | |
| 		glVertex2f(maxx, maxy-rad);
 | |
| 		
 | |
| 		for(a=0; a<7; a++) {
 | |
| 			
 | |
| 			round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])/div);
 | |
| 			glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
 | |
| 		}
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| 		round_box_shade_col(colLeft, colRight, (div-rad)/div);
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| 		glVertex2f(maxx-rad, maxy);
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| 	}
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| 	else {
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| 		round_box_shade_col(colLeft, colRight, 0.0);
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| 		glVertex2f(maxx, maxy);
 | |
| 	}
 | |
| 	
 | |
| 	/* corner left-top */
 | |
| 	if(roundboxtype & 1) {
 | |
| 		round_box_shade_col(colLeft, colRight, (div-rad)/div);
 | |
| 		glVertex2f(minx+rad, maxy);
 | |
| 		
 | |
| 		for(a=0; a<7; a++) {
 | |
| 			round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])/div);
 | |
| 			glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
 | |
| 		}
 | |
| 		
 | |
| 		round_box_shade_col(colLeft, colRight, 1.0);
 | |
| 		glVertex2f(minx, maxy-rad);
 | |
| 	}
 | |
| 	else {
 | |
| 		round_box_shade_col(colLeft, colRight, 1.0);
 | |
| 		glVertex2f(minx, maxy);
 | |
| 	}
 | |
| 	
 | |
| 	/* corner left-bottom */
 | |
| 	if(roundboxtype & 8) {
 | |
| 		round_box_shade_col(colLeft, colRight, 1.0);
 | |
| 		glVertex2f(minx, miny+rad);
 | |
| 		
 | |
| 		for(a=0; a<7; a++) {
 | |
| 			round_box_shade_col(colLeft, colRight, (vec[a][0])/div);
 | |
| 			glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
 | |
| 		}
 | |
| 		
 | |
| 		round_box_shade_col(colLeft, colRight, 1.0);
 | |
| 		glVertex2f(minx+rad, miny);
 | |
| 	}
 | |
| 	else {
 | |
| 		round_box_shade_col(colLeft, colRight, 1.0);
 | |
| 		glVertex2f(minx, miny);
 | |
| 	}
 | |
| 	
 | |
| 	glEnd();
 | |
| 	glShadeModel(GL_FLAT);
 | |
| }
 | |
| 
 | |
| /* plain antialiased unfilled rectangle */
 | |
| void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
 | |
| {
 | |
| 	float color[4];
 | |
| 	
 | |
| 	if(roundboxtype & UI_RB_ALPHA) {
 | |
| 		glGetFloatv(GL_CURRENT_COLOR, color);
 | |
| 		color[3]= 0.5;
 | |
| 		glColor4fv(color);
 | |
| 		glEnable( GL_BLEND );
 | |
| 	}
 | |
| 	
 | |
| 	/* set antialias line */
 | |
| 	glEnable( GL_LINE_SMOOTH );
 | |
| 	glEnable( GL_BLEND );
 | |
| 
 | |
| 	gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
 | |
|    
 | |
| 	glDisable( GL_BLEND );
 | |
| 	glDisable( GL_LINE_SMOOTH );
 | |
| }
 | |
| 
 | |
| /* plain fake antialiased unfilled round rectangle */
 | |
| void uiRoundRectFakeAA(float minx, float miny, float maxx, float maxy, float rad, float asp)
 | |
| {
 | |
| 	float color[4], alpha;
 | |
| 	float raddiff;
 | |
| 	int i, passes=4;
 | |
| 	
 | |
| 	/* get the colour and divide up the alpha */
 | |
| 	glGetFloatv(GL_CURRENT_COLOR, color);
 | |
| 	alpha = 1; //color[3];
 | |
| 	color[3]= 0.5*alpha/(float)passes;
 | |
| 	glColor4fv(color);
 | |
| 	
 | |
| 	/* set the 'jitter amount' */
 | |
| 	raddiff = (1/(float)passes) * asp;
 | |
| 	
 | |
| 	glEnable( GL_BLEND );
 | |
| 	
 | |
| 	/* draw lots of lines on top of each other */
 | |
| 	for (i=passes; i>=(-passes); i--) {
 | |
| 		gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad+(i*raddiff));
 | |
| 	}
 | |
| 	
 | |
| 	glDisable( GL_BLEND );
 | |
| 	
 | |
| 	color[3] = alpha;
 | |
| 	glColor4fv(color);
 | |
| }
 | |
| 
 | |
| /* (old, used in outliner) plain antialiased filled box */
 | |
| void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
 | |
| {
 | |
| 	float color[4];
 | |
| 	
 | |
| 	if(roundboxtype & UI_RB_ALPHA) {
 | |
| 		glGetFloatv(GL_CURRENT_COLOR, color);
 | |
| 		color[3]= 0.5;
 | |
| 		glColor4fv(color);
 | |
| 		glEnable( GL_BLEND );
 | |
| 	}
 | |
| 	
 | |
| 	/* solid part */
 | |
| 	gl_round_box(GL_POLYGON, minx, miny, maxx, maxy, rad);
 | |
| 	
 | |
| 	/* set antialias line */
 | |
| 	glEnable( GL_LINE_SMOOTH );
 | |
| 	glEnable( GL_BLEND );
 | |
| 	
 | |
| 	gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
 | |
| 	
 | |
| 	glDisable( GL_BLEND );
 | |
| 	glDisable( GL_LINE_SMOOTH );
 | |
| }
 | |
| 
 | |
| 
 | |
| /* ************** generic embossed rect, for window sliders etc ************* */
 | |
| 
 | |
| 
 | |
| /* text_draw.c uses this */
 | |
| void uiEmboss(float x1, float y1, float x2, float y2, int sel)
 | |
| {
 | |
| 	
 | |
| 	/* below */
 | |
| 	if(sel) glColor3ub(200,200,200);
 | |
| 	else glColor3ub(50,50,50);
 | |
| 	fdrawline(x1, y1, x2, y1);
 | |
| 
 | |
| 	/* right */
 | |
| 	fdrawline(x2, y1, x2, y2);
 | |
| 	
 | |
| 	/* top */
 | |
| 	if(sel) glColor3ub(50,50,50);
 | |
| 	else glColor3ub(200,200,200);
 | |
| 	fdrawline(x1, y2, x2, y2);
 | |
| 
 | |
| 	/* left */
 | |
| 	fdrawline(x1, y1, x1, y2);
 | |
| 	
 | |
| }
 | |
| 
 | |
| /* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */
 | |
| 
 | |
| void ui_draw_but_IMAGE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect)
 | |
| {
 | |
| 	extern char datatoc_splash_png[];
 | |
| 	extern int datatoc_splash_png_size;
 | |
| 	ImBuf *ibuf;
 | |
| 	//GLint scissor[4];
 | |
| 	//int w, h;
 | |
| 	
 | |
| 	/* hardcoded to splash, loading and freeing every draw, eek! */
 | |
| 	ibuf= IMB_ibImageFromMemory((int *)datatoc_splash_png, datatoc_splash_png_size, IB_rect);
 | |
| 
 | |
| 	if (!ibuf) return;
 | |
| 	
 | |
| 	/* scissor doesn't seem to be doing the right thing...?
 | |
| 	//glColor4f(1.0, 0.f, 0.f, 1.f);
 | |
| 	//fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax)
 | |
| 
 | |
| 	w = (rect->xmax - rect->xmin);
 | |
| 	h = (rect->ymax - rect->ymin);
 | |
| 	// prevent drawing outside widget area
 | |
| 	glGetIntegerv(GL_SCISSOR_BOX, scissor);
 | |
| 	glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin + rect->ymin, w, h);
 | |
| 	*/
 | |
| 	
 | |
| 	glEnable(GL_BLEND);
 | |
| 	glColor4f(0.0, 0.0, 0.0, 0.0);
 | |
| 	
 | |
| 	glaDrawPixelsSafe((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
 | |
| 	//glaDrawPixelsTex((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
 | |
| 	
 | |
| 	glDisable(GL_BLEND);
 | |
| 	
 | |
| 	/* 
 | |
| 	// restore scissortest
 | |
| 	glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
 | |
| 	*/
 | |
| 	
 | |
| 	IMB_freeImBuf(ibuf);
 | |
| }
 | |
| 
 | |
| #if 0
 | |
| #ifdef INTERNATIONAL
 | |
| static void ui_draw_but_CHARTAB(uiBut *but)
 | |
| {
 | |
| 	/* XXX 2.50 bad global access */
 | |
| 	/* Some local variables */
 | |
| 	float sx, sy, ex, ey;
 | |
| 	float width, height;
 | |
| 	float butw, buth;
 | |
| 	int x, y, cs;
 | |
| 	wchar_t wstr[2];
 | |
| 	unsigned char ustr[16];
 | |
| 	PackedFile *pf;
 | |
| 	int result = 0;
 | |
| 	int charmax = G.charmax;
 | |
| 	
 | |
| 	/* <builtin> font in use. There are TTF <builtin> and non-TTF <builtin> fonts */
 | |
| 	if(!strcmp(G.selfont->name, "<builtin>"))
 | |
| 	{
 | |
| 		if(G.ui_international == TRUE)
 | |
| 		{
 | |
| 			charmax = 0xff;
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			charmax = 0xff;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Category list exited without selecting the area */
 | |
| 	if(G.charmax == 0)
 | |
| 		charmax = G.charmax = 0xffff;
 | |
| 
 | |
| 	/* Calculate the size of the button */
 | |
| 	width = abs(rect->xmax - rect->xmin);
 | |
| 	height = abs(rect->ymax - rect->ymin);
 | |
| 	
 | |
| 	butw = floor(width / 12);
 | |
| 	buth = floor(height / 6);
 | |
| 	
 | |
| 	/* Initialize variables */
 | |
| 	sx = rect->xmin;
 | |
| 	ex = rect->xmin + butw;
 | |
| 	sy = rect->ymin + height - buth;
 | |
| 	ey = rect->ymin + height;
 | |
| 
 | |
| 	cs = G.charstart;
 | |
| 
 | |
| 	/* Set the font, in case it is not <builtin> font */
 | |
| 	if(G.selfont && strcmp(G.selfont->name, "<builtin>"))
 | |
| 	{
 | |
| 		char tmpStr[256];
 | |
| 
 | |
| 		// Is the font file packed, if so then use the packed file
 | |
| 		if(G.selfont->packedfile)
 | |
| 		{
 | |
| 			pf = G.selfont->packedfile;		
 | |
| 			FTF_SetFont(pf->data, pf->size, 14.0);
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			int err;
 | |
| 
 | |
| 			strcpy(tmpStr, G.selfont->name);
 | |
| 			BLI_convertstringcode(tmpStr, G.sce);
 | |
| 			err = FTF_SetFont((unsigned char *)tmpStr, 0, 14.0);
 | |
| 		}
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		if(G.ui_international == TRUE)
 | |
| 		{
 | |
| 			FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 14.0);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Start drawing the button itself */
 | |
| 	glShadeModel(GL_SMOOTH);
 | |
| 
 | |
| 	glColor3ub(200,  200,  200);
 | |
| 	glRectf((rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax));
 | |
| 
 | |
| 	glColor3ub(0,  0,  0);
 | |
| 	for(y = 0; y < 6; y++)
 | |
| 	{
 | |
| 		// Do not draw more than the category allows
 | |
| 		if(cs > charmax) break;
 | |
| 
 | |
| 		for(x = 0; x < 12; x++)
 | |
| 		{
 | |
| 			// Do not draw more than the category allows
 | |
| 			if(cs > charmax) break;
 | |
| 
 | |
| 			// Draw one grid cell
 | |
| 			glBegin(GL_LINE_LOOP);
 | |
| 				glVertex2f(sx, sy);
 | |
| 				glVertex2f(ex, sy);
 | |
| 				glVertex2f(ex, ey);
 | |
| 				glVertex2f(sx, ey);				
 | |
| 			glEnd();	
 | |
| 
 | |
| 			// Draw character inside the cell
 | |
| 			memset(wstr, 0, sizeof(wchar_t)*2);
 | |
| 			memset(ustr, 0, 16);
 | |
| 
 | |
| 			// Set the font to be either unicode or <builtin>				
 | |
| 			wstr[0] = cs;
 | |
| 			if(strcmp(G.selfont->name, "<builtin>"))
 | |
| 			{
 | |
| 				wcs2utf8s((char *)ustr, (wchar_t *)wstr);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				if(G.ui_international == TRUE)
 | |
| 				{
 | |
| 					wcs2utf8s((char *)ustr, (wchar_t *)wstr);
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					ustr[0] = cs;
 | |
| 					ustr[1] = 0;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			if((G.selfont && strcmp(G.selfont->name, "<builtin>")) || (G.selfont && !strcmp(G.selfont->name, "<builtin>") && G.ui_international == TRUE))
 | |
| 			{
 | |
| 				float wid;
 | |
| 				float llx, lly, llz, urx, ury, urz;
 | |
| 				float dx, dy;
 | |
| 				float px, py;
 | |
| 	
 | |
| 				// Calculate the position
 | |
| 				wid = FTF_GetStringWidth((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
 | |
| 				FTF_GetBoundingBox((char *) ustr, &llx,&lly,&llz,&urx,&ury,&urz, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
 | |
| 				dx = urx-llx;
 | |
| 				dy = ury-lly;
 | |
| 
 | |
| 				// This isn't fully functional since the but->aspect isn't working like I suspected
 | |
| 				px = sx + ((butw/but->aspect)-dx)/2;
 | |
| 				py = sy + ((buth/but->aspect)-dy)/2;
 | |
| 
 | |
| 				// Set the position and draw the character
 | |
| 				ui_rasterpos_safe(px, py, but->aspect);
 | |
| 				FTF_DrawString((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				ui_rasterpos_safe(sx + butw/2, sy + buth/2, but->aspect);
 | |
| 				UI_DrawString(but->font, (char *) ustr, 0);
 | |
| 			}
 | |
| 	
 | |
| 			// Calculate the next position and character
 | |
| 			sx += butw; ex +=butw;
 | |
| 			cs++;
 | |
| 		}
 | |
| 		/* Add the y position and reset x position */
 | |
| 		sy -= buth; 
 | |
| 		ey -= buth;
 | |
| 		sx = rect->xmin;
 | |
| 		ex = rect->xmin + butw;
 | |
| 	}	
 | |
| 	glShadeModel(GL_FLAT);
 | |
| 
 | |
| 	/* Return Font Settings to original */
 | |
| 	if(U.fontsize && U.fontname[0])
 | |
| 	{
 | |
| 		result = FTF_SetFont((unsigned char *)U.fontname, 0, U.fontsize);
 | |
| 	}
 | |
| 	else if (U.fontsize)
 | |
| 	{
 | |
| 		result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, U.fontsize);
 | |
| 	}
 | |
| 
 | |
| 	if (result == 0)
 | |
| 	{
 | |
| 		result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 11);
 | |
| 	}
 | |
| 	
 | |
| 	/* resets the font size */
 | |
| 	if(G.ui_international == TRUE)
 | |
| 	{
 | |
| 		// uiSetCurFont(but->block, UI_HELV);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| #endif // INTERNATIONAL
 | |
| #endif
 | |
| 
 | |
| 
 | |
| void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *recti)
 | |
| {
 | |
| 	Histogram *hist = (Histogram *)but->poin;
 | |
| 	int res = hist->x_resolution;
 | |
| 	rctf rect;
 | |
| 	int i;
 | |
| 	int rgb;
 | |
| 	float w, h;
 | |
| 	float alpha;
 | |
| 	GLint scissor[4];
 | |
| 	
 | |
| 	if (hist==NULL) { printf("hist is null \n"); return; }
 | |
| 	
 | |
| 	rect.xmin = (float)recti->xmin;
 | |
| 	rect.xmax = (float)recti->xmax;
 | |
| 	rect.ymin = (float)recti->ymin;
 | |
| 	rect.ymax = (float)recti->ymax;
 | |
| 	
 | |
| 	w = rect.xmax - rect.xmin;
 | |
| 	h = rect.ymax - rect.ymin;
 | |
| 	h *= hist->ymax;
 | |
| 	
 | |
| 	glEnable(GL_BLEND);
 | |
| 	glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
 | |
| 	
 | |
| 	glColor4f(0.f, 0.f, 0.f, 0.3f);
 | |
| 	uiSetRoundBox(15);
 | |
| 	gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
 | |
| 	
 | |
| 	glColor4f(1.f, 1.f, 1.f, 0.08f);
 | |
| 	/* draw grid lines here */
 | |
| 	for (i=1; i<4; i++) {
 | |
| 		fdrawline(rect.xmin, rect.ymin+(i/4.f)*h, rect.xmax, rect.ymin+(i/4.f)*h);
 | |
| 		fdrawline(rect.xmin+(i/4.f)*w, rect.ymin, rect.xmin+(i/4.f)*w, rect.ymax);
 | |
| 	}
 | |
| 	
 | |
| 	/* need scissor test, histogram can draw outside of boundary */
 | |
| 	glGetIntegerv(GL_VIEWPORT, scissor);
 | |
| 	glScissor(ar->winrct.xmin + (rect.xmin-1), ar->winrct.ymin+(rect.ymin-1), (rect.xmax+1)-(rect.xmin-1), (rect.ymax+1)-(rect.ymin-1));
 | |
| 		
 | |
| 	for (rgb=0; rgb<3; rgb++) {
 | |
| 		float *data;
 | |
| 		
 | |
| 		if (rgb==0)			data = hist->data_r;
 | |
| 		else if (rgb==1)	data = hist->data_g;
 | |
| 		else if (rgb==2)	data = hist->data_b;
 | |
| 		
 | |
| 		glBlendFunc(GL_SRC_ALPHA, GL_ONE);
 | |
| 		alpha = 0.75;
 | |
| 		if (rgb==0)			glColor4f(1.f, 0.f, 0.f, alpha);
 | |
| 		else if (rgb==1)	glColor4f(0.f, 1.f, 0.f, alpha);
 | |
| 		else if (rgb==2)	glColor4f(0.f, 0.f, 1.f, alpha);
 | |
| 		
 | |
| 		glShadeModel(GL_FLAT);
 | |
| 		glBegin(GL_QUAD_STRIP);
 | |
| 		glVertex2f(rect.xmin, rect.ymin);
 | |
| 		glVertex2f(rect.xmin, rect.ymin + (data[0]*h));
 | |
| 		for (i=1; i < res; i++) {
 | |
| 			float x = rect.xmin + i * (w/(float)res);
 | |
| 			glVertex2f(x, rect.ymin + (data[i]*h));
 | |
| 			glVertex2f(x, rect.ymin);
 | |
| 		}
 | |
| 		glEnd();
 | |
| 		
 | |
| 		glColor4f(0.f, 0.f, 0.f, 0.25f);
 | |
| 		
 | |
| 		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | |
| 		glEnable(GL_LINE_SMOOTH);
 | |
| 		glBegin(GL_LINE_STRIP);
 | |
| 		for (i=0; i < res; i++) {
 | |
| 			float x = rect.xmin + i * (w/(float)res);
 | |
| 			glVertex2f(x, rect.ymin + (data[i]*h));
 | |
| 		}
 | |
| 		glEnd();
 | |
| 		glDisable(GL_LINE_SMOOTH);
 | |
| 	}
 | |
| 	
 | |
| 	/* restore scissortest */
 | |
| 	glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
 | |
| 	
 | |
| 	glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
 | |
| 	glColor4f(0.f, 0.f, 0.f, 0.5f);
 | |
| 	uiSetRoundBox(15);
 | |
| 	gl_round_box(GL_LINE_LOOP, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
 | |
| 	
 | |
| 	glDisable(GL_BLEND);
 | |
| }
 | |
| 
 | |
| 
 | |
| void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *wcol, rcti *rect)
 | |
| {
 | |
| 	ColorBand *coba;
 | |
| 	CBData *cbd;
 | |
| 	float x1, y1, sizex, sizey;
 | |
| 	float dx, v3[2], v1[2], v2[2], v1a[2], v2a[2];
 | |
| 	int a;
 | |
| 	float pos, colf[4]= {0,0,0,0}; /* initialize incase the colorband isnt valid */
 | |
| 		
 | |
| 	coba= (ColorBand *)(but->editcoba? but->editcoba: but->poin);
 | |
| 	if(coba==NULL) return;
 | |
| 	
 | |
| 	x1= rect->xmin;
 | |
| 	y1= rect->ymin;
 | |
| 	sizex= rect->xmax-x1;
 | |
| 	sizey= rect->ymax-y1;
 | |
| 	
 | |
| 	/* first background, to show tranparency */
 | |
| 	dx= sizex/12.0;
 | |
| 	v1[0]= x1;
 | |
| 	for(a=0; a<12; a++) {
 | |
| 		if(a & 1) glColor3f(0.3, 0.3, 0.3); else glColor3f(0.8, 0.8, 0.8);
 | |
| 		glRectf(v1[0], y1, v1[0]+dx, y1+0.5*sizey);
 | |
| 		if(a & 1) glColor3f(0.8, 0.8, 0.8); else glColor3f(0.3, 0.3, 0.3);
 | |
| 		glRectf(v1[0], y1+0.5*sizey, v1[0]+dx, y1+sizey);
 | |
| 		v1[0]+= dx;
 | |
| 	}
 | |
| 	
 | |
| 	glShadeModel(GL_FLAT);
 | |
| 	glEnable(GL_BLEND);
 | |
| 	
 | |
| 	cbd= coba->data;
 | |
| 	
 | |
| 	v1[0]= v2[0]= x1;
 | |
| 	v1[1]= y1;
 | |
| 	v2[1]= y1+sizey;
 | |
| 	
 | |
| 	glBegin(GL_QUAD_STRIP);
 | |
| 	
 | |
| 	glColor4fv( &cbd->r );
 | |
| 	glVertex2fv(v1); glVertex2fv(v2);
 | |
| 	
 | |
| 	for( a = 1; a < sizex; a++ ) {
 | |
| 		pos = ((float)a) / (sizex-1);
 | |
| 		do_colorband( coba, pos, colf );
 | |
| 		if (but->block->color_profile != BLI_PR_NONE)
 | |
| 			linearrgb_to_srgb_v3_v3(colf, colf);
 | |
| 		
 | |
| 		v1[0]=v2[0]= x1 + a;
 | |
| 		
 | |
| 		glColor4fv( colf );
 | |
| 		glVertex2fv(v1); glVertex2fv(v2);
 | |
| 	}
 | |
| 	
 | |
| 	glEnd();
 | |
| 	glShadeModel(GL_FLAT);
 | |
| 	glDisable(GL_BLEND);
 | |
| 	
 | |
| 	/* outline */
 | |
| 	v1[0]= x1; v1[1]= y1;
 | |
| 	
 | |
| 	cpack(0x0);
 | |
| 	glBegin(GL_LINE_LOOP);
 | |
| 	glVertex2fv(v1);
 | |
| 	v1[0]+= sizex;
 | |
| 	glVertex2fv(v1);
 | |
| 	v1[1]+= sizey;
 | |
| 	glVertex2fv(v1);
 | |
| 	v1[0]-= sizex;
 | |
| 	glVertex2fv(v1);
 | |
| 	glEnd();
 | |
| 	
 | |
| 	
 | |
| 	/* help lines */
 | |
| 	v1[0]= v2[0]=v3[0]= x1;
 | |
| 	v1[1]= y1;
 | |
| 	v1a[1]= y1+0.25*sizey;
 | |
| 	v2[1]= y1+0.5*sizey;
 | |
| 	v2a[1]= y1+0.75*sizey;
 | |
| 	v3[1]= y1+sizey;
 | |
| 	
 | |
| 	
 | |
| 	cbd= coba->data;
 | |
| 	glBegin(GL_LINES);
 | |
| 	for(a=0; a<coba->tot; a++, cbd++) {
 | |
| 		v1[0]=v2[0]=v3[0]=v1a[0]=v2a[0]= x1+ cbd->pos*sizex;
 | |
| 		
 | |
| 		if(a==coba->cur) {
 | |
| 			glColor3ub(0, 0, 0);
 | |
| 			glVertex2fv(v1);
 | |
| 			glVertex2fv(v3);
 | |
| 			glEnd();
 | |
| 			
 | |
| 			setlinestyle(2);
 | |
| 			glBegin(GL_LINES);
 | |
| 			glColor3ub(255, 255, 255);
 | |
| 			glVertex2fv(v1);
 | |
| 			glVertex2fv(v3);
 | |
| 			glEnd();
 | |
| 			setlinestyle(0);
 | |
| 			glBegin(GL_LINES);
 | |
| 			
 | |
| 			/* glColor3ub(0, 0, 0);
 | |
| 			glVertex2fv(v1);
 | |
| 			glVertex2fv(v1a);
 | |
| 			glColor3ub(255, 255, 255);
 | |
| 			glVertex2fv(v1a);
 | |
| 			glVertex2fv(v2);
 | |
| 			glColor3ub(0, 0, 0);
 | |
| 			glVertex2fv(v2);
 | |
| 			glVertex2fv(v2a);
 | |
| 			glColor3ub(255, 255, 255);
 | |
| 			glVertex2fv(v2a);
 | |
| 			glVertex2fv(v3);
 | |
| 			*/
 | |
| 		}
 | |
| 		else {
 | |
| 			glColor3ub(0, 0, 0);
 | |
| 			glVertex2fv(v1);
 | |
| 			glVertex2fv(v2);
 | |
| 			
 | |
| 			glColor3ub(255, 255, 255);
 | |
| 			glVertex2fv(v2);
 | |
| 			glVertex2fv(v3);
 | |
| 		}	
 | |
| 	}
 | |
| 	glEnd();
 | |
| }
 | |
| 
 | |
| void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, rcti *rect)
 | |
| {
 | |
| 	static GLuint displist=0;
 | |
| 	int a, old[8];
 | |
| 	GLfloat diff[4], diffn[4]={1.0f, 1.0f, 1.0f, 1.0f};
 | |
| 	float vec0[4]={0.0f, 0.0f, 0.0f, 0.0f};
 | |
| 	float dir[4], size;
 | |
| 	
 | |
| 	/* store stuff */
 | |
| 	glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
 | |
| 		
 | |
| 	/* backdrop */
 | |
| 	glColor3ubv((unsigned char*)wcol->inner);
 | |
| 	uiSetRoundBox(15);
 | |
| 	gl_round_box(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
 | |
| 	
 | |
| 	/* sphere color */
 | |
| 	glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
 | |
| 	glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
 | |
| 	
 | |
| 	/* disable blender light */
 | |
| 	for(a=0; a<8; a++) {
 | |
| 		old[a]= glIsEnabled(GL_LIGHT0+a);
 | |
| 		glDisable(GL_LIGHT0+a);
 | |
| 	}
 | |
| 	
 | |
| 	/* own light */
 | |
| 	glEnable(GL_LIGHT7);
 | |
| 	glEnable(GL_LIGHTING);
 | |
| 	
 | |
| 	ui_get_but_vectorf(but, dir);
 | |
| 
 | |
| 	dir[3]= 0.0f;	/* glLight needs 4 args, 0.0 is sun */
 | |
| 	glLightfv(GL_LIGHT7, GL_POSITION, dir); 
 | |
| 	glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn); 
 | |
| 	glLightfv(GL_LIGHT7, GL_SPECULAR, vec0); 
 | |
| 	glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
 | |
| 	glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
 | |
| 	
 | |
| 	/* transform to button */
 | |
| 	glPushMatrix();
 | |
| 	glTranslatef(rect->xmin + 0.5f*(rect->xmax-rect->xmin), rect->ymin+ 0.5f*(rect->ymax-rect->ymin), 0.0f);
 | |
| 	
 | |
| 	if( rect->xmax-rect->xmin < rect->ymax-rect->ymin)
 | |
| 		size= (rect->xmax-rect->xmin)/200.f;
 | |
| 	else
 | |
| 		size= (rect->ymax-rect->ymin)/200.f;
 | |
| 	
 | |
| 	glScalef(size, size, size);
 | |
| 	
 | |
| 	if(displist==0) {
 | |
| 		GLUquadricObj	*qobj;
 | |
| 		
 | |
| 		displist= glGenLists(1);
 | |
| 		glNewList(displist, GL_COMPILE_AND_EXECUTE);
 | |
| 		
 | |
| 		qobj= gluNewQuadric();
 | |
| 		gluQuadricDrawStyle(qobj, GLU_FILL); 
 | |
| 		glShadeModel(GL_SMOOTH);
 | |
| 		gluSphere( qobj, 100.0, 32, 24);
 | |
| 		glShadeModel(GL_FLAT);
 | |
| 		gluDeleteQuadric(qobj);  
 | |
| 		
 | |
| 		glEndList();
 | |
| 	}
 | |
| 	else glCallList(displist);
 | |
| 	
 | |
| 	/* restore */
 | |
| 	glDisable(GL_LIGHTING);
 | |
| 	glDisable(GL_CULL_FACE);
 | |
| 	glMaterialfv(GL_FRONT, GL_DIFFUSE, diff); 
 | |
| 	glDisable(GL_LIGHT7);
 | |
| 	
 | |
| 	/* AA circle */
 | |
| 	glEnable(GL_BLEND);
 | |
| 	glEnable(GL_LINE_SMOOTH );
 | |
| 	glColor3ubv((unsigned char*)wcol->inner);
 | |
| 	glutil_draw_lined_arc(0.0f, M_PI*2.0, 100.0f, 32);
 | |
| 	glDisable(GL_BLEND);
 | |
| 	glDisable(GL_LINE_SMOOTH );
 | |
| 
 | |
| 	/* matrix after circle */
 | |
| 	glPopMatrix();
 | |
| 
 | |
| 	/* enable blender light */
 | |
| 	for(a=0; a<8; a++) {
 | |
| 		if(old[a])
 | |
| 			glEnable(GL_LIGHT0+a);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void ui_draw_but_curve_grid(rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)
 | |
| {
 | |
| 	float dx, dy, fx, fy;
 | |
| 	
 | |
| 	glBegin(GL_LINES);
 | |
| 	dx= step*zoomx;
 | |
| 	fx= rect->xmin + zoomx*(-offsx);
 | |
| 	if(fx > rect->xmin) fx -= dx*( floor(fx-rect->xmin));
 | |
| 	while(fx < rect->xmax) {
 | |
| 		glVertex2f(fx, rect->ymin); 
 | |
| 		glVertex2f(fx, rect->ymax);
 | |
| 		fx+= dx;
 | |
| 	}
 | |
| 	
 | |
| 	dy= step*zoomy;
 | |
| 	fy= rect->ymin + zoomy*(-offsy);
 | |
| 	if(fy > rect->ymin) fy -= dy*( floor(fy-rect->ymin));
 | |
| 	while(fy < rect->ymax) {
 | |
| 		glVertex2f(rect->xmin, fy); 
 | |
| 		glVertex2f(rect->xmax, fy);
 | |
| 		fy+= dy;
 | |
| 	}
 | |
| 	glEnd();
 | |
| 	
 | |
| }
 | |
| 
 | |
| static void glColor3ubvShade(char *col, int shade)
 | |
| {
 | |
| 	glColor3ub(col[0]-shade>0?col[0]-shade:0, 
 | |
| 			   col[1]-shade>0?col[1]-shade:0,
 | |
| 			   col[2]-shade>0?col[2]-shade:0);
 | |
| }
 | |
| 
 | |
| void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect)
 | |
| {
 | |
| 	CurveMapping *cumap;
 | |
| 	CurveMap *cuma;
 | |
| 	CurveMapPoint *cmp;
 | |
| 	float fx, fy, fac[2], zoomx, zoomy, offsx, offsy;
 | |
| 	GLint scissor[4];
 | |
| 	int a;
 | |
| 
 | |
| 	cumap= (CurveMapping *)(but->editcumap? but->editcumap: but->poin);
 | |
| 	cuma= cumap->cm+cumap->cur;
 | |
| 	
 | |
| 	/* need scissor test, curve can draw outside of boundary */
 | |
| 	glGetIntegerv(GL_VIEWPORT, scissor);
 | |
| 	glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin+rect->ymin, rect->xmax-rect->xmin, rect->ymax-rect->ymin);
 | |
| 	
 | |
| 	/* calculate offset and zoom */
 | |
| 	zoomx= (rect->xmax-rect->xmin-2.0*but->aspect)/(cumap->curr.xmax - cumap->curr.xmin);
 | |
| 	zoomy= (rect->ymax-rect->ymin-2.0*but->aspect)/(cumap->curr.ymax - cumap->curr.ymin);
 | |
| 	offsx= cumap->curr.xmin-but->aspect/zoomx;
 | |
| 	offsy= cumap->curr.ymin-but->aspect/zoomy;
 | |
| 	
 | |
| 	/* backdrop */
 | |
| 	if(cumap->flag & CUMA_DO_CLIP) {
 | |
| 		glColor3ubvShade(wcol->inner, -20);
 | |
| 		glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
 | |
| 		glColor3ubv((unsigned char*)wcol->inner);
 | |
| 		glRectf(rect->xmin + zoomx*(cumap->clipr.xmin-offsx),
 | |
| 				rect->ymin + zoomy*(cumap->clipr.ymin-offsy),
 | |
| 				rect->xmin + zoomx*(cumap->clipr.xmax-offsx),
 | |
| 				rect->ymin + zoomy*(cumap->clipr.ymax-offsy));
 | |
| 	}
 | |
| 	else {
 | |
| 		glColor3ubv((unsigned char*)wcol->inner);
 | |
| 		glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
 | |
| 	}
 | |
| 		
 | |
| 	/* grid, every .25 step */
 | |
| 	glColor3ubvShade(wcol->inner, -16);
 | |
| 	ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.25f);
 | |
| 	/* grid, every 1.0 step */
 | |
| 	glColor3ubvShade(wcol->inner, -24);
 | |
| 	ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 1.0f);
 | |
| 	/* axes */
 | |
| 	glColor3ubvShade(wcol->inner, -50);
 | |
| 	glBegin(GL_LINES);
 | |
| 	glVertex2f(rect->xmin, rect->ymin + zoomy*(-offsy));
 | |
| 	glVertex2f(rect->xmax, rect->ymin + zoomy*(-offsy));
 | |
| 	glVertex2f(rect->xmin + zoomx*(-offsx), rect->ymin);
 | |
| 	glVertex2f(rect->xmin + zoomx*(-offsx), rect->ymax);
 | |
| 	glEnd();
 | |
| 	
 | |
| 	/* magic trigger for curve backgrounds */
 | |
| 	if (but->a1 != -1) {
 | |
| 		if (but->a1 == UI_GRAD_H) {
 | |
| 			rcti grid;
 | |
| 			float col[3];
 | |
| 			
 | |
| 			grid.xmin = rect->xmin + zoomx*(-offsx);
 | |
| 			grid.xmax = rect->xmax + zoomx*(-offsx);
 | |
| 			grid.ymin = rect->ymin + zoomy*(-offsy);
 | |
| 			grid.ymax = rect->ymax + zoomy*(-offsy);
 | |
| 			
 | |
| 			glEnable(GL_BLEND);
 | |
| 			ui_draw_gradient(&grid, col, UI_GRAD_H, 0.5f);
 | |
| 			glDisable(GL_BLEND);
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	
 | |
| 	/* cfra option */
 | |
| 	/* XXX 2.48
 | |
| 	if(cumap->flag & CUMA_DRAW_CFRA) {
 | |
| 		glColor3ub(0x60, 0xc0, 0x40);
 | |
| 		glBegin(GL_LINES);
 | |
| 		glVertex2f(rect->xmin + zoomx*(cumap->sample[0]-offsx), rect->ymin);
 | |
| 		glVertex2f(rect->xmin + zoomx*(cumap->sample[0]-offsx), rect->ymax);
 | |
| 		glEnd();
 | |
| 	}*/
 | |
| 	/* sample option */
 | |
| 	/* XXX 2.48
 | |
| 	 * if(cumap->flag & CUMA_DRAW_SAMPLE) {
 | |
| 		if(cumap->cur==3) {
 | |
| 			float lum= cumap->sample[0]*0.35f + cumap->sample[1]*0.45f + cumap->sample[2]*0.2f;
 | |
| 			glColor3ub(240, 240, 240);
 | |
| 			
 | |
| 			glBegin(GL_LINES);
 | |
| 			glVertex2f(rect->xmin + zoomx*(lum-offsx), rect->ymin);
 | |
| 			glVertex2f(rect->xmin + zoomx*(lum-offsx), rect->ymax);
 | |
| 			glEnd();
 | |
| 		}
 | |
| 		else {
 | |
| 			if(cumap->cur==0)
 | |
| 				glColor3ub(240, 100, 100);
 | |
| 			else if(cumap->cur==1)
 | |
| 				glColor3ub(100, 240, 100);
 | |
| 			else
 | |
| 				glColor3ub(100, 100, 240);
 | |
| 			
 | |
| 			glBegin(GL_LINES);
 | |
| 			glVertex2f(rect->xmin + zoomx*(cumap->sample[cumap->cur]-offsx), rect->ymin);
 | |
| 			glVertex2f(rect->xmin + zoomx*(cumap->sample[cumap->cur]-offsx), rect->ymax);
 | |
| 			glEnd();
 | |
| 		}
 | |
| 	}*/
 | |
| 	
 | |
| 	/* the curve */
 | |
| 	glColor3ubv((unsigned char*)wcol->item);
 | |
| 	glEnable(GL_LINE_SMOOTH);
 | |
| 	glEnable(GL_BLEND);
 | |
| 	glBegin(GL_LINE_STRIP);
 | |
| 	
 | |
| 	if(cuma->table==NULL)
 | |
| 		curvemapping_changed(cumap, 0);	/* 0 = no remove doubles */
 | |
| 	cmp= cuma->table;
 | |
| 	
 | |
| 	/* first point */
 | |
| 	if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0)
 | |
| 		glVertex2f(rect->xmin, rect->ymin + zoomy*(cmp[0].y-offsy));
 | |
| 	else {
 | |
| 		fx= rect->xmin + zoomx*(cmp[0].x-offsx + cuma->ext_in[0]);
 | |
| 		fy= rect->ymin + zoomy*(cmp[0].y-offsy + cuma->ext_in[1]);
 | |
| 		glVertex2f(fx, fy);
 | |
| 	}
 | |
| 	for(a=0; a<=CM_TABLE; a++) {
 | |
| 		fx= rect->xmin + zoomx*(cmp[a].x-offsx);
 | |
| 		fy= rect->ymin + zoomy*(cmp[a].y-offsy);
 | |
| 		glVertex2f(fx, fy);
 | |
| 	}
 | |
| 	/* last point */
 | |
| 	if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0)
 | |
| 		glVertex2f(rect->xmax, rect->ymin + zoomy*(cmp[CM_TABLE].y-offsy));	
 | |
| 	else {
 | |
| 		fx= rect->xmin + zoomx*(cmp[CM_TABLE].x-offsx - cuma->ext_out[0]);
 | |
| 		fy= rect->ymin + zoomy*(cmp[CM_TABLE].y-offsy - cuma->ext_out[1]);
 | |
| 		glVertex2f(fx, fy);
 | |
| 	}
 | |
| 	glEnd();
 | |
| 	glDisable(GL_LINE_SMOOTH);
 | |
| 	glDisable(GL_BLEND);
 | |
| 
 | |
| 	/* the points, use aspect to make them visible on edges */
 | |
| 	cmp= cuma->curve;
 | |
| 	glPointSize(3.0f);
 | |
| 	bglBegin(GL_POINTS);
 | |
| 	for(a=0; a<cuma->totpoint; a++) {
 | |
| 		if(cmp[a].flag & SELECT)
 | |
| 			UI_ThemeColor(TH_TEXT_HI);
 | |
| 		else
 | |
| 			UI_ThemeColor(TH_TEXT);
 | |
| 		fac[0]= rect->xmin + zoomx*(cmp[a].x-offsx);
 | |
| 		fac[1]= rect->ymin + zoomy*(cmp[a].y-offsy);
 | |
| 		bglVertex2fv(fac);
 | |
| 	}
 | |
| 	bglEnd();
 | |
| 	glPointSize(1.0f);
 | |
| 	
 | |
| 	/* restore scissortest */
 | |
| 	glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
 | |
| 
 | |
| 	/* outline */
 | |
| 	glColor3ubv((unsigned char*)wcol->outline);
 | |
| 	fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
 | |
| }
 | |
| 
 | |
| 
 | |
| /* ****************************************************** */
 | |
| 
 | |
| 
 | |
| static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha)
 | |
| {
 | |
| 	glEnable(GL_BLEND);
 | |
| 	glShadeModel(GL_SMOOTH);
 | |
| 	
 | |
| 	/* right quad */
 | |
| 	glBegin(GL_POLYGON);
 | |
| 	glColor4ub(0, 0, 0, alpha);
 | |
| 	glVertex2f(maxx, miny);
 | |
| 	glVertex2f(maxx, maxy-0.3*shadsize);
 | |
| 	glColor4ub(0, 0, 0, 0);
 | |
| 	glVertex2f(maxx+shadsize, maxy-0.75*shadsize);
 | |
| 	glVertex2f(maxx+shadsize, miny);
 | |
| 	glEnd();
 | |
| 	
 | |
| 	/* corner shape */
 | |
| 	glBegin(GL_POLYGON);
 | |
| 	glColor4ub(0, 0, 0, alpha);
 | |
| 	glVertex2f(maxx, miny);
 | |
| 	glColor4ub(0, 0, 0, 0);
 | |
| 	glVertex2f(maxx+shadsize, miny);
 | |
| 	glVertex2f(maxx+0.7*shadsize, miny-0.7*shadsize);
 | |
| 	glVertex2f(maxx, miny-shadsize);
 | |
| 	glEnd();
 | |
| 	
 | |
| 	/* bottom quad */		
 | |
| 	glBegin(GL_POLYGON);
 | |
| 	glColor4ub(0, 0, 0, alpha);
 | |
| 	glVertex2f(minx+0.3*shadsize, miny);
 | |
| 	glVertex2f(maxx, miny);
 | |
| 	glColor4ub(0, 0, 0, 0);
 | |
| 	glVertex2f(maxx, miny-shadsize);
 | |
| 	glVertex2f(minx+0.5*shadsize, miny-shadsize);
 | |
| 	glEnd();
 | |
| 	
 | |
| 	glDisable(GL_BLEND);
 | |
| 	glShadeModel(GL_FLAT);
 | |
| }
 | |
| 
 | |
| void uiDrawBoxShadow(unsigned char alpha, float minx, float miny, float maxx, float maxy)
 | |
| {
 | |
| 	/* accumulated outline boxes to make shade not linear, is more pleasant */
 | |
| 	ui_shadowbox(minx, miny, maxx, maxy, 11.0, (20*alpha)>>8);
 | |
| 	ui_shadowbox(minx, miny, maxx, maxy, 7.0, (40*alpha)>>8);
 | |
| 	ui_shadowbox(minx, miny, maxx, maxy, 5.0, (80*alpha)>>8);
 | |
| 	
 | |
| }
 | |
| 
 | |
| 
 | |
| void ui_dropshadow(rctf *rct, float radius, float aspect, int select)
 | |
| {
 | |
| 	float rad;
 | |
| 	float a;
 | |
| 	char alpha= 2;
 | |
| 	
 | |
| 	glEnable(GL_BLEND);
 | |
| 	
 | |
| 	if(radius > (rct->ymax-rct->ymin-10.0f)/2.0f)
 | |
| 		rad= (rct->ymax-rct->ymin-10.0f)/2.0f;
 | |
| 	else
 | |
| 		rad= radius;
 | |
| 	
 | |
| 	if(select) a= 12.0f*aspect; else a= 12.0f*aspect;
 | |
| 	for(; a>0.0f; a-=aspect) {
 | |
| 		/* alpha ranges from 2 to 20 or so */
 | |
| 		glColor4ub(0, 0, 0, alpha);
 | |
| 		alpha+= 2;
 | |
| 		
 | |
| 		gl_round_box(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax-10.0f + a, rad+a);
 | |
| 	}
 | |
| 	
 | |
| 	/* outline emphasis */
 | |
| 	glEnable( GL_LINE_SMOOTH );
 | |
| 	glColor4ub(0, 0, 0, 100);
 | |
| 	gl_round_box(GL_LINE_LOOP, rct->xmin-0.5f, rct->ymin-0.5f, rct->xmax+0.5f, rct->ymax+0.5f, radius);
 | |
| 	glDisable( GL_LINE_SMOOTH );
 | |
| 	
 | |
| 	glDisable(GL_BLEND);
 | |
| }
 | |
| 
 |