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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/editors/screen/screen_draw.c
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/editors/screen/screen_draw.c')
-rw-r--r--source/blender/editors/screen/screen_draw.c829
1 files changed, 416 insertions, 413 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
index 6a0332731b4..fb738bf40cd 100644
--- a/source/blender/editors/screen/screen_draw.c
+++ b/source/blender/editors/screen/screen_draw.c
@@ -44,80 +44,80 @@
*/
static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
- const float width = screen_geom_area_width(sa) - 1;
- const float height = screen_geom_area_height(sa) - 1;
- vec2f points[10];
- short i;
- float w, h;
+ const float width = screen_geom_area_width(sa) - 1;
+ const float height = screen_geom_area_height(sa) - 1;
+ vec2f points[10];
+ short i;
+ float w, h;
- if (height < width) {
- h = height / 8;
- w = height / 4;
- }
- else {
- h = width / 8;
- w = width / 4;
- }
+ if (height < width) {
+ h = height / 8;
+ w = height / 4;
+ }
+ else {
+ h = width / 8;
+ w = width / 4;
+ }
- points[0].x = sa->v1->vec.x;
- points[0].y = sa->v1->vec.y + height / 2;
+ points[0].x = sa->v1->vec.x;
+ points[0].y = sa->v1->vec.y + height / 2;
- points[1].x = sa->v1->vec.x;
- points[1].y = sa->v1->vec.y;
+ points[1].x = sa->v1->vec.x;
+ points[1].y = sa->v1->vec.y;
- points[2].x = sa->v4->vec.x - w;
- points[2].y = sa->v4->vec.y;
+ points[2].x = sa->v4->vec.x - w;
+ points[2].y = sa->v4->vec.y;
- points[3].x = sa->v4->vec.x - w;
- points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
+ points[3].x = sa->v4->vec.x - w;
+ points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
- points[4].x = sa->v4->vec.x - 2 * w;
- points[4].y = sa->v4->vec.y + height / 2;
+ points[4].x = sa->v4->vec.x - 2 * w;
+ points[4].y = sa->v4->vec.y + height / 2;
- points[5].x = sa->v4->vec.x - w;
- points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
+ points[5].x = sa->v4->vec.x - w;
+ points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
- points[6].x = sa->v3->vec.x - w;
- points[6].y = sa->v3->vec.y;
+ points[6].x = sa->v3->vec.x - w;
+ points[6].y = sa->v3->vec.y;
- points[7].x = sa->v2->vec.x;
- points[7].y = sa->v2->vec.y;
+ points[7].x = sa->v2->vec.x;
+ points[7].y = sa->v2->vec.y;
- points[8].x = sa->v4->vec.x;
- points[8].y = sa->v4->vec.y + height / 2 - h;
+ points[8].x = sa->v4->vec.x;
+ points[8].y = sa->v4->vec.y + height / 2 - h;
- points[9].x = sa->v4->vec.x;
- points[9].y = sa->v4->vec.y + height / 2 + h;
+ points[9].x = sa->v4->vec.x;
+ points[9].y = sa->v4->vec.y + height / 2 + h;
- if (dir == 'l') {
- /* when direction is left, then we flip direction of arrow */
- float cx = sa->v1->vec.x + width;
- for (i = 0; i < 10; i++) {
- points[i].x -= cx;
- points[i].x = -points[i].x;
- points[i].x += sa->v1->vec.x;
- }
- }
+ if (dir == 'l') {
+ /* when direction is left, then we flip direction of arrow */
+ float cx = sa->v1->vec.x + width;
+ for (i = 0; i < 10; i++) {
+ points[i].x -= cx;
+ points[i].x = -points[i].x;
+ points[i].x += sa->v1->vec.x;
+ }
+ }
- immBegin(GPU_PRIM_TRI_FAN, 5);
+ immBegin(GPU_PRIM_TRI_FAN, 5);
- for (i = 0; i < 5; i++) {
- immVertex2f(pos, points[i].x, points[i].y);
- }
+ for (i = 0; i < 5; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
- immEnd();
+ immEnd();
- immBegin(GPU_PRIM_TRI_FAN, 5);
+ immBegin(GPU_PRIM_TRI_FAN, 5);
- for (i = 4; i < 8; i++) {
- immVertex2f(pos, points[i].x, points[i].y);
- }
+ for (i = 4; i < 8; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
- immVertex2f(pos, points[0].x, points[0].y);
- immEnd();
+ immVertex2f(pos, points[0].x, points[0].y);
+ immEnd();
- immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
- immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
+ immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
+ immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
}
/**
@@ -125,80 +125,80 @@ static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
*/
static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
- const float width = screen_geom_area_width(sa) - 1;
- const float height = screen_geom_area_height(sa) - 1;
- vec2f points[10];
- short i;
- float w, h;
+ const float width = screen_geom_area_width(sa) - 1;
+ const float height = screen_geom_area_height(sa) - 1;
+ vec2f points[10];
+ short i;
+ float w, h;
- if (height < width) {
- h = height / 4;
- w = height / 8;
- }
- else {
- h = width / 4;
- w = width / 8;
- }
+ if (height < width) {
+ h = height / 4;
+ w = height / 8;
+ }
+ else {
+ h = width / 4;
+ w = width / 8;
+ }
- points[0].x = sa->v1->vec.x + width / 2;
- points[0].y = sa->v3->vec.y;
+ points[0].x = sa->v1->vec.x + width / 2;
+ points[0].y = sa->v3->vec.y;
- points[1].x = sa->v2->vec.x;
- points[1].y = sa->v2->vec.y;
+ points[1].x = sa->v2->vec.x;
+ points[1].y = sa->v2->vec.y;
- points[2].x = sa->v1->vec.x;
- points[2].y = sa->v1->vec.y + h;
+ points[2].x = sa->v1->vec.x;
+ points[2].y = sa->v1->vec.y + h;
- points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
- points[3].y = sa->v1->vec.y + h;
+ points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
+ points[3].y = sa->v1->vec.y + h;
- points[4].x = sa->v1->vec.x + width / 2;
- points[4].y = sa->v1->vec.y + 2 * h;
+ points[4].x = sa->v1->vec.x + width / 2;
+ points[4].y = sa->v1->vec.y + 2 * h;
- points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
- points[5].y = sa->v1->vec.y + h;
+ points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
+ points[5].y = sa->v1->vec.y + h;
- points[6].x = sa->v4->vec.x;
- points[6].y = sa->v4->vec.y + h;
+ points[6].x = sa->v4->vec.x;
+ points[6].y = sa->v4->vec.y + h;
- points[7].x = sa->v3->vec.x;
- points[7].y = sa->v3->vec.y;
+ points[7].x = sa->v3->vec.x;
+ points[7].y = sa->v3->vec.y;
- points[8].x = sa->v1->vec.x + width / 2 - w;
- points[8].y = sa->v1->vec.y;
+ points[8].x = sa->v1->vec.x + width / 2 - w;
+ points[8].y = sa->v1->vec.y;
- points[9].x = sa->v1->vec.x + width / 2 + w;
- points[9].y = sa->v1->vec.y;
+ points[9].x = sa->v1->vec.x + width / 2 + w;
+ points[9].y = sa->v1->vec.y;
- if (dir == 'u') {
- /* when direction is up, then we flip direction of arrow */
- float cy = sa->v1->vec.y + height;
- for (i = 0; i < 10; i++) {
- points[i].y -= cy;
- points[i].y = -points[i].y;
- points[i].y += sa->v1->vec.y;
- }
- }
+ if (dir == 'u') {
+ /* when direction is up, then we flip direction of arrow */
+ float cy = sa->v1->vec.y + height;
+ for (i = 0; i < 10; i++) {
+ points[i].y -= cy;
+ points[i].y = -points[i].y;
+ points[i].y += sa->v1->vec.y;
+ }
+ }
- immBegin(GPU_PRIM_TRI_FAN, 5);
+ immBegin(GPU_PRIM_TRI_FAN, 5);
- for (i = 0; i < 5; i++) {
- immVertex2f(pos, points[i].x, points[i].y);
- }
+ for (i = 0; i < 5; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
- immEnd();
+ immEnd();
- immBegin(GPU_PRIM_TRI_FAN, 5);
+ immBegin(GPU_PRIM_TRI_FAN, 5);
- for (i = 4; i < 8; i++) {
- immVertex2f(pos, points[i].x, points[i].y);
- }
+ for (i = 4; i < 8; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
- immVertex2f(pos, points[0].x, points[0].y);
- immEnd();
+ immVertex2f(pos, points[0].x, points[0].y);
+ immEnd();
- immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
- immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
+ immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
+ immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
}
/**
@@ -206,88 +206,88 @@ static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
*/
static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
- if (dir == 'u' || dir == 'd') {
- draw_vertical_join_shape(sa, dir, pos);
- }
- else {
- draw_horizontal_join_shape(sa, dir, pos);
- }
+ if (dir == 'u' || dir == 'd') {
+ draw_vertical_join_shape(sa, dir, pos);
+ }
+ else {
+ draw_horizontal_join_shape(sa, dir, pos);
+ }
}
#define CORNER_RESOLUTION 3
static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int i)
{
- float inter[2], exter[2];
- inter[0] = cosf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
- inter[1] = sinf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
-
- /* Snap point to edge */
- float div = 1.0f / max_ff(fabsf(inter[0]), fabsf(inter[1]));
- mul_v2_v2fl(exter, inter, div);
- exter[0] = roundf(exter[0]);
- exter[1] = roundf(exter[1]);
-
- if (i == 0 || i == (CORNER_RESOLUTION - 1)) {
- copy_v2_v2(inter, exter);
- }
-
- /* Line width is 20% of the entire corner size. */
- const float line_width = 0.2f; /* Keep in sync with shader */
- mul_v2_fl(inter, 1.0f - line_width);
- mul_v2_fl(exter, 1.0f + line_width);
-
- switch (corner) {
- case 0:
- add_v2_v2(inter, (float[2]){-1.0f, -1.0f});
- add_v2_v2(exter, (float[2]){-1.0f, -1.0f});
- break;
- case 1:
- add_v2_v2(inter, (float[2]){1.0f, -1.0f});
- add_v2_v2(exter, (float[2]){1.0f, -1.0f});
- break;
- case 2:
- add_v2_v2(inter, (float[2]){1.0f, 1.0f});
- add_v2_v2(exter, (float[2]){1.0f, 1.0f});
- break;
- case 3:
- add_v2_v2(inter, (float[2]){-1.0f, 1.0f});
- add_v2_v2(exter, (float[2]){-1.0f, 1.0f});
- break;
- }
-
- GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, inter);
- GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, exter);
+ float inter[2], exter[2];
+ inter[0] = cosf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
+ inter[1] = sinf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
+
+ /* Snap point to edge */
+ float div = 1.0f / max_ff(fabsf(inter[0]), fabsf(inter[1]));
+ mul_v2_v2fl(exter, inter, div);
+ exter[0] = roundf(exter[0]);
+ exter[1] = roundf(exter[1]);
+
+ if (i == 0 || i == (CORNER_RESOLUTION - 1)) {
+ copy_v2_v2(inter, exter);
+ }
+
+ /* Line width is 20% of the entire corner size. */
+ const float line_width = 0.2f; /* Keep in sync with shader */
+ mul_v2_fl(inter, 1.0f - line_width);
+ mul_v2_fl(exter, 1.0f + line_width);
+
+ switch (corner) {
+ case 0:
+ add_v2_v2(inter, (float[2]){-1.0f, -1.0f});
+ add_v2_v2(exter, (float[2]){-1.0f, -1.0f});
+ break;
+ case 1:
+ add_v2_v2(inter, (float[2]){1.0f, -1.0f});
+ add_v2_v2(exter, (float[2]){1.0f, -1.0f});
+ break;
+ case 2:
+ add_v2_v2(inter, (float[2]){1.0f, 1.0f});
+ add_v2_v2(exter, (float[2]){1.0f, 1.0f});
+ break;
+ case 3:
+ add_v2_v2(inter, (float[2]){-1.0f, 1.0f});
+ add_v2_v2(exter, (float[2]){-1.0f, 1.0f});
+ break;
+ }
+
+ GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, inter);
+ GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, exter);
}
static GPUBatch *batch_screen_edges_get(int *corner_len)
{
- static GPUBatch *screen_edges_batch = NULL;
-
- if (screen_edges_batch == NULL) {
- GPUVertFormat format = {0};
- uint pos = 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, CORNER_RESOLUTION * 2 * 4 + 2);
-
- uint vidx = 0;
- for (int corner = 0; corner < 4; ++corner) {
- for (int c = 0; c < CORNER_RESOLUTION; ++c) {
- do_vert_pair(vbo, pos, &vidx, corner, c);
- }
- }
- /* close the loop */
- do_vert_pair(vbo, pos, &vidx, 0, 0);
-
- screen_edges_batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
- gpu_batch_presets_register(screen_edges_batch);
- }
-
- if (corner_len) {
- *corner_len = CORNER_RESOLUTION * 2;
- }
- return screen_edges_batch;
+ static GPUBatch *screen_edges_batch = NULL;
+
+ if (screen_edges_batch == NULL) {
+ GPUVertFormat format = {0};
+ uint pos = 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, CORNER_RESOLUTION * 2 * 4 + 2);
+
+ uint vidx = 0;
+ for (int corner = 0; corner < 4; ++corner) {
+ for (int c = 0; c < CORNER_RESOLUTION; ++c) {
+ do_vert_pair(vbo, pos, &vidx, corner, c);
+ }
+ }
+ /* close the loop */
+ do_vert_pair(vbo, pos, &vidx, 0, 0);
+
+ screen_edges_batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
+ gpu_batch_presets_register(screen_edges_batch);
+ }
+
+ if (corner_len) {
+ *corner_len = CORNER_RESOLUTION * 2;
+ }
+ return screen_edges_batch;
}
#undef CORNER_RESOLUTION
@@ -297,10 +297,11 @@ static GPUBatch *batch_screen_edges_get(int *corner_len)
*/
static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos)
{
- GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
- immUniformColor4ub(0, 0, 0, 50);
+ GPU_blend_set_func_separate(
+ GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
+ immUniformColor4ub(0, 0, 0, 50);
- draw_join_shape(sa, dir, pos);
+ draw_join_shape(sa, dir, pos);
}
/**
@@ -308,42 +309,43 @@ static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos)
*/
static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int pos)
{
- GPU_blend_set_func(GPU_DST_COLOR, GPU_SRC_ALPHA);
- /* value 181 was hardly computed: 181~105 */
- immUniformColor4ub(255, 255, 255, 50);
- /* draw_join_shape(sa, dir); */
+ GPU_blend_set_func(GPU_DST_COLOR, GPU_SRC_ALPHA);
+ /* value 181 was hardly computed: 181~105 */
+ immUniformColor4ub(255, 255, 255, 50);
+ /* draw_join_shape(sa, dir); */
- immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
+ immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
}
-static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, float edge_thickness)
+static void drawscredge_area_draw(
+ int sizex, int sizey, short x1, short y1, short x2, short y2, float edge_thickness)
{
- rctf rect;
- BLI_rctf_init(&rect, (float)x1, (float)x2, (float)y1, (float)y2);
-
- /* right border area */
- if (x2 >= sizex - 1) {
- rect.xmax += edge_thickness * 0.5f;
- }
-
- /* left border area */
- if (x1 <= 0) { /* otherwise it draws the emboss of window over */
- rect.xmin -= edge_thickness * 0.5f;
- }
-
- /* top border area */
- if (y2 >= sizey - 1) {
- rect.ymax += edge_thickness * 0.5f;
- }
-
- /* bottom border area */
- if (y1 <= 0) {
- rect.ymin -= edge_thickness * 0.5f;
- }
-
- GPUBatch *batch = batch_screen_edges_get(NULL);
- GPU_batch_uniform_4fv(batch, "rect", (float *)&rect);
- GPU_batch_draw(batch);
+ rctf rect;
+ BLI_rctf_init(&rect, (float)x1, (float)x2, (float)y1, (float)y2);
+
+ /* right border area */
+ if (x2 >= sizex - 1) {
+ rect.xmax += edge_thickness * 0.5f;
+ }
+
+ /* left border area */
+ if (x1 <= 0) { /* otherwise it draws the emboss of window over */
+ rect.xmin -= edge_thickness * 0.5f;
+ }
+
+ /* top border area */
+ if (y2 >= sizey - 1) {
+ rect.ymax += edge_thickness * 0.5f;
+ }
+
+ /* bottom border area */
+ if (y1 <= 0) {
+ rect.ymin -= edge_thickness * 0.5f;
+ }
+
+ GPUBatch *batch = batch_screen_edges_get(NULL);
+ GPU_batch_uniform_4fv(batch, "rect", (float *)&rect);
+ GPU_batch_draw(batch);
}
/**
@@ -351,12 +353,12 @@ static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, shor
*/
static void drawscredge_area(ScrArea *sa, int sizex, int sizey, float edge_thickness)
{
- short x1 = sa->v1->vec.x;
- short y1 = sa->v1->vec.y;
- short x2 = sa->v3->vec.x;
- short y2 = sa->v3->vec.y;
+ short x1 = sa->v1->vec.x;
+ short y1 = sa->v1->vec.y;
+ short x2 = sa->v3->vec.x;
+ short y2 = sa->v3->vec.y;
- drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, edge_thickness);
+ drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, edge_thickness);
}
/**
@@ -364,71 +366,72 @@ static void drawscredge_area(ScrArea *sa, int sizex, int sizey, float edge_thick
*/
void ED_screen_draw_edges(wmWindow *win)
{
- bScreen *screen = WM_window_get_active_screen(win);
- screen->do_draw = false;
-
- if (screen->state == SCREENFULL) {
- return;
- }
-
- if (screen->temp && BLI_listbase_is_single(&screen->areabase)) {
- return;
- }
-
- const int winsize_x = WM_window_pixels_x(win);
- const int winsize_y = WM_window_pixels_y(win);
- float col[4], corner_scale, edge_thickness;
- int verts_per_corner = 0;
-
- ScrArea *sa;
-
- rcti scissor_rect;
- BLI_rcti_init_minmax(&scissor_rect);
- for (sa = screen->areabase.first; sa; sa = sa->next) {
- BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){sa->v1->vec.x, sa->v1->vec.y});
- BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){sa->v3->vec.x, sa->v3->vec.y});
- }
-
- if (GPU_type_matches(GPU_DEVICE_INTEL_UHD, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
- /* For some reason, on linux + Intel UHD Graphics 620 the driver
- * hangs if we don't flush before this. (See T57455) */
- GPU_flush();
- }
-
- GPU_scissor(scissor_rect.xmin,
- scissor_rect.ymin,
- BLI_rcti_size_x(&scissor_rect) + 1,
- BLI_rcti_size_y(&scissor_rect) + 1);
-
- /* It seems that all areas gets smaller when pixelsize is > 1.
- * So in order to avoid missing pixels we just disable de scissors. */
- if (U.pixelsize <= 1.0f) {
- glEnable(GL_SCISSOR_TEST);
- }
-
- UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
- col[3] = 1.0f;
- corner_scale = U.pixelsize * 8.0f;
- edge_thickness = corner_scale * 0.21f;
-
- GPU_blend(true);
- GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
-
- GPUBatch *batch = batch_screen_edges_get(&verts_per_corner);
- GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES);
- GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner);
- GPU_batch_uniform_1f(batch, "scale", corner_scale);
- GPU_batch_uniform_4fv(batch, "color", col);
-
- for (sa = screen->areabase.first; sa; sa = sa->next) {
- drawscredge_area(sa, winsize_x, winsize_y, edge_thickness);
- }
-
- GPU_blend(false);
-
- if (U.pixelsize <= 1.0f) {
- glDisable(GL_SCISSOR_TEST);
- }
+ bScreen *screen = WM_window_get_active_screen(win);
+ screen->do_draw = false;
+
+ if (screen->state == SCREENFULL) {
+ return;
+ }
+
+ if (screen->temp && BLI_listbase_is_single(&screen->areabase)) {
+ return;
+ }
+
+ const int winsize_x = WM_window_pixels_x(win);
+ const int winsize_y = WM_window_pixels_y(win);
+ float col[4], corner_scale, edge_thickness;
+ int verts_per_corner = 0;
+
+ ScrArea *sa;
+
+ rcti scissor_rect;
+ BLI_rcti_init_minmax(&scissor_rect);
+ for (sa = screen->areabase.first; sa; sa = sa->next) {
+ BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){sa->v1->vec.x, sa->v1->vec.y});
+ BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){sa->v3->vec.x, sa->v3->vec.y});
+ }
+
+ if (GPU_type_matches(GPU_DEVICE_INTEL_UHD, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
+ /* For some reason, on linux + Intel UHD Graphics 620 the driver
+ * hangs if we don't flush before this. (See T57455) */
+ GPU_flush();
+ }
+
+ GPU_scissor(scissor_rect.xmin,
+ scissor_rect.ymin,
+ BLI_rcti_size_x(&scissor_rect) + 1,
+ BLI_rcti_size_y(&scissor_rect) + 1);
+
+ /* It seems that all areas gets smaller when pixelsize is > 1.
+ * So in order to avoid missing pixels we just disable de scissors. */
+ if (U.pixelsize <= 1.0f) {
+ glEnable(GL_SCISSOR_TEST);
+ }
+
+ UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
+ col[3] = 1.0f;
+ corner_scale = U.pixelsize * 8.0f;
+ edge_thickness = corner_scale * 0.21f;
+
+ GPU_blend(true);
+ GPU_blend_set_func_separate(
+ GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
+
+ GPUBatch *batch = batch_screen_edges_get(&verts_per_corner);
+ GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES);
+ GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner);
+ GPU_batch_uniform_1f(batch, "scale", corner_scale);
+ GPU_batch_uniform_4fv(batch, "color", col);
+
+ for (sa = screen->areabase.first; sa; sa = sa->next) {
+ drawscredge_area(sa, winsize_x, winsize_y, edge_thickness);
+ }
+
+ GPU_blend(false);
+
+ if (U.pixelsize <= 1.0f) {
+ glDisable(GL_SCISSOR_TEST);
+ }
}
/**
@@ -439,100 +442,100 @@ void ED_screen_draw_edges(wmWindow *win)
*/
void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2)
{
- uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
-
- GPU_line_width(1);
-
- /* blended join arrow */
- int dir = area_getorientation(sa1, sa2);
- int dira = -1;
- if (dir != -1) {
- switch (dir) {
- case 0: /* W */
- dir = 'r';
- dira = 'l';
- break;
- case 1: /* N */
- dir = 'd';
- dira = 'u';
- break;
- case 2: /* E */
- dir = 'l';
- dira = 'r';
- break;
- case 3: /* S */
- dir = 'u';
- dira = 'd';
- break;
- }
-
- GPU_blend(true);
-
- scrarea_draw_shape_dark(sa2, dir, pos);
- scrarea_draw_shape_light(sa1, dira, pos);
-
- GPU_blend(false);
- }
-
- immUnbindProgram();
+ uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ GPU_line_width(1);
+
+ /* blended join arrow */
+ int dir = area_getorientation(sa1, sa2);
+ int dira = -1;
+ if (dir != -1) {
+ switch (dir) {
+ case 0: /* W */
+ dir = 'r';
+ dira = 'l';
+ break;
+ case 1: /* N */
+ dir = 'd';
+ dira = 'u';
+ break;
+ case 2: /* E */
+ dir = 'l';
+ dira = 'r';
+ break;
+ case 3: /* S */
+ dir = 'u';
+ dira = 'd';
+ break;
+ }
+
+ GPU_blend(true);
+
+ scrarea_draw_shape_dark(sa2, dir, pos);
+ scrarea_draw_shape_light(sa1, dira, pos);
+
+ GPU_blend(false);
+ }
+
+ immUnbindProgram();
}
void ED_screen_draw_split_preview(ScrArea *sa, const int dir, const float fac)
{
- uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- /* splitpoint */
- GPU_blend(true);
- GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
+ /* splitpoint */
+ GPU_blend(true);
+ GPU_blend_set_func_separate(
+ GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
- immUniformColor4ub(255, 255, 255, 100);
+ immUniformColor4ub(255, 255, 255, 100);
- immBegin(GPU_PRIM_LINES, 2);
+ immBegin(GPU_PRIM_LINES, 2);
- if (dir == 'h') {
- const float y = (1 - fac) * sa->totrct.ymin + fac * sa->totrct.ymax;
+ if (dir == 'h') {
+ const float y = (1 - fac) * sa->totrct.ymin + fac * sa->totrct.ymax;
- immVertex2f(pos, sa->totrct.xmin, y);
- immVertex2f(pos, sa->totrct.xmax, y);
+ immVertex2f(pos, sa->totrct.xmin, y);
+ immVertex2f(pos, sa->totrct.xmax, y);
- immEnd();
+ immEnd();
- immUniformColor4ub(0, 0, 0, 100);
+ immUniformColor4ub(0, 0, 0, 100);
- immBegin(GPU_PRIM_LINES, 2);
+ immBegin(GPU_PRIM_LINES, 2);
- immVertex2f(pos, sa->totrct.xmin, y + 1);
- immVertex2f(pos, sa->totrct.xmax, y + 1);
+ immVertex2f(pos, sa->totrct.xmin, y + 1);
+ immVertex2f(pos, sa->totrct.xmax, y + 1);
- immEnd();
- }
- else {
- BLI_assert(dir == 'v');
- const float x = (1 - fac) * sa->totrct.xmin + fac * sa->totrct.xmax;
+ immEnd();
+ }
+ else {
+ BLI_assert(dir == 'v');
+ const float x = (1 - fac) * sa->totrct.xmin + fac * sa->totrct.xmax;
- immVertex2f(pos, x, sa->totrct.ymin);
- immVertex2f(pos, x, sa->totrct.ymax);
+ immVertex2f(pos, x, sa->totrct.ymin);
+ immVertex2f(pos, x, sa->totrct.ymax);
- immEnd();
+ immEnd();
- immUniformColor4ub(0, 0, 0, 100);
+ immUniformColor4ub(0, 0, 0, 100);
- immBegin(GPU_PRIM_LINES, 2);
+ immBegin(GPU_PRIM_LINES, 2);
- immVertex2f(pos, x + 1, sa->totrct.ymin);
- immVertex2f(pos, x + 1, sa->totrct.ymax);
+ immVertex2f(pos, x + 1, sa->totrct.ymin);
+ immVertex2f(pos, x + 1, sa->totrct.ymax);
- immEnd();
- }
+ immEnd();
+ }
- GPU_blend(false);
+ GPU_blend(false);
- immUnbindProgram();
+ immUnbindProgram();
}
-
/* -------------------------------------------------------------------- */
/* Screen Thumbnail Preview */
@@ -540,65 +543,65 @@ void ED_screen_draw_split_preview(ScrArea *sa, const int dir, const float fac)
* Calculates a scale factor to squash the preview for \a screen into a rectangle of given size and aspect.
*/
static void screen_preview_scale_get(
- const bScreen *screen, float size_x, float size_y,
- const float asp[2],
- float r_scale[2])
+ const bScreen *screen, float size_x, float size_y, const float asp[2], float r_scale[2])
{
- float max_x = 0, max_y = 0;
-
- for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
- max_x = MAX2(max_x, sa->totrct.xmax);
- max_y = MAX2(max_y, sa->totrct.ymax);
- }
- r_scale[0] = (size_x * asp[0]) / max_x;
- r_scale[1] = (size_y * asp[1]) / max_y;
+ float max_x = 0, max_y = 0;
+
+ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ max_x = MAX2(max_x, sa->totrct.xmax);
+ max_y = MAX2(max_y, sa->totrct.ymax);
+ }
+ r_scale[0] = (size_x * asp[0]) / max_x;
+ r_scale[1] = (size_y * asp[1]) / max_y;
}
-static void screen_preview_draw_areas(const bScreen *screen, const float scale[2], const float col[4],
+static void screen_preview_draw_areas(const bScreen *screen,
+ const float scale[2],
+ const float col[4],
const float ofs_between_areas)
{
- const float ofs_h = ofs_between_areas * 0.5f;
- uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
-
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- immUniformColor4fv(col);
-
- for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
- rctf rect = {
- .xmin = sa->totrct.xmin * scale[0] + ofs_h,
- .xmax = sa->totrct.xmax * scale[0] - ofs_h,
- .ymin = sa->totrct.ymin * scale[1] + ofs_h,
- .ymax = sa->totrct.ymax * scale[1] - ofs_h,
- };
-
- immBegin(GPU_PRIM_TRI_FAN, 4);
- immVertex2f(pos, rect.xmin, rect.ymin);
- immVertex2f(pos, rect.xmax, rect.ymin);
- immVertex2f(pos, rect.xmax, rect.ymax);
- immVertex2f(pos, rect.xmin, rect.ymax);
- immEnd();
- }
-
- immUnbindProgram();
+ const float ofs_h = ofs_between_areas * 0.5f;
+ uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4fv(col);
+
+ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ rctf rect = {
+ .xmin = sa->totrct.xmin * scale[0] + ofs_h,
+ .xmax = sa->totrct.xmax * scale[0] - ofs_h,
+ .ymin = sa->totrct.ymin * scale[1] + ofs_h,
+ .ymax = sa->totrct.ymax * scale[1] - ofs_h,
+ };
+
+ immBegin(GPU_PRIM_TRI_FAN, 4);
+ immVertex2f(pos, rect.xmin, rect.ymin);
+ immVertex2f(pos, rect.xmax, rect.ymin);
+ immVertex2f(pos, rect.xmax, rect.ymax);
+ immVertex2f(pos, rect.xmin, rect.ymax);
+ immEnd();
+ }
+
+ immUnbindProgram();
}
static void screen_preview_draw(const bScreen *screen, int size_x, int size_y)
{
- const float asp[2] = {1.0f, 0.8f}; /* square previews look a bit ugly */
- /* could use theme color (tui.wcol_menu_item.text), but then we'd need to regenerate all previews when changing */
- const float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
- float scale[2];
+ const float asp[2] = {1.0f, 0.8f}; /* square previews look a bit ugly */
+ /* could use theme color (tui.wcol_menu_item.text), but then we'd need to regenerate all previews when changing */
+ const float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ float scale[2];
- wmOrtho2(0.0f, size_x, 0.0f, size_y);
- /* center */
- GPU_matrix_push();
- GPU_matrix_identity_set();
- GPU_matrix_translate_2f(size_x * (1.0f - asp[0]) * 0.5f, size_y * (1.0f - asp[1]) * 0.5f);
+ wmOrtho2(0.0f, size_x, 0.0f, size_y);
+ /* center */
+ GPU_matrix_push();
+ GPU_matrix_identity_set();
+ GPU_matrix_translate_2f(size_x * (1.0f - asp[0]) * 0.5f, size_y * (1.0f - asp[1]) * 0.5f);
- screen_preview_scale_get(screen, size_x, size_y, asp, scale);
- screen_preview_draw_areas(screen, scale, col, 1.5f);
+ screen_preview_scale_get(screen, size_x, size_y, asp, scale);
+ screen_preview_draw_areas(screen, scale, col, 1.5f);
- GPU_matrix_pop();
+ GPU_matrix_pop();
}
/**
@@ -606,17 +609,17 @@ static void screen_preview_draw(const bScreen *screen, int size_x, int size_y)
*/
void ED_screen_preview_render(const bScreen *screen, int size_x, int size_y, unsigned int *r_rect)
{
- char err_out[256] = "unknown";
- GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, 0, true, false, err_out);
+ char err_out[256] = "unknown";
+ GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, 0, true, false, err_out);
- GPU_offscreen_bind(offscreen, true);
- GPU_clear_color(0.0, 0.0, 0.0, 0.0);
- GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT);
+ GPU_offscreen_bind(offscreen, true);
+ GPU_clear_color(0.0, 0.0, 0.0, 0.0);
+ GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT);
- screen_preview_draw(screen, size_x, size_y);
+ screen_preview_draw(screen, size_x, size_y);
- GPU_offscreen_read_pixels(offscreen, GL_UNSIGNED_BYTE, r_rect);
- GPU_offscreen_unbind(offscreen, true);
+ GPU_offscreen_read_pixels(offscreen, GL_UNSIGNED_BYTE, r_rect);
+ GPU_offscreen_unbind(offscreen, true);
- GPU_offscreen_free(offscreen);
+ GPU_offscreen_free(offscreen);
}