diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-04-05 19:51:08 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-04-06 11:25:53 +0300 |
commit | 80d4d713607aafa69a4fde15cc1cdadc0e167abf (patch) | |
tree | 9fdcdd8498b4d652e5d42820a4bde0a00d0fa94f /source/blender/editors/interface/interface_draw.c | |
parent | ba821ad2adca377e99605ab434006f6c3b0166c4 (diff) |
UI: Perf: Modify UI_draw_roundbox to use GWN_batch API.
This commit also rename and move a few thing to clean things up.
Major improvment is using one drawcall instead of 8 for UI_draw_roundbox_aa.
Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r-- | source/blender/editors/interface/interface_draw.c | 96 |
1 files changed, 95 insertions, 1 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c index 5e5da60593c..cc5cbba0f05 100644 --- a/source/blender/editors/interface/interface_draw.c +++ b/source/blender/editors/interface/interface_draw.c @@ -64,6 +64,7 @@ /* own include */ #include "interface_intern.h" + static int roundboxtype = UI_CNR_ALL; void UI_draw_roundbox_corner_set(int type) @@ -101,12 +102,58 @@ void UI_draw_roundbox_3fvAlpha(bool filled, float minx, float miny, float maxx, 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], + }; + + glEnable(GL_BLEND); + + 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. */ + Gwn_Batch *batch = ui_batch_roundbox_get(filled, true); + GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); + GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); + GWN_batch_draw(batch); + } + else { + /* plain antialiased unfilled box */ + glEnable(GL_LINE_SMOOTH); + + Gwn_Batch *batch = ui_batch_roundbox_get(filled, false); + GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); + GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); + GWN_batch_draw(batch); + + glDisable(GL_LINE_SMOOTH); + } + + glDisable(GL_BLEND); +} + 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; - + Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); @@ -175,8 +222,29 @@ void UI_draw_roundbox_4fv(bool filled, float minx, float miny, float maxx, float 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], + }; + + Gwn_Batch *batch = ui_batch_roundbox_get(filled, false); + GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); + GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); + GWN_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] = { @@ -187,6 +255,7 @@ static void round_box_shade_col(unsigned attrib, const float col1[3], float cons }; immAttrib4fv(attrib, col); } +#endif /* linear horizontal shade within button or in outline */ /* view2d scrollers use it */ @@ -194,6 +263,7 @@ 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; @@ -305,6 +375,30 @@ void UI_draw_roundbox_shade_x( 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, + }; + + Gwn_Batch *batch = ui_batch_roundbox_get(filled, false); + GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); + GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); + GWN_batch_draw(batch); } #if 0 /* unused */ |