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authorLeon Schittek <leon.schittek@gmx.net>2022-03-30 22:21:57 +0300
committerLeon Schittek <leon.schittek@gmx.net>2022-03-30 22:21:57 +0300
commit26700320389cdc82c48ac3a33b215427522fe2b8 (patch)
treef77cb7800987a4d26f21fd81126f48f32952d568 /source/blender/editors
parent922d53a791d53b77e5ffcf65003555fae0a0e883 (diff)
UI: Improve node editor dot background
This commit makes the dot grid used as background in the node editor more visually stable when zooming in and out. The dot grid now uses a continuously subdividing pattern, where each level of subdivision divides the previous five times, similar to the line grid in the 3D viewport. The maximum for the "Grid Levels" theme setting is changed to 3, since any further subdivisions are too small to be visible. The "Grid Levels" value for the default themes "Blender Dark" and "Blender Light" is therefore changed to 3, as well. Reviewed By: Hans Goudey, Pablo Vazquez Differential Revision: http://developer.blender.org/D13302
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/include/ED_node.h2
-rw-r--r--source/blender/editors/include/UI_view2d.h4
-rw-r--r--source/blender/editors/interface/view2d.c83
3 files changed, 49 insertions, 40 deletions
diff --git a/source/blender/editors/include/ED_node.h b/source/blender/editors/include/ED_node.h
index 8c9fa7e4494..c30b8c5ec6a 100644
--- a/source/blender/editors/include/ED_node.h
+++ b/source/blender/editors/include/ED_node.h
@@ -33,7 +33,7 @@ typedef enum {
NODE_RIGHT = 8,
} NodeBorder;
-#define NODE_GRID_STEP_SIZE 10
+#define NODE_GRID_STEP_SIZE U.widget_unit /* Based on the grid nodes snap to. */
#define NODE_EDGE_PAN_INSIDE_PAD 2
#define NODE_EDGE_PAN_OUTSIDE_PAD 0 /* Disable clamping for node panning, use whole screen. */
#define NODE_EDGE_PAN_SPEED_RAMP 1
diff --git a/source/blender/editors/include/UI_view2d.h b/source/blender/editors/include/UI_view2d.h
index b69d3008f1d..4282465c0ca 100644
--- a/source/blender/editors/include/UI_view2d.h
+++ b/source/blender/editors/include/UI_view2d.h
@@ -178,12 +178,12 @@ void UI_view2d_multi_grid_draw(
* \param grid_color_id: The theme color used for the points. Faded dynamically based on zoom.
* \param min_step: The base size of the grid. At different zoom levels, the visible grid may have
* a larger step size.
- * \param grid_levels: The maximum grid depth. Larger grid levels will subdivide the grid more.
+ * \param grid_subdivisions: The maximum number of sub-levels drawn at once.
*/
void UI_view2d_dot_grid_draw(const struct View2D *v2d,
int grid_color_id,
float min_step,
- int grid_levels);
+ int grid_subdivisions);
void UI_view2d_draw_lines_y__values(const struct View2D *v2d);
void UI_view2d_draw_lines_x__values(const struct View2D *v2d);
diff --git a/source/blender/editors/interface/view2d.c b/source/blender/editors/interface/view2d.c
index 8962e1462b6..bf3c8362ce6 100644
--- a/source/blender/editors/interface/view2d.c
+++ b/source/blender/editors/interface/view2d.c
@@ -1268,59 +1268,67 @@ static void grid_axis_start_and_count(
}
}
-typedef struct DotGridLevelInfo {
- /* The factor applied to the #min_step argument. This could be easily computed in runtime,
- * but seeing it together with the other values is helpful. */
- float step_factor;
- /* The normalized zoom level at which the grid level starts to fade in.
- * At lower zoom levels, the points will not be visible and the level will be skipped. */
- float fade_in_start_zoom;
- /* The normalized zoom level at which the grid finishes fading in.
- * At higher zoom levels, the points will be opaque. */
- float fade_in_end_zoom;
-} DotGridLevelInfo;
-
-static const DotGridLevelInfo level_info[9] = {
- {6.4f, -0.1f, 0.01f},
- {3.2f, 0.0f, 0.025f},
- {1.6f, 0.025f, 0.15f},
- {0.8f, 0.05f, 0.2f},
- {0.4f, 0.1f, 0.25f},
- {0.2f, 0.125f, 0.3f},
- {0.1f, 0.25f, 0.5f},
- {0.05f, 0.7f, 0.9f},
- {0.025f, 0.6f, 0.9f},
-};
-
void UI_view2d_dot_grid_draw(const View2D *v2d,
const int grid_color_id,
const float min_step,
- const int grid_levels)
+ const int grid_subdivisions)
{
- BLI_assert(grid_levels >= 0 && grid_levels < 10);
+ BLI_assert(grid_subdivisions >= 0 && grid_subdivisions < 4);
+ if (grid_subdivisions == 0) {
+ return;
+ }
+
const float zoom_x = (float)(BLI_rcti_size_x(&v2d->mask) + 1) / BLI_rctf_size_x(&v2d->cur);
- const float zoom_normalized = (zoom_x - v2d->minzoom) / (v2d->maxzoom - v2d->minzoom);
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
const uint color_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- GPU_point_size(3.0f * UI_DPI_FAC);
- float color[4];
- UI_GetThemeColor3fv(grid_color_id, color);
+ /* Scaling the dots fully with the zoom looks too busy, but a bit of size variation is nice. */
+ const float min_point_size = 2.0f * UI_DPI_FAC;
+ const float point_size_factor = 1.5f;
+ const float max_point_size = point_size_factor * min_point_size;
+
+ /* Each consecutive grid level is five times larger than the previous. */
+ const int subdivision_scale = 5;
+
+ const float view_level = logf(min_step / zoom_x) / logf(subdivision_scale);
+ const int largest_visible_level = (int)view_level;
- for (int level = 0; level < grid_levels; level++) {
- const DotGridLevelInfo *info = &level_info[level];
- const float step = min_step * info->step_factor * U.widget_unit;
+ for (int level_offset = 0; level_offset <= grid_subdivisions; level_offset++) {
+ const int level = largest_visible_level - level_offset;
- const float alpha_factor = (zoom_normalized - info->fade_in_start_zoom) /
- (info->fade_in_end_zoom - info->fade_in_start_zoom);
- color[3] = clamp_f(BLI_easing_cubic_ease_in_out(alpha_factor, 0.0f, 1.0f, 1.0f), 0.0f, 1.0f);
- if (color[3] == 0.0f) {
+ if (level < 0) {
break;
}
+ const float level_scale = powf(subdivision_scale, level);
+ const float point_size_precise = min_point_size * level_scale * zoom_x;
+ const float point_size_draw = ceilf(
+ clamp_f(point_size_precise, min_point_size, max_point_size));
+
+ /* To compensate the for the clamped point_size we adjust the alpha to make the overall
+ * brightness of the grid background more consistent. */
+ const float alpha = pow2f(point_size_precise / point_size_draw);
+
+ /* Make sure we don't draw points once the alpha gets too low. */
+ const float alpha_cutoff = 0.01f;
+ if (alpha < alpha_cutoff) {
+ break;
+ }
+ const float alpha_clamped = clamp_f((1.0f + alpha_cutoff) * alpha - alpha_cutoff, 0.0f, 1.0f);
+
+ /* If we have don't draw enough subdivision levels so they fade out naturally, we apply an
+ * additional fade to the last level to avoid pop in. */
+ const bool last_level = level_offset == grid_subdivisions;
+ const float subdivision_fade = last_level ? (1.0f - fractf(view_level)) : 1.0f;
+
+ float color[4];
+ UI_GetThemeColor3fv(grid_color_id, color);
+ color[3] = alpha_clamped * subdivision_fade;
+
+ const float step = min_step * level_scale;
int count_x;
float start_x;
grid_axis_start_and_count(step, v2d->cur.xmin, v2d->cur.xmax, &start_x, &count_x);
@@ -1331,6 +1339,7 @@ void UI_view2d_dot_grid_draw(const View2D *v2d,
continue;
}
+ GPU_point_size(point_size_draw);
immBegin(GPU_PRIM_POINTS, count_x * count_y);
/* Theoretically drawing on top of lower grid levels could be avoided, but it would also