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authorHarley Acheson <harley.acheson@gmail.com>2021-01-25 10:02:55 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-01-25 10:06:39 +0300
commit32fd000b4b144076998ade16debed8dae697dbb5 (patch)
tree0e78a957104c89b7121d868d7f1fadd3cb7b09e4 /source/blender
parent1ac3c861fd8977f47e7f471b02a838346c486c73 (diff)
UI: Round-box drawing cleanup
The new GPU_SHADER_2D_WIDGET_BASE shader allows us to draw many complex shapes with anti-aliasing. One thing it can do is draw an opaque rounded rectangle with colors that differ between its interior and outline. In order to do the above in a single pass I recently added an "_ex" version of UI_draw_roundbox that exposes most of that shaders features. This simplifies interface_draw.c by removing redundancy in the calling of this shader by using this new uber "_ex" version. Ref D10189
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/editors/include/UI_interface.h2
-rw-r--r--source/blender/editors/interface/interface_draw.c395
2 files changed, 40 insertions, 357 deletions
diff --git a/source/blender/editors/include/UI_interface.h b/source/blender/editors/include/UI_interface.h
index 455db025735..015237ba954 100644
--- a/source/blender/editors/include/UI_interface.h
+++ b/source/blender/editors/include/UI_interface.h
@@ -450,7 +450,7 @@ void UI_draw_roundbox_4fv_ex(float minx,
const float inner1[4],
const float inner2[4],
float shade_dir,
- float outline[4],
+ const float outline[4],
float outline_width,
float rad);
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 1fcfa806661..9880dfcb536 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -88,7 +88,7 @@ void UI_draw_roundbox_4fv_ex(float minx,
const float inner1[4],
const float inner2[4],
float shade_dir,
- float outline[4],
+ const float outline[4],
float outline_width,
float rad)
{
@@ -141,12 +141,14 @@ void UI_draw_roundbox_3ub_alpha(bool filled,
const uchar col[3],
uchar alpha)
{
- float colv[4];
- colv[0] = ((float)col[0]) / 255;
- colv[1] = ((float)col[1]) / 255;
- colv[2] = ((float)col[2]) / 255;
- colv[3] = ((float)alpha) / 255;
- UI_draw_roundbox_4fv(filled, minx, miny, maxx, maxy, rad, colv);
+ float colv[4] = {
+ ((float)col[0]) / 255,
+ ((float)col[1]) / 255,
+ ((float)col[2]) / 255,
+ ((float)alpha) / 255,
+ };
+ UI_draw_roundbox_4fv_ex(
+ minx, miny, maxx, maxy, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad);
}
void UI_draw_roundbox_3fv_alpha(bool filled,
@@ -158,213 +160,32 @@ void UI_draw_roundbox_3fv_alpha(bool filled,
const float col[3],
float alpha)
{
- float colv[4];
- colv[0] = col[0];
- colv[1] = col[1];
- colv[2] = col[2];
- colv[3] = alpha;
- UI_draw_roundbox_4fv(filled, minx, miny, maxx, maxy, rad, colv);
+ float colv[4] = {col[0], col[1], col[2], alpha};
+ UI_draw_roundbox_4fv_ex(
+ minx, miny, maxx, maxy, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad);
}
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 + 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] = 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,
- };
-
/* 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. */
+ float colv[4] = {color[0], color[1], color[2], color[3]};
if (filled) {
- widget_params.color_inner1[3] *= 0.65f;
- widget_params.color_inner2[3] *= 0.65f;
- widget_params.color_outline[3] *= 0.65f;
+ colv[3] *= 0.65f;
}
- /* 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_widget_get();
- GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
- GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float(*)[4]) & widget_params);
-
- GPU_blend(GPU_BLEND_ALPHA);
-
- GPU_batch_draw(batch);
-
- GPU_blend(GPU_BLEND_NONE);
+ UI_draw_roundbox_4fv_ex(
+ minx, miny, maxx, maxy, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad);
}
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;
-
- GPUVertFormat *format = immVertexFormat();
- uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
-
- /* mult */
- for (a = 0; a < 7; a++) {
- mul_v2_fl(vec[a], rad);
- }
-
- uint vert_len = 0;
- vert_len += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
- vert_len += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
- vert_len += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
- vert_len += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
-
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- immUniformColor4fv(col);
-
- immBegin(filled ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, vert_len);
- /* start with corner right-bottom */
- if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
- immVertex2f(pos, maxx - rad, miny);
- for (a = 0; a < 7; a++) {
- immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
- }
- immVertex2f(pos, maxx, miny + rad);
- }
- else {
- immVertex2f(pos, maxx, miny);
- }
-
- /* corner right-top */
- if (roundboxtype & UI_CNR_TOP_RIGHT) {
- immVertex2f(pos, maxx, maxy - rad);
- for (a = 0; a < 7; a++) {
- immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
- }
- immVertex2f(pos, maxx - rad, maxy);
- }
- else {
- immVertex2f(pos, maxx, maxy);
- }
-
- /* corner left-top */
- if (roundboxtype & UI_CNR_TOP_LEFT) {
- immVertex2f(pos, minx + rad, maxy);
- for (a = 0; a < 7; a++) {
- immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
- }
- immVertex2f(pos, minx, maxy - rad);
- }
- else {
- immVertex2f(pos, minx, maxy);
- }
-
- /* corner left-bottom */
- if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
- immVertex2f(pos, minx, miny + rad);
- for (a = 0; a < 7; a++) {
- immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
- }
- immVertex2f(pos, minx + rad, miny);
- }
- else {
- immVertex2f(pos, minx, miny);
- }
-
- immEnd();
- immUnbindProgram();
-#endif
- uiWidgetBaseParameters widget_params = {
- .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] = 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_widget_get();
- GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
- GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float(*)[4]) & widget_params);
-
- GPU_blend(GPU_BLEND_ALPHA);
-
- GPU_batch_draw(batch);
-
- GPU_blend(GPU_BLEND_NONE);
-}
-
-#if 0
-static void round_box_shade_col(uint attr,
- const float col1[3],
- float const col2[3],
- const float fac)
-{
- float col[4] = {
- fac * col1[0] + (1.0f - fac) * col2[0],
- fac * col1[1] + (1.0f - fac) * col2[1],
- fac * col1[2] + (1.0f - fac) * col2[2],
- 1.0f,
- };
- immAttr4fv(attr, col);
+ UI_draw_roundbox_4fv_ex(
+ minx, miny, maxx, maxy, (filled) ? col : NULL, NULL, 1.0f, col, U.pixelsize, rad);
}
-#endif
/* linear horizontal shade within button or in outline */
/* view2d scrollers use it */
@@ -378,166 +199,28 @@ void UI_draw_roundbox_shade_x(bool filled,
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;
- const float idiv = 1.0f / div;
- float coltop[3], coldown[3];
- int vert_count = 0;
- int a;
-
- GPUVertFormat *format = immVertexFormat();
- uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
-
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
-
- /* mult */
- for (a = 0; a < 7; a++) {
- mul_v2_fl(vec[a], rad);
- }
-
- /* 'shade' defines strength of shading */
- coltop[0] = min_ff(1.0f, col[0] + shadetop);
- coltop[1] = min_ff(1.0f, col[1] + shadetop);
- coltop[2] = min_ff(1.0f, col[2] + shadetop);
- coldown[0] = max_ff(0.0f, col[0] + shadedown);
- coldown[1] = max_ff(0.0f, col[1] + shadedown);
- coldown[2] = max_ff(0.0f, col[2] + shadedown);
-
- vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
- vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
- vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
- vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
-
- immBegin(filled ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, vert_count);
-
- /* start with corner right-bottom */
- if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
-
- round_box_shade_col(color, coltop, coldown, 0.0);
- immVertex2f(pos, maxx - rad, miny);
-
- for (a = 0; a < 7; a++) {
- round_box_shade_col(color, coltop, coldown, vec[a][1] * idiv);
- immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
- }
-
- round_box_shade_col(color, coltop, coldown, rad * idiv);
- immVertex2f(pos, maxx, miny + rad);
- }
- else {
- round_box_shade_col(color, coltop, coldown, 0.0);
- immVertex2f(pos, maxx, miny);
- }
-
- /* corner right-top */
- if (roundboxtype & UI_CNR_TOP_RIGHT) {
-
- round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
- immVertex2f(pos, maxx, maxy - rad);
-
- for (a = 0; a < 7; a++) {
- round_box_shade_col(color, coltop, coldown, (div - rad + vec[a][1]) * idiv);
- immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
- }
- round_box_shade_col(color, coltop, coldown, 1.0);
- immVertex2f(pos, maxx - rad, maxy);
- }
- else {
- round_box_shade_col(color, coltop, coldown, 1.0);
- immVertex2f(pos, maxx, maxy);
- }
-
- /* corner left-top */
- if (roundboxtype & UI_CNR_TOP_LEFT) {
-
- round_box_shade_col(color, coltop, coldown, 1.0);
- immVertex2f(pos, minx + rad, maxy);
-
- for (a = 0; a < 7; a++) {
- round_box_shade_col(color, coltop, coldown, (div - vec[a][1]) * idiv);
- immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
- }
-
- round_box_shade_col(color, coltop, coldown, (div - rad) * idiv);
- immVertex2f(pos, minx, maxy - rad);
- }
- else {
- round_box_shade_col(color, coltop, coldown, 1.0);
- immVertex2f(pos, minx, maxy);
- }
-
- /* corner left-bottom */
- if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
-
- round_box_shade_col(color, coltop, coldown, rad * idiv);
- immVertex2f(pos, minx, miny + rad);
-
- for (a = 0; a < 7; a++) {
- round_box_shade_col(color, coltop, coldown, (rad - vec[a][1]) * idiv);
- immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
- }
-
- round_box_shade_col(color, coltop, coldown, 0.0);
- immVertex2f(pos, minx + rad, miny);
- }
- else {
- round_box_shade_col(color, coltop, coldown, 0.0);
- immVertex2f(pos, minx, miny);
- }
+ float inner1[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ float inner2[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ float outline[4];
- immEnd();
- immUnbindProgram();
-#endif
- uiWidgetBaseParameters widget_params = {
- .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] = !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),
- .shade_dir = 1.0f,
- .alpha_discard = 1.0f,
- };
-
- GPU_blend(GPU_BLEND_ALPHA);
-
- 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(*)[4]) & widget_params);
- GPU_batch_draw(batch);
-
- GPU_blend(GPU_BLEND_NONE);
+ if (filled) {
+ inner1[0] = min_ff(1.0f, col[0] + shadetop);
+ inner1[1] = min_ff(1.0f, col[1] + shadetop);
+ inner1[2] = min_ff(1.0f, col[2] + shadetop);
+ inner1[3] = 1.0f;
+ inner2[0] = max_ff(0.0f, col[0] + shadedown);
+ inner2[1] = max_ff(0.0f, col[1] + shadedown);
+ inner2[2] = max_ff(0.0f, col[2] + shadedown);
+ inner2[3] = 1.0f;
+ }
+
+ /* TODO: non-filled box don't have gradients. Just use middle color. */
+ outline[0] = clamp_f(col[0] + shadetop + shadedown, 0.0f, 1.0f);
+ outline[1] = clamp_f(col[1] + shadetop + shadedown, 0.0f, 1.0f);
+ outline[2] = clamp_f(col[2] + shadetop + shadedown, 0.0f, 1.0f);
+ outline[3] = clamp_f(col[3] + shadetop + shadedown, 0.0f, 1.0f);
+
+ UI_draw_roundbox_4fv_ex(minx, miny, maxx, maxy, inner1, inner2, 1.0f, outline, U.pixelsize, rad);
}
void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4])