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-rw-r--r--source/blender/editors/animation/keyframes_draw.c216
-rw-r--r--source/blender/editors/include/ED_keyframes_draw.h14
-rw-r--r--source/blender/editors/interface/interface_icons.c17
-rw-r--r--source/blender/editors/space_nla/nla_draw.c19
4 files changed, 143 insertions, 123 deletions
diff --git a/source/blender/editors/animation/keyframes_draw.c b/source/blender/editors/animation/keyframes_draw.c
index 5407e04af12..61918871b90 100644
--- a/source/blender/editors/animation/keyframes_draw.c
+++ b/source/blender/editors/animation/keyframes_draw.c
@@ -57,11 +57,7 @@ void draw_keyframe_shape(float x,
short key_type,
short mode,
float alpha,
- uint pos_id,
- uint size_id,
- uint color_id,
- uint outline_color_id,
- uint flags_id,
+ const KeyframeShaderBindings *sh_bindings,
short handle_type,
short extreme_type)
{
@@ -178,11 +174,11 @@ void draw_keyframe_shape(float x,
}
}
- immAttr1f(size_id, size);
- immAttr4ubv(color_id, fill_col);
- immAttr4ubv(outline_color_id, outline_col);
- immAttr1u(flags_id, flags);
- immVertex2f(pos_id, x, y);
+ immAttr1f(sh_bindings->size_id, size);
+ immAttr4ubv(sh_bindings->color_id, fill_col);
+ immAttr4ubv(sh_bindings->outline_color_id, outline_col);
+ immAttr1u(sh_bindings->flags_id, flags);
+ immVertex2f(sh_bindings->pos_id, x, y);
}
/* Common attributes shared between the draw calls. */
@@ -363,98 +359,36 @@ static bool draw_keylist_is_visible_key(const View2D *v2d, const ActKeyColumn *a
return IN_RANGE_INCL(ak->cfra, v2d->cur.xmin, v2d->cur.xmax);
}
-static int draw_keylist_visible_key_len(View2D *v2d, const ListBase * /*ActKeyColumn*/ keys)
-{
- /* count keys */
- uint len = 0;
-
- LISTBASE_FOREACH (ActKeyColumn *, ak, keys) {
- /* Optimization: if keyframe doesn't appear within 5 units (screenspace)
- * in visible area, don't draw.
- * This might give some improvements,
- * since we current have to flip between view/region matrices.
- */
- if (draw_keylist_is_visible_key(v2d, ak)) {
- len++;
- }
- }
- return len;
-}
-
static void draw_keylist_keys(const DrawKeylistUIData *ctx,
View2D *v2d,
+ const KeyframeShaderBindings *sh_bindings,
const ListBase * /*ActKeyColumn*/ keys,
float ypos,
eSAction_Flag saction_flag)
{
- GPU_blend(GPU_BLEND_ALPHA);
- const int key_len = draw_keylist_visible_key_len(v2d, keys);
- if (key_len > 0) {
- /* draw keys */
- GPUVertFormat *format = immVertexFormat();
- uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- uint size_id = GPU_vertformat_attr_add(format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
- uint color_id = GPU_vertformat_attr_add(
- format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- uint outline_color_id = GPU_vertformat_attr_add(
- format, "outlineColor", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- uint flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
-
- GPU_program_point_size(true);
- immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
- immUniform1f("outline_scale", 1.0f);
- immUniform2f("ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);
- immBegin(GPU_PRIM_POINTS, key_len);
-
- short handle_type = KEYFRAME_HANDLE_NONE, extreme_type = KEYFRAME_EXTREME_NONE;
-
- LISTBASE_FOREACH (ActKeyColumn *, ak, keys) {
- if (draw_keylist_is_visible_key(v2d, ak)) {
- if (ctx->show_ipo) {
- handle_type = ak->handle_type;
- }
- if (saction_flag & SACTION_SHOW_EXTREMES) {
- extreme_type = ak->extreme_type;
- }
-
- draw_keyframe_shape(ak->cfra,
- ypos,
- ctx->icon_sz,
- (ak->sel & SELECT),
- ak->key_type,
- KEYFRAME_SHAPE_BOTH,
- ctx->alpha,
- pos_id,
- size_id,
- color_id,
- outline_color_id,
- flags_id,
- handle_type,
- extreme_type);
+ short handle_type = KEYFRAME_HANDLE_NONE, extreme_type = KEYFRAME_EXTREME_NONE;
+
+ LISTBASE_FOREACH (ActKeyColumn *, ak, keys) {
+ if (draw_keylist_is_visible_key(v2d, ak)) {
+ if (ctx->show_ipo) {
+ handle_type = ak->handle_type;
+ }
+ if (saction_flag & SACTION_SHOW_EXTREMES) {
+ extreme_type = ak->extreme_type;
}
- }
- immEnd();
- GPU_program_point_size(false);
- immUnbindProgram();
+ draw_keyframe_shape(ak->cfra,
+ ypos,
+ ctx->icon_sz,
+ (ak->sel & SELECT),
+ ak->key_type,
+ KEYFRAME_SHAPE_BOTH,
+ ctx->alpha,
+ sh_bindings,
+ handle_type,
+ extreme_type);
+ }
}
-
- GPU_blend(GPU_BLEND_NONE);
-}
-
-static void draw_keylist(View2D *v2d,
- const struct AnimKeylist *keylist,
- float ypos,
- float yscale_fac,
- bool channelLocked,
- eSAction_Flag saction_flag)
-{
- DrawKeylistUIData ctx;
- draw_keylist_ui_data_init(&ctx, v2d, yscale_fac, channelLocked, saction_flag);
-
- const ListBase *columns = ED_keylist_listbase(keylist);
- draw_keylist_blocks(&ctx, columns, ypos);
- draw_keylist_keys(&ctx, v2d, columns, ypos, saction_flag);
}
/* *************************** Drawing Stack *************************** */
@@ -530,10 +464,23 @@ static void ED_keylist_draw_list_elem_build_keylist(AnimKeylistDrawListElem *ele
}
}
-static void ED_keylist_draw_list_elem_draw(AnimKeylistDrawListElem *elem, View2D *v2d)
+static void ED_keylist_draw_list_elem_draw_blocks(AnimKeylistDrawListElem *elem, View2D *v2d)
+{
+ DrawKeylistUIData ctx;
+ draw_keylist_ui_data_init(&ctx, v2d, elem->yscale_fac, elem->channel_locked, elem->saction_flag);
+
+ const ListBase *keys = ED_keylist_listbase(elem->keylist);
+ draw_keylist_blocks(&ctx, keys, elem->ypos);
+}
+
+static void ED_keylist_draw_list_elem_draw_keys(AnimKeylistDrawListElem *elem,
+ View2D *v2d,
+ const KeyframeShaderBindings *sh_bindings)
{
- draw_keylist(
- v2d, elem->keylist, elem->ypos, elem->yscale_fac, elem->channel_locked, elem->saction_flag);
+ DrawKeylistUIData ctx;
+ draw_keylist_ui_data_init(&ctx, v2d, elem->yscale_fac, elem->channel_locked, elem->saction_flag);
+ const ListBase *keys = ED_keylist_listbase(elem->keylist);
+ draw_keylist_keys(&ctx, v2d, sh_bindings, keys, elem->ypos, elem->saction_flag);
}
typedef struct AnimKeylistDrawList {
@@ -552,13 +499,86 @@ static void ED_keylist_draw_list_build_keylists(AnimKeylistDrawList *draw_list)
}
}
-static void ED_keylist_draw_list_draw(AnimKeylistDrawList *draw_list, View2D *v2d)
+static void ED_keylist_draw_list_draw_blocks(AnimKeylistDrawList *draw_list, View2D *v2d)
{
LISTBASE_FOREACH (AnimKeylistDrawListElem *, elem, &draw_list->channels) {
- ED_keylist_draw_list_elem_draw(elem, v2d);
+ ED_keylist_draw_list_elem_draw_blocks(elem, v2d);
}
}
+static int ED_keylist_draw_keylist_visible_key_len(const View2D *v2d,
+ const ListBase * /*ActKeyColumn*/ keys)
+{
+ /* count keys */
+ uint len = 0;
+
+ LISTBASE_FOREACH (ActKeyColumn *, ak, keys) {
+ /* Optimization: if keyframe doesn't appear within 5 units (screenspace)
+ * in visible area, don't draw.
+ * This might give some improvements,
+ * since we current have to flip between view/region matrices.
+ */
+ if (draw_keylist_is_visible_key(v2d, ak)) {
+ len++;
+ }
+ }
+ return len;
+}
+
+static int ED_keylist_draw_list_visible_key_len(const AnimKeylistDrawList *draw_list,
+ const View2D *v2d)
+{
+ uint len = 0;
+ LISTBASE_FOREACH (AnimKeylistDrawListElem *, elem, &draw_list->channels) {
+ const ListBase *keys = ED_keylist_listbase(elem->keylist);
+ len += ED_keylist_draw_keylist_visible_key_len(v2d, keys);
+ }
+ return len;
+}
+
+static void ED_keylist_draw_list_draw_keys(AnimKeylistDrawList *draw_list, View2D *v2d)
+{
+ const int visible_key_len = ED_keylist_draw_list_visible_key_len(draw_list, v2d);
+ if (visible_key_len == 0) {
+ return;
+ }
+
+ GPU_blend(GPU_BLEND_ALPHA);
+
+ GPUVertFormat *format = immVertexFormat();
+ KeyframeShaderBindings sh_bindings;
+
+ sh_bindings.pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ sh_bindings.size_id = GPU_vertformat_attr_add(format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ sh_bindings.color_id = GPU_vertformat_attr_add(
+ format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+ sh_bindings.outline_color_id = GPU_vertformat_attr_add(
+ format, "outlineColor", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+ sh_bindings.flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
+
+ GPU_program_point_size(true);
+ immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
+ immUniform1f("outline_scale", 1.0f);
+ immUniform2f("ViewportSize", BLI_rcti_size_x(&v2d->mask) + 1, BLI_rcti_size_y(&v2d->mask) + 1);
+ immBegin(GPU_PRIM_POINTS, visible_key_len);
+
+ LISTBASE_FOREACH (AnimKeylistDrawListElem *, elem, &draw_list->channels) {
+ ED_keylist_draw_list_elem_draw_keys(elem, v2d, &sh_bindings);
+ }
+
+ immEnd();
+ GPU_program_point_size(false);
+ immUnbindProgram();
+
+ GPU_blend(GPU_BLEND_NONE);
+}
+
+static void ED_keylist_draw_list_draw(AnimKeylistDrawList *draw_list, View2D *v2d)
+{
+ ED_keylist_draw_list_draw_blocks(draw_list, v2d);
+ ED_keylist_draw_list_draw_keys(draw_list, v2d);
+}
+
void ED_keylist_draw_list_flush(AnimKeylistDrawList *draw_list, View2D *v2d)
{
ED_keylist_draw_list_build_keylists(draw_list);
diff --git a/source/blender/editors/include/ED_keyframes_draw.h b/source/blender/editors/include/ED_keyframes_draw.h
index 50823045936..61e37f20b1b 100644
--- a/source/blender/editors/include/ED_keyframes_draw.h
+++ b/source/blender/editors/include/ED_keyframes_draw.h
@@ -43,6 +43,14 @@ struct bGPDlayer;
/* draw simple diamond-shape keyframe */
/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_DIAMOND,
* immBegin(GPU_PRIM_POINTS, n), then call this n times */
+typedef struct KeyframeShaderBindings {
+ uint pos_id;
+ uint size_id;
+ uint color_id;
+ uint outline_color_id;
+ uint flags_id;
+} KeyframeShaderBindings;
+
void draw_keyframe_shape(float x,
float y,
float size,
@@ -50,11 +58,7 @@ void draw_keyframe_shape(float x,
short key_type,
short mode,
float alpha,
- unsigned int pos_id,
- unsigned int size_id,
- unsigned int color_id,
- unsigned int outline_color_id,
- unsigned int flags_id,
+ const KeyframeShaderBindings *sh_bindings,
short handle_type,
short extreme_type);
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index 2d59bfb92c8..f739830cfdb 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -299,13 +299,14 @@ static void vicon_keytype_draw_wrapper(
const float yco = y + h / 2 + 0.5f;
GPUVertFormat *format = immVertexFormat();
- const uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- const uint size_id = GPU_vertformat_attr_add(format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
- uint color_id = GPU_vertformat_attr_add(
+ KeyframeShaderBindings sh_bindings;
+ sh_bindings.pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ sh_bindings.size_id = GPU_vertformat_attr_add(format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ sh_bindings.color_id = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- uint outline_color_id = GPU_vertformat_attr_add(
+ sh_bindings.outline_color_id = GPU_vertformat_attr_add(
format, "outlineColor", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- const uint flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
+ sh_bindings.flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
@@ -326,11 +327,7 @@ static void vicon_keytype_draw_wrapper(
key_type,
KEYFRAME_SHAPE_BOTH,
alpha,
- pos_id,
- size_id,
- color_id,
- outline_color_id,
- flags_id,
+ &sh_bindings,
handle_type,
KEYFRAME_EXTREME_NONE);
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index 2bf4c7d4344..c1b308d213f 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -140,13 +140,16 @@ static void nla_action_draw_keyframes(
if (key_len > 0) {
format = immVertexFormat();
- pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- uint size_id = GPU_vertformat_attr_add(format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
- uint color_id = GPU_vertformat_attr_add(
+ KeyframeShaderBindings sh_bindings;
+ sh_bindings.pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ sh_bindings.size_id = GPU_vertformat_attr_add(
+ format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ sh_bindings.color_id = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- uint outline_color_id = GPU_vertformat_attr_add(
+ sh_bindings.outline_color_id = GPU_vertformat_attr_add(
format, "outlineColor", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- uint flags_id = GPU_vertformat_attr_add(format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
+ sh_bindings.flags_id = GPU_vertformat_attr_add(
+ format, "flags", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
@@ -165,11 +168,7 @@ static void nla_action_draw_keyframes(
ak->key_type,
KEYFRAME_SHAPE_FRAME,
1.0f,
- pos_id,
- size_id,
- color_id,
- outline_color_id,
- flags_id,
+ &sh_bindings,
KEYFRAME_HANDLE_NONE,
KEYFRAME_EXTREME_NONE);
}