Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2020-06-22 20:57:53 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-22 20:57:53 +0300
commit15dda0115c783805753119984decb4d9249b1f01 (patch)
treec2d674f83d02edd6eb694c2510dbe1aaff510fe7 /source/blender/editors/interface/interface_draw.c
parent3cea42ce29cb986cf9614d9b712d72915d52e546 (diff)
UI: Widget: Replace geometry by fragment shader drawing
This means all the antiailasing is done inside the fragment shader. We use a Signed Distance Field to draw the 2D rounded boxes. This ensure the best quality for AA. This reduce the averge Batch for widget to 16 verts instead of ~600 and reduce overshading a lot. Theme Emboss alpha and tria alpha needs to be changed after this refactor. The shadow drawing is left unchanged and still use geometry. Reviewed By: Severin Differential Revision: https://developer.blender.org/D7833
Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c152
1 files changed, 89 insertions, 63 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 499d2f7f1fa..1cb8565b38d 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -118,51 +118,53 @@ 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,
+ .recti.xmin = minx + U.pixelsize,
+ .recti.ymin = miny + U.pixelsize,
+ .recti.xmax = maxx - U.pixelsize,
+ .recti.ymax = maxy - U.pixelsize,
+ .rect.xmin = minx,
+ .rect.ymin = miny,
+ .rect.xmax = maxx,
+ .rect.ymax = maxy,
.radi = rad,
+ .rad = 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],
+ .color_inner1[0] = filled ? color[0] : 0.0f,
+ .color_inner1[1] = filled ? color[1] : 0.0f,
+ .color_inner1[2] = filled ? color[2] : 0.0f,
+ .color_inner1[3] = filled ? color[3] : 0.0f,
+ .color_inner2[0] = filled ? color[0] : 0.0f,
+ .color_inner2[1] = filled ? color[1] : 0.0f,
+ .color_inner2[2] = filled ? color[2] : 0.0f,
+ .color_inner2[3] = filled ? color[3] : 0.0f,
+ .color_outline[0] = color[0],
+ .color_outline[1] = color[1],
+ .color_outline[2] = color[2],
+ .color_outline[3] = color[3],
.alpha_discard = 1.0f,
};
- GPU_blend(true);
-
+ /* XXX this is to emulate previous behavior of semitransparent fills but that's was a side effect
+ * of the previous AA method. Better fix the callers. */
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);
+ widget_params.color_inner1[3] *= 0.65f;
+ widget_params.color_inner2[3] *= 0.65f;
+ widget_params.color_outline[3] *= 0.65f;
}
- 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);
+ /* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
+ * If it has been scaled, then it's no longer valid. */
- GPU_line_smooth(false);
- }
+ GPUBatch *batch = ui_batch_roundbox_widget_get();
+ GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
+ GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
+
+ GPU_blend(true);
+
+ GPU_batch_draw(batch);
GPU_blend(false);
}
@@ -251,32 +253,49 @@ void UI_draw_roundbox_4fv(
immEnd();
immUnbindProgram();
#endif
-
uiWidgetBaseParameters widget_params = {
- .recti.xmin = minx,
- .recti.ymin = miny,
- .recti.xmax = maxx,
- .recti.ymax = maxy,
+ .recti.xmin = minx + U.pixelsize,
+ .recti.ymin = miny + U.pixelsize,
+ .recti.xmax = maxx - U.pixelsize,
+ .recti.ymax = maxy - U.pixelsize,
+ .rect.xmin = minx,
+ .rect.ymin = miny,
+ .rect.xmax = maxx,
+ .rect.ymax = maxy,
.radi = rad,
+ .rad = 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],
+ .color_inner1[0] = filled ? col[0] : 0.0f,
+ .color_inner1[1] = filled ? col[1] : 0.0f,
+ .color_inner1[2] = filled ? col[2] : 0.0f,
+ .color_inner1[3] = filled ? col[3] : 0.0f,
+ .color_inner2[0] = filled ? col[0] : 0.0f,
+ .color_inner2[1] = filled ? col[1] : 0.0f,
+ .color_inner2[2] = filled ? col[2] : 0.0f,
+ .color_inner2[3] = filled ? col[3] : 0.0f,
+ .color_outline[0] = col[0],
+ .color_outline[1] = col[1],
+ .color_outline[2] = col[2],
+ .color_outline[3] = col[3],
.alpha_discard = 1.0f,
};
+ /* Exactly the same as UI_draw_roundbox_aa but does not do the legacy transparency. */
+
+ /* 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, false);
+ GPUBatch *batch = ui_batch_roundbox_widget_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
+
+ GPU_blend(true);
+
GPU_batch_draw(batch);
+
+ GPU_blend(false);
}
#if 0
@@ -427,29 +446,38 @@ void UI_draw_roundbox_shade_x(bool filled,
immEnd();
immUnbindProgram();
#endif
-
uiWidgetBaseParameters widget_params = {
- .recti.xmin = minx,
- .recti.ymin = miny,
- .recti.xmax = maxx,
- .recti.ymax = maxy,
+ .recti.xmin = minx + U.pixelsize,
+ .recti.ymin = miny + U.pixelsize,
+ .recti.xmax = maxx - U.pixelsize,
+ .recti.ymax = maxy - U.pixelsize,
+ .rect.xmin = minx,
+ .rect.ymin = miny,
+ .rect.xmax = maxx,
+ .rect.ymax = maxy,
.radi = rad,
+ .rad = 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,
+ .color_inner1[0] = !filled ? 0.0f : min_ff(1.0f, col[0] + shadetop),
+ .color_inner1[1] = !filled ? 0.0f : min_ff(1.0f, col[1] + shadetop),
+ .color_inner1[2] = !filled ? 0.0f : min_ff(1.0f, col[2] + shadetop),
+ .color_inner1[3] = !filled ? 0.0f : 1.0f,
+ .color_inner2[0] = !filled ? 0.0f : max_ff(0.0f, col[0] + shadedown),
+ .color_inner2[1] = !filled ? 0.0f : max_ff(0.0f, col[1] + shadedown),
+ .color_inner2[2] = !filled ? 0.0f : max_ff(0.0f, col[2] + shadedown),
+ .color_inner2[3] = !filled ? 0.0f : 1.0f,
+ /* TODO: non-filled box don't have gradients. Just use middle color. */
+ .color_outline[0] = clamp_f(col[0] + shadetop + shadedown, 0.0f, 1.0f),
+ .color_outline[1] = clamp_f(col[1] + shadetop + shadedown, 0.0f, 1.0f),
+ .color_outline[2] = clamp_f(col[2] + shadetop + shadedown, 0.0f, 1.0f),
+ .color_outline[3] = clamp_f(col[3] + shadetop + shadedown, 0.0f, 1.0f),
.alpha_discard = 1.0f,
};
- GPUBatch *batch = ui_batch_roundbox_get(filled, false);
+ GPUBatch *batch = ui_batch_roundbox_widget_get();
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);
@@ -2678,7 +2706,6 @@ void ui_draw_dropshadow(
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,
@@ -2687,7 +2714,6 @@ void ui_draw_dropshadow(
rct->ymax + 0.5f,
radius + 0.5f,
color);
- GPU_line_smooth(false);
GPU_blend(false);
}