Image Editor Vectorscope Improvement #116974

Merged
Aras Pranckevicius merged 13 commits from JonasDichelle/blender:vectorscope-update into main 2024-02-06 12:22:57 +01:00
1 changed files with 69 additions and 37 deletions
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@ -630,8 +630,7 @@ static void waveform_draw_rgb(float *waveform, int waveform_num, float *col)
GPU_batch_discard(batch);
}
static void circle_draw_rgb(float *points, int tot_points, float *col)
static void circle_draw_rgb(float *points, int tot_points, float *col, GPUPrimType prim)
{
GPUVertFormat format = {0};
const uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
@ -643,7 +642,7 @@ static void circle_draw_rgb(float *points, int tot_points, float *col)
GPU_vertbuf_attr_fill(vbo, pos_id, points);
GPU_vertbuf_attr_fill(vbo, col_id, col);
GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_LINE_LOOP, vbo, nullptr, GPU_BATCH_OWNS_VBO);
GPUBatch *batch = GPU_batch_create_ex(prim, vbo, nullptr, GPU_BATCH_OWNS_VBO);
GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_SMOOTH_COLOR);
GPU_batch_draw(batch);
@ -1014,63 +1013,96 @@ void ui_draw_but_VECTORSCOPE(ARegion * /*region*/,
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* circles */
const int increment = 6;
const int tot_points = int(360 / increment);
const float r = 0.5f;
float step = 360.0f / (tot_points - 1);
GPU_blend(GPU_BLEND_NONE);
immBegin(GPU_PRIM_TRI_FAN, tot_points + 2);
immUniformColor3f(0.16f, 0.16f, 0.16f);
immVertex2f(pos, centerx, centery);
float circle_fill_points[(tot_points * 2) + 2];
float circle_fill_vertex_colors[(tot_points * 4) + 4];
for (int i = 0; i <= 360; i += increment) {
const float a = DEG2RADF(float(i));
immVertex2f(pos, polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a));
}
immEnd();
/* draw filled RGB circle for background, only for LUMA mode */
if (scopes->vecscope_mode == SCOPES_VECSCOPE_LUMA) {
/* Initialize center point and color */
circle_fill_points[0] = centerx;
circle_fill_points[1] = centery;
circle_fill_vertex_colors[0] = 0.2f;
circle_fill_vertex_colors[1] = 0.2f;
circle_fill_vertex_colors[2] = 0.2f;
circle_fill_vertex_colors[3] = 0.8f;
/* draw skin tone line */
float circle_points[(tot_points * 2)+3] = {};
float circle_vertex_colors[(tot_points * 4)+5] = {};
float step = 360.0f / float(tot_points);
for (int i = 0; i < tot_points; i++) {
for (int i = 0; i < tot_points; i++) {
float angle = step * i;
const float a = DEG2RADF(angle);
const float x = polar_to_x(centerx, diam, 0.5f, a);
const float y = polar_to_y(centery, diam, 0.5f, a);
const float x = polar_to_x(centerx, diam, r, a);
const float y = polar_to_y(centery, diam, r, a);
const float u = polar_to_x(0.0f, 1.0, 1.0f, a);
const float v = polar_to_y(0.0f, 1.0, 1.0f, a);
circle_points[i * 2] = x;
circle_points[i * 2 + 1] = y;
circle_fill_points[(i + 1) * 2] = x;
circle_fill_points[(i + 1) * 2 + 1] = y;
float r = 0.0f, g = 0.0f, b = 0.0f;
float r, g, b;
yuv_to_rgb(0.5f, u, v, &r, &g, &b, BLI_YUV_ITU_BT709);
circle_vertex_colors[i * 4] = r;
circle_vertex_colors[i * 4 + 1] = g;
circle_vertex_colors[i * 4 + 2] = b;
circle_vertex_colors[i * 4 + 3] = 0.8f;
circle_fill_vertex_colors[(i + 1) * 4] = r * 0.2f;
circle_fill_vertex_colors[(i + 1) * 4 + 1] = g * 0.2f;
circle_fill_vertex_colors[(i + 1) * 4 + 2] = b * 0.2f;
circle_fill_vertex_colors[(i + 1) * 4 + 3] = 0.8f;
}
GPU_blend(GPU_BLEND_ALPHA);
circle_draw_rgb(circle_fill_points, tot_points+2, circle_fill_vertex_colors, GPU_PRIM_TRI_FAN);
}
/* draw filled Gray circle for background, only for RGB mode */
else if (scopes->vecscope_mode == SCOPES_VECSCOPE_RGB) {
GPU_blend(GPU_BLEND_NONE);
immBegin(GPU_PRIM_TRI_FAN, tot_points + 2);
immUniformColor3f(0.16f, 0.16f, 0.16f);
immVertex2f(pos, centerx, centery);
for (int i = 0; i <= 360; i += increment) {
const float a = DEG2RADF(float(i));
immVertex2f(pos, polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a));
}
immEnd();
}
/* draw RGB ring */
float circle_points[(tot_points * 2) + 3] = {};
float circle_vertex_colors[(tot_points * 4) + 5] = {};
for (int i = 0; i < tot_points; i++) {
float angle = step * i;
const float a = DEG2RADF(angle);
const float x = polar_to_x(centerx, diam, 0.5f, a);
const float y = polar_to_y(centery, diam, 0.5f, a);
circle_points[i * 2] = x;
circle_points[i * 2 + 1] = y;
const float u = polar_to_x(0.0f, 1.0, 1.0f, a);
const float v = polar_to_y(0.0f, 1.0, 1.0f, a);
float r, g, b;
yuv_to_rgb(0.5f, u, v, &r, &g, &b, BLI_YUV_ITU_BT709);
circle_vertex_colors[i * 4] = r;
circle_vertex_colors[i * 4 + 1] = g;
circle_vertex_colors[i * 4 + 2] = b;
circle_vertex_colors[i * 4 + 3] = 0.8f;
}
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_width(2.5f);
circle_draw_rgb(circle_points, tot_points, circle_vertex_colors);
GPU_line_width(1.0f);
circle_draw_rgb(circle_points, tot_points, circle_vertex_colors, GPU_PRIM_LINE_LOOP);
GPU_line_width(1.5f);
/* inner circles */
aras_p marked this conversation as resolved Outdated

Should the inner circles also use circle_draw_rgb machinery, instead of immediate mode?

Should the inner circles also use `circle_draw_rgb` machinery, instead of immediate mode?

Yes we can do that, updated it in the latest commit!

Yes we can do that, updated it in the latest commit!
for (int j = 0; j < 5; j++) {
if (j == 4)
continue;
for (int j = 0; j < 4; j++) {
GPU_blend(GPU_BLEND_ADDITIVE);
immUniformColor3f(0.2f, 0.2f, 0.2f);
immUniformColor3f(0.1f, 0.1f, 0.1f);
immBegin(GPU_PRIM_LINE_LOOP, tot_points);
for (int i = 0; i < 360; i += increment) {