diff options
author | Harley Acheson <harley.acheson@gmail.com> | 2021-01-25 10:02:55 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2021-01-25 10:06:39 +0300 |
commit | 32fd000b4b144076998ade16debed8dae697dbb5 (patch) | |
tree | 0e78a957104c89b7121d868d7f1fadd3cb7b09e4 /source | |
parent | 1ac3c861fd8977f47e7f471b02a838346c486c73 (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')
-rw-r--r-- | source/blender/editors/include/UI_interface.h | 2 | ||||
-rw-r--r-- | source/blender/editors/interface/interface_draw.c | 395 |
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]) |