diff options
Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r-- | source/blender/editors/interface/interface_draw.c | 4246 |
1 files changed, 2221 insertions, 2025 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c index 4185339cc92..0517278a149 100644 --- a/source/blender/editors/interface/interface_draw.c +++ b/source/blender/editors/interface/interface_draw.c @@ -21,7 +21,6 @@ * \ingroup edinterface */ - #include <math.h> #include <string.h> @@ -39,7 +38,6 @@ #include "BKE_node.h" #include "BKE_tracking.h" - #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" #include "IMB_colormanagement.h" @@ -60,619 +58,668 @@ /* own include */ #include "interface_intern.h" - static int roundboxtype = UI_CNR_ALL; void UI_draw_roundbox_corner_set(int type) { - /* Not sure the roundbox function is the best place to change this - * if this is undone, it's not that big a deal, only makes curves edges - * square for the */ - roundboxtype = type; + /* Not sure the roundbox function is the best place to change this + * if this is undone, it's not that big a deal, only makes curves edges + * square for the */ + roundboxtype = type; } #if 0 /* unused */ int UI_draw_roundbox_corner_get(void) { - return roundboxtype; + return roundboxtype; } #endif -void UI_draw_roundbox_3ubAlpha(bool filled, float minx, float miny, float maxx, float maxy, float rad, const uchar col[3], uchar alpha) +void UI_draw_roundbox_3ubAlpha(bool filled, + float minx, + float miny, + float maxx, + float maxy, + float rad, + 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]; + 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); } -void UI_draw_roundbox_3fvAlpha(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float col[3], float alpha) +void UI_draw_roundbox_3fvAlpha(bool filled, + float minx, + float miny, + float maxx, + float maxy, + float rad, + 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]; + 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); } -void UI_draw_roundbox_aa(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float color[4]) +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, .recti.ymin = miny, - .recti.xmax = maxx, .recti.ymax = maxy, - .radi = 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] = color[0], .color_inner2[0] = color[0], - .color_inner1[1] = color[1], .color_inner2[1] = color[1], - .color_inner1[2] = color[2], .color_inner2[2] = color[2], - .color_inner1[3] = color[3], .color_inner2[3] = color[3], - .alpha_discard = 1.0f, - }; - - GPU_blend(true); - - if (filled) { - /* plain antialiased filled box */ - widget_params.color_inner1[3] *= 0.125f; - widget_params.color_inner2[3] *= 0.125f; - - /* 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_get(filled, true); - GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); - GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); - GPU_batch_draw(batch); - } - else { - /* plain antialiased unfilled box */ - GPU_line_smooth(true); - - GPUBatch *batch = ui_batch_roundbox_get(filled, false); - GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); - GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); - GPU_batch_draw(batch); - - GPU_line_smooth(false); - } - - GPU_blend(false); + uiWidgetBaseParameters widget_params = { + .recti.xmin = minx, + .recti.ymin = miny, + .recti.xmax = maxx, + .recti.ymax = maxy, + .radi = 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] = color[0], + .color_inner2[0] = color[0], + .color_inner1[1] = color[1], + .color_inner2[1] = color[1], + .color_inner1[2] = color[2], + .color_inner2[2] = color[2], + .color_inner1[3] = color[3], + .color_inner2[3] = color[3], + .alpha_discard = 1.0f, + }; + + GPU_blend(true); + + if (filled) { + /* plain antialiased filled box */ + widget_params.color_inner1[3] *= 0.125f; + widget_params.color_inner2[3] *= 0.125f; + + /* 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_get(filled, true); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); + GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); + GPU_batch_draw(batch); + } + else { + /* plain antialiased unfilled box */ + GPU_line_smooth(true); + + GPUBatch *batch = ui_batch_roundbox_get(filled, false); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); + GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); + GPU_batch_draw(batch); + + GPU_line_smooth(false); + } + + GPU_blend(false); } -void UI_draw_roundbox_4fv(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float col[4]) +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(); + 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, .recti.ymin = miny, - .recti.xmax = maxx, .recti.ymax = maxy, - .radi = 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] = col[0], .color_inner2[0] = col[0], - .color_inner1[1] = col[1], .color_inner2[1] = col[1], - .color_inner1[2] = col[2], .color_inner2[2] = col[2], - .color_inner1[3] = col[3], .color_inner2[3] = col[3], - .alpha_discard = 1.0f, - }; - - GPUBatch *batch = ui_batch_roundbox_get(filled, false); - GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); - GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); - GPU_batch_draw(batch); + uiWidgetBaseParameters widget_params = { + .recti.xmin = minx, + .recti.ymin = miny, + .recti.xmax = maxx, + .recti.ymax = maxy, + .radi = 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] = col[0], + .color_inner2[0] = col[0], + .color_inner1[1] = col[1], + .color_inner2[1] = col[1], + .color_inner1[2] = col[2], + .color_inner2[2] = col[2], + .color_inner1[3] = col[3], + .color_inner2[3] = col[3], + .alpha_discard = 1.0f, + }; + + GPUBatch *batch = ui_batch_roundbox_get(filled, false); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); + GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); + GPU_batch_draw(batch); } #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); + 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); } #endif /* linear horizontal shade within button or in outline */ /* view2d scrollers use it */ -void UI_draw_roundbox_shade_x( - bool filled, float minx, float miny, float maxx, float maxy, - float rad, float shadetop, float shadedown, const float col[4]) +void UI_draw_roundbox_shade_x(bool filled, + float minx, + float miny, + float maxx, + float maxy, + float rad, + float shadetop, + 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); - } - - immEnd(); - immUnbindProgram(); + 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); + } + + immEnd(); + immUnbindProgram(); #endif - uiWidgetBaseParameters widget_params = { - .recti.xmin = minx, .recti.ymin = miny, - .recti.xmax = maxx, .recti.ymax = maxy, - .radi = 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] = min_ff(1.0f, col[0] + shadetop), - .color_inner2[0] = max_ff(0.0f, col[0] + shadedown), - .color_inner1[1] = min_ff(1.0f, col[1] + shadetop), - .color_inner2[1] = max_ff(0.0f, col[1] + shadedown), - .color_inner1[2] = min_ff(1.0f, col[2] + shadetop), - .color_inner2[2] = max_ff(0.0f, col[2] + shadedown), - .color_inner1[3] = 1.0f, - .color_inner2[3] = 1.0f, - .alpha_discard = 1.0f, - }; - - GPUBatch *batch = ui_batch_roundbox_get(filled, false); - GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); - GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); - GPU_batch_draw(batch); + uiWidgetBaseParameters widget_params = { + .recti.xmin = minx, + .recti.ymin = miny, + .recti.xmax = maxx, + .recti.ymax = maxy, + .radi = 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] = min_ff(1.0f, col[0] + shadetop), + .color_inner2[0] = max_ff(0.0f, col[0] + shadedown), + .color_inner1[1] = min_ff(1.0f, col[1] + shadetop), + .color_inner2[1] = max_ff(0.0f, col[1] + shadedown), + .color_inner1[2] = min_ff(1.0f, col[2] + shadetop), + .color_inner2[2] = max_ff(0.0f, col[2] + shadedown), + .color_inner1[3] = 1.0f, + .color_inner2[3] = 1.0f, + .alpha_discard = 1.0f, + }; + + GPUBatch *batch = ui_batch_roundbox_get(filled, false); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); + GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); + GPU_batch_draw(batch); } -#if 0 /* unused */ +#if 0 /* unused */ /* linear vertical shade within button or in outline */ /* view2d scrollers use it */ void UI_draw_roundbox_shade_y( bool filled, float minx, float miny, float maxx, float maxy, float rad, float shadeleft, float shaderight, const float col[4]) { - 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 = maxx - minx; - const float idiv = 1.0f / div; - float colLeft[3], colRight[3]; - int vert_count = 0; - int a; - - /* mult */ - for (a = 0; a < 7; a++) { - mul_v2_fl(vec[a], rad); - } - - 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); - - /* 'shade' defines strength of shading */ - colLeft[0] = min_ff(1.0f, col[0] + shadeleft); - colLeft[1] = min_ff(1.0f, col[1] + shadeleft); - colLeft[2] = min_ff(1.0f, col[2] + shadeleft); - colRight[0] = max_ff(0.0f, col[0] + shaderight); - colRight[1] = max_ff(0.0f, col[1] + shaderight); - colRight[2] = max_ff(0.0f, col[2] + shaderight); - - - 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, colLeft, colRight, 0.0); - immVertex2f(pos, maxx - rad, miny); - - for (a = 0; a < 7; a++) { - round_box_shade_col(color, colLeft, colRight, vec[a][0] * idiv); - immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]); - } - - round_box_shade_col(color, colLeft, colRight, rad * idiv); - immVertex2f(pos, maxx, miny + rad); - } - else { - round_box_shade_col(color, colLeft, colRight, 0.0); - immVertex2f(pos, maxx, miny); - } - - /* corner right-top */ - if (roundboxtype & UI_CNR_TOP_RIGHT) { - round_box_shade_col(color, colLeft, colRight, 0.0); - immVertex2f(pos, maxx, maxy - rad); - - for (a = 0; a < 7; a++) { - - round_box_shade_col(color, colLeft, colRight, (div - rad - vec[a][0]) * idiv); - immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]); - } - round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv); - immVertex2f(pos, maxx - rad, maxy); - } - else { - round_box_shade_col(color, colLeft, colRight, 0.0); - immVertex2f(pos, maxx, maxy); - } - - /* corner left-top */ - if (roundboxtype & UI_CNR_TOP_LEFT) { - round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv); - immVertex2f(pos, minx + rad, maxy); - - for (a = 0; a < 7; a++) { - round_box_shade_col(color, colLeft, colRight, (div - rad + vec[a][0]) * idiv); - immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]); - } - - round_box_shade_col(color, colLeft, colRight, 1.0); - immVertex2f(pos, minx, maxy - rad); - } - else { - round_box_shade_col(color, colLeft, colRight, 1.0); - immVertex2f(pos, minx, maxy); - } - - /* corner left-bottom */ - if (roundboxtype & UI_CNR_BOTTOM_LEFT) { - round_box_shade_col(color, colLeft, colRight, 1.0); - immVertex2f(pos, minx, miny + rad); - - for (a = 0; a < 7; a++) { - round_box_shade_col(color, colLeft, colRight, (vec[a][0]) * idiv); - immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]); - } - - round_box_shade_col(color, colLeft, colRight, 1.0); - immVertex2f(pos, minx + rad, miny); - } - else { - round_box_shade_col(color, colLeft, colRight, 1.0); - immVertex2f(pos, minx, miny); - } - - immEnd(); - immUnbindProgram(); + 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 = maxx - minx; + const float idiv = 1.0f / div; + float colLeft[3], colRight[3]; + int vert_count = 0; + int a; + + /* mult */ + for (a = 0; a < 7; a++) { + mul_v2_fl(vec[a], rad); + } + + 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); + + /* 'shade' defines strength of shading */ + colLeft[0] = min_ff(1.0f, col[0] + shadeleft); + colLeft[1] = min_ff(1.0f, col[1] + shadeleft); + colLeft[2] = min_ff(1.0f, col[2] + shadeleft); + colRight[0] = max_ff(0.0f, col[0] + shaderight); + colRight[1] = max_ff(0.0f, col[1] + shaderight); + colRight[2] = max_ff(0.0f, col[2] + shaderight); + + + 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, colLeft, colRight, 0.0); + immVertex2f(pos, maxx - rad, miny); + + for (a = 0; a < 7; a++) { + round_box_shade_col(color, colLeft, colRight, vec[a][0] * idiv); + immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]); + } + + round_box_shade_col(color, colLeft, colRight, rad * idiv); + immVertex2f(pos, maxx, miny + rad); + } + else { + round_box_shade_col(color, colLeft, colRight, 0.0); + immVertex2f(pos, maxx, miny); + } + + /* corner right-top */ + if (roundboxtype & UI_CNR_TOP_RIGHT) { + round_box_shade_col(color, colLeft, colRight, 0.0); + immVertex2f(pos, maxx, maxy - rad); + + for (a = 0; a < 7; a++) { + + round_box_shade_col(color, colLeft, colRight, (div - rad - vec[a][0]) * idiv); + immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]); + } + round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv); + immVertex2f(pos, maxx - rad, maxy); + } + else { + round_box_shade_col(color, colLeft, colRight, 0.0); + immVertex2f(pos, maxx, maxy); + } + + /* corner left-top */ + if (roundboxtype & UI_CNR_TOP_LEFT) { + round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv); + immVertex2f(pos, minx + rad, maxy); + + for (a = 0; a < 7; a++) { + round_box_shade_col(color, colLeft, colRight, (div - rad + vec[a][0]) * idiv); + immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]); + } + + round_box_shade_col(color, colLeft, colRight, 1.0); + immVertex2f(pos, minx, maxy - rad); + } + else { + round_box_shade_col(color, colLeft, colRight, 1.0); + immVertex2f(pos, minx, maxy); + } + + /* corner left-bottom */ + if (roundboxtype & UI_CNR_BOTTOM_LEFT) { + round_box_shade_col(color, colLeft, colRight, 1.0); + immVertex2f(pos, minx, miny + rad); + + for (a = 0; a < 7; a++) { + round_box_shade_col(color, colLeft, colRight, (vec[a][0]) * idiv); + immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]); + } + + round_box_shade_col(color, colLeft, colRight, 1.0); + immVertex2f(pos, minx + rad, miny); + } + else { + round_box_shade_col(color, colLeft, colRight, 1.0); + immVertex2f(pos, minx, miny); + } + + immEnd(); + immUnbindProgram(); } #endif /* unused */ void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4]) { - int ofs_y = 4 * U.pixelsize; + int ofs_y = 4 * U.pixelsize; - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT); + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - immUniformColor4fv(color); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immUniformColor4fv(color); - immRecti(pos, pos_x, pos_y - ofs_y, pos_x + len, pos_y - ofs_y + (height * U.pixelsize)); - immUnbindProgram(); + immRecti(pos, pos_x, pos_y - ofs_y, pos_x + len, pos_y - ofs_y + (height * U.pixelsize)); + immUnbindProgram(); } /* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */ /* based on UI_draw_roundbox_gl_mode, * check on making a version which allows us to skip some sides */ -void ui_draw_but_TAB_outline(const rcti *rect, float rad, uchar highlight[3], uchar highlight_fade[3]) +void ui_draw_but_TAB_outline(const rcti *rect, + float rad, + uchar highlight[3], + uchar highlight_fade[3]) { - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); - /* add a 1px offset, looks nicer */ - const int minx = rect->xmin + U.pixelsize, maxx = rect->xmax - U.pixelsize; - const int miny = rect->ymin + U.pixelsize, maxy = rect->ymax - U.pixelsize; - int a; - float vec[4][2] = { - {0.195, 0.02}, - {0.55, 0.169}, - {0.831, 0.45}, - {0.98, 0.805}, - }; - - - /* mult */ - for (a = 0; a < 4; a++) { - mul_v2_fl(vec[a], rad); - } - - immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); - immBeginAtMost(GPU_PRIM_LINE_STRIP, 25); - - immAttr3ubv(col, highlight); - - /* start with corner left-top */ - if (roundboxtype & UI_CNR_TOP_LEFT) { - immVertex2f(pos, minx, maxy - rad); - for (a = 0; a < 4; a++) { - immVertex2f(pos, minx + vec[a][1], maxy - rad + vec[a][0]); - } - immVertex2f(pos, minx + rad, maxy); - } - else { - immVertex2f(pos, minx, maxy); - } - - /* corner right-top */ - if (roundboxtype & UI_CNR_TOP_RIGHT) { - immVertex2f(pos, maxx - rad, maxy); - for (a = 0; a < 4; a++) { - immVertex2f(pos, maxx - rad + vec[a][0], maxy - vec[a][1]); - } - immVertex2f(pos, maxx, maxy - rad); - } - else { - immVertex2f(pos, maxx, maxy); - } - - immAttr3ubv(col, highlight_fade); - - /* corner right-bottom */ - if (roundboxtype & UI_CNR_BOTTOM_RIGHT) { - immVertex2f(pos, maxx, miny + rad); - for (a = 0; a < 4; a++) { - immVertex2f(pos, maxx - vec[a][1], miny + rad - vec[a][0]); - } - immVertex2f(pos, maxx - rad, miny); - } - else { - immVertex2f(pos, maxx, miny); - } - - /* corner left-bottom */ - if (roundboxtype & UI_CNR_BOTTOM_LEFT) { - immVertex2f(pos, minx + rad, miny); - for (a = 0; a < 4; a++) { - immVertex2f(pos, minx + rad - vec[a][0], miny + vec[a][1]); - } - immVertex2f(pos, minx, miny + rad); - } - else { - immVertex2f(pos, minx, miny); - } - - immAttr3ubv(col, highlight); - - /* back to corner left-top */ - immVertex2f(pos, minx, (roundboxtype & UI_CNR_TOP_LEFT) ? (maxy - rad) : maxy); - - immEnd(); - immUnbindProgram(); + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); + /* add a 1px offset, looks nicer */ + const int minx = rect->xmin + U.pixelsize, maxx = rect->xmax - U.pixelsize; + const int miny = rect->ymin + U.pixelsize, maxy = rect->ymax - U.pixelsize; + int a; + float vec[4][2] = { + {0.195, 0.02}, + {0.55, 0.169}, + {0.831, 0.45}, + {0.98, 0.805}, + }; + + /* mult */ + for (a = 0; a < 4; a++) { + mul_v2_fl(vec[a], rad); + } + + immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); + immBeginAtMost(GPU_PRIM_LINE_STRIP, 25); + + immAttr3ubv(col, highlight); + + /* start with corner left-top */ + if (roundboxtype & UI_CNR_TOP_LEFT) { + immVertex2f(pos, minx, maxy - rad); + for (a = 0; a < 4; a++) { + immVertex2f(pos, minx + vec[a][1], maxy - rad + vec[a][0]); + } + immVertex2f(pos, minx + rad, maxy); + } + else { + immVertex2f(pos, minx, maxy); + } + + /* corner right-top */ + if (roundboxtype & UI_CNR_TOP_RIGHT) { + immVertex2f(pos, maxx - rad, maxy); + for (a = 0; a < 4; a++) { + immVertex2f(pos, maxx - rad + vec[a][0], maxy - vec[a][1]); + } + immVertex2f(pos, maxx, maxy - rad); + } + else { + immVertex2f(pos, maxx, maxy); + } + + immAttr3ubv(col, highlight_fade); + + /* corner right-bottom */ + if (roundboxtype & UI_CNR_BOTTOM_RIGHT) { + immVertex2f(pos, maxx, miny + rad); + for (a = 0; a < 4; a++) { + immVertex2f(pos, maxx - vec[a][1], miny + rad - vec[a][0]); + } + immVertex2f(pos, maxx - rad, miny); + } + else { + immVertex2f(pos, maxx, miny); + } + + /* corner left-bottom */ + if (roundboxtype & UI_CNR_BOTTOM_LEFT) { + immVertex2f(pos, minx + rad, miny); + for (a = 0; a < 4; a++) { + immVertex2f(pos, minx + rad - vec[a][0], miny + vec[a][1]); + } + immVertex2f(pos, minx, miny + rad); + } + else { + immVertex2f(pos, minx, miny); + } + + immAttr3ubv(col, highlight); + + /* back to corner left-top */ + immVertex2f(pos, minx, (roundboxtype & UI_CNR_TOP_LEFT) ? (maxy - rad) : maxy); + + immEnd(); + immUnbindProgram(); } -void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, const uiWidgetColors *UNUSED(wcol), const rcti *rect) +void ui_draw_but_IMAGE(ARegion *UNUSED(ar), + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *rect) { #ifdef WITH_HEADLESS - (void)rect; - (void)but; + (void)rect; + (void)but; #else - ImBuf *ibuf = (ImBuf *)but->poin; - - if (!ibuf) { - return; - } - - float facx = 1.0f; - float facy = 1.0f; - - int w = BLI_rcti_size_x(rect); - int h = BLI_rcti_size_y(rect); - - /* scissor doesn't seem to be doing the right thing...? */ -#if 0 - /* prevent drawing outside widget area */ - int scissor[4]; - GPU_scissor_get_i(scissor); - GPU_scissor(rect->xmin, rect->ymin, w, h); -#endif - - GPU_blend(true); - - if (w != ibuf->x || h != ibuf->y) { - facx = (float)w / (float)ibuf->x; - facy = (float)h / (float)ibuf->y; - } - - IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR); - immDrawPixelsTex( - &state, (float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, ibuf->rect, - facx, facy, NULL); - - GPU_blend(false); - -#if 0 - // restore scissortest - GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); -#endif + ImBuf *ibuf = (ImBuf *)but->poin; + + if (!ibuf) { + return; + } + + float facx = 1.0f; + float facy = 1.0f; + + int w = BLI_rcti_size_x(rect); + int h = BLI_rcti_size_y(rect); + + /* scissor doesn't seem to be doing the right thing...? */ +# if 0 + /* prevent drawing outside widget area */ + int scissor[4]; + GPU_scissor_get_i(scissor); + GPU_scissor(rect->xmin, rect->ymin, w, h); +# endif + + GPU_blend(true); + + if (w != ibuf->x || h != ibuf->y) { + facx = (float)w / (float)ibuf->x; + facy = (float)h / (float)ibuf->y; + } + + IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR); + immDrawPixelsTex(&state, + (float)rect->xmin, + (float)rect->ymin, + ibuf->x, + ibuf->y, + GL_RGBA, + GL_UNSIGNED_BYTE, + GL_NEAREST, + ibuf->rect, + facx, + facy, + NULL); + + GPU_blend(false); + +# if 0 + // restore scissortest + GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); +# endif #endif } @@ -687,1468 +734,1599 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, const uiWidgetColors *UN * * The next 4 parameters are the offsets for the view, not the zones. */ -void UI_draw_safe_areas( - uint pos, float x1, float x2, float y1, float y2, - const float title_aspect[2], const float action_aspect[2]) +void UI_draw_safe_areas(uint pos, + float x1, + float x2, + float y1, + float y2, + const float title_aspect[2], + const float action_aspect[2]) { - const float size_x_half = (x2 - x1) * 0.5f; - const float size_y_half = (y2 - y1) * 0.5f; + const float size_x_half = (x2 - x1) * 0.5f; + const float size_y_half = (y2 - y1) * 0.5f; - const float *safe_areas[] = {title_aspect, action_aspect}; - const int safe_len = ARRAY_SIZE(safe_areas); + const float *safe_areas[] = {title_aspect, action_aspect}; + const int safe_len = ARRAY_SIZE(safe_areas); - for (int i = 0; i < safe_len; i++) { - if (safe_areas[i][0] || safe_areas[i][1]) { - float margin_x = safe_areas[i][0] * size_x_half; - float margin_y = safe_areas[i][1] * size_y_half; + for (int i = 0; i < safe_len; i++) { + if (safe_areas[i][0] || safe_areas[i][1]) { + float margin_x = safe_areas[i][0] * size_x_half; + float margin_y = safe_areas[i][1] * size_y_half; - float minx = x1 + margin_x; - float miny = y1 + margin_y; - float maxx = x2 - margin_x; - float maxy = y2 - margin_y; + float minx = x1 + margin_x; + float miny = y1 + margin_y; + float maxx = x2 - margin_x; + float maxy = y2 - margin_y; - imm_draw_box_wire_2d(pos, minx, miny, maxx, maxy); - } - } + imm_draw_box_wire_2d(pos, minx, miny, maxx, maxy); + } + } } - static void draw_scope_end(const rctf *rect, GLint *scissor) { - /* restore scissortest */ - GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); + /* restore scissortest */ + GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - /* outline */ - UI_draw_roundbox_corner_set(UI_CNR_ALL); - float color[4] = {0.0f, 0.0f, 0.0f, 0.5f}; - UI_draw_roundbox_4fv(false, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 3.0f, color); + /* outline */ + UI_draw_roundbox_corner_set(UI_CNR_ALL); + float color[4] = {0.0f, 0.0f, 0.0f, 0.5f}; + UI_draw_roundbox_4fv( + false, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 3.0f, color); } -static void histogram_draw_one( - float r, float g, float b, float alpha, - float x, float y, float w, float h, const float *data, int res, const bool is_line, - uint pos_attr) +static void histogram_draw_one(float r, + float g, + float b, + float alpha, + float x, + float y, + float w, + float h, + const float *data, + int res, + const bool is_line, + uint pos_attr) { - float color[4] = {r, g, b, alpha}; - - /* that can happen */ - if (res == 0) { - return; - } - - GPU_line_smooth(true); - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE); - - immUniformColor4fv(color); - - if (is_line) { - /* curve outline */ - GPU_line_width(1.5); - - immBegin(GPU_PRIM_LINE_STRIP, res); - for (int i = 0; i < res; i++) { - float x2 = x + i * (w / (float)res); - immVertex2f(pos_attr, x2, y + (data[i] * h)); - } - immEnd(); - } - else { - /* under the curve */ - immBegin(GPU_PRIM_TRI_STRIP, res * 2); - immVertex2f(pos_attr, x, y); - immVertex2f(pos_attr, x, y + (data[0] * h)); - for (int i = 1; i < res; i++) { - float x2 = x + i * (w / (float)res); - immVertex2f(pos_attr, x2, y + (data[i] * h)); - immVertex2f(pos_attr, x2, y); - } - immEnd(); - - /* curve outline */ - immUniformColor4f(0.0f, 0.0f, 0.0f, 0.25f); - - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - immBegin(GPU_PRIM_LINE_STRIP, res); - for (int i = 0; i < res; i++) { - float x2 = x + i * (w / (float)res); - immVertex2f(pos_attr, x2, y + (data[i] * h)); - } - immEnd(); - } - - GPU_line_smooth(false); + float color[4] = {r, g, b, alpha}; + + /* that can happen */ + if (res == 0) { + return; + } + + GPU_line_smooth(true); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE); + + immUniformColor4fv(color); + + if (is_line) { + /* curve outline */ + GPU_line_width(1.5); + + immBegin(GPU_PRIM_LINE_STRIP, res); + for (int i = 0; i < res; i++) { + float x2 = x + i * (w / (float)res); + immVertex2f(pos_attr, x2, y + (data[i] * h)); + } + immEnd(); + } + else { + /* under the curve */ + immBegin(GPU_PRIM_TRI_STRIP, res * 2); + immVertex2f(pos_attr, x, y); + immVertex2f(pos_attr, x, y + (data[0] * h)); + for (int i = 1; i < res; i++) { + float x2 = x + i * (w / (float)res); + immVertex2f(pos_attr, x2, y + (data[i] * h)); + immVertex2f(pos_attr, x2, y); + } + immEnd(); + + /* curve outline */ + immUniformColor4f(0.0f, 0.0f, 0.0f, 0.25f); + + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + immBegin(GPU_PRIM_LINE_STRIP, res); + for (int i = 0; i < res; i++) { + float x2 = x + i * (w / (float)res); + immVertex2f(pos_attr, x2, y + (data[i] * h)); + } + immEnd(); + } + + GPU_line_smooth(false); } #define HISTOGRAM_TOT_GRID_LINES 4 -void ui_draw_but_HISTOGRAM(ARegion *UNUSED(ar), uiBut *but, const uiWidgetColors *UNUSED(wcol), const rcti *recti) +void ui_draw_but_HISTOGRAM(ARegion *UNUSED(ar), + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *recti) { - Histogram *hist = (Histogram *)but->poin; - int res = hist->x_resolution; - const bool is_line = (hist->flag & HISTO_FLAG_LINE) != 0; - - rctf rect = { - .xmin = (float)recti->xmin + 1, - .xmax = (float)recti->xmax - 1, - .ymin = (float)recti->ymin + 1, - .ymax = (float)recti->ymax - 1, - }; - - float w = BLI_rctf_size_x(&rect); - float h = BLI_rctf_size_y(&rect) * hist->ymax; - - GPU_blend(true); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - - float color[4]; - UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); - UI_draw_roundbox_corner_set(UI_CNR_ALL); - UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color); - - /* need scissor test, histogram can draw outside of boundary */ - int scissor[4]; - GPU_scissor_get_i(scissor); - GPU_scissor( - (rect.xmin - 1), - (rect.ymin - 1), - (rect.xmax + 1) - (rect.xmin - 1), - (rect.ymax + 1) - (rect.ymin - 1)); - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); - /* draw grid lines here */ - for (int i = 1; i <= HISTOGRAM_TOT_GRID_LINES; i++) { - const float fac = (float)i / (float)HISTOGRAM_TOT_GRID_LINES; - - /* so we can tell the 1.0 color point */ - if (i == HISTOGRAM_TOT_GRID_LINES) { - immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f); - } - - immBegin(GPU_PRIM_LINES, 4); - - immVertex2f(pos, rect.xmin, rect.ymin + fac * h); - immVertex2f(pos, rect.xmax, rect.ymin + fac * h); - - immVertex2f(pos, rect.xmin + fac * w, rect.ymin); - immVertex2f(pos, rect.xmin + fac * w, rect.ymax); - - immEnd(); - } - - if (hist->mode == HISTO_MODE_LUMA) { - histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res, is_line, pos); - } - else if (hist->mode == HISTO_MODE_ALPHA) { - histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_a, res, is_line, pos); - } - else { - if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_R) { - histogram_draw_one(1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res, is_line, pos); - } - if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_G) { - histogram_draw_one(0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res, is_line, pos); - } - if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_B) { - histogram_draw_one(0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res, is_line, pos); - } - } - - immUnbindProgram(); - - /* outline */ - draw_scope_end(&rect, scissor); + Histogram *hist = (Histogram *)but->poin; + int res = hist->x_resolution; + const bool is_line = (hist->flag & HISTO_FLAG_LINE) != 0; + + rctf rect = { + .xmin = (float)recti->xmin + 1, + .xmax = (float)recti->xmax - 1, + .ymin = (float)recti->ymin + 1, + .ymax = (float)recti->ymax - 1, + }; + + float w = BLI_rctf_size_x(&rect); + float h = BLI_rctf_size_y(&rect) * hist->ymax; + + GPU_blend(true); + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + + float color[4]; + UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); + UI_draw_roundbox_corner_set(UI_CNR_ALL); + UI_draw_roundbox_4fv( + true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color); + + /* need scissor test, histogram can draw outside of boundary */ + int scissor[4]; + GPU_scissor_get_i(scissor); + GPU_scissor((rect.xmin - 1), + (rect.ymin - 1), + (rect.xmax + 1) - (rect.xmin - 1), + (rect.ymax + 1) - (rect.ymin - 1)); + + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); + /* draw grid lines here */ + for (int i = 1; i <= HISTOGRAM_TOT_GRID_LINES; i++) { + const float fac = (float)i / (float)HISTOGRAM_TOT_GRID_LINES; + + /* so we can tell the 1.0 color point */ + if (i == HISTOGRAM_TOT_GRID_LINES) { + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f); + } + + immBegin(GPU_PRIM_LINES, 4); + + immVertex2f(pos, rect.xmin, rect.ymin + fac * h); + immVertex2f(pos, rect.xmax, rect.ymin + fac * h); + + immVertex2f(pos, rect.xmin + fac * w, rect.ymin); + immVertex2f(pos, rect.xmin + fac * w, rect.ymax); + + immEnd(); + } + + if (hist->mode == HISTO_MODE_LUMA) { + histogram_draw_one( + 1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res, is_line, pos); + } + else if (hist->mode == HISTO_MODE_ALPHA) { + histogram_draw_one( + 1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_a, res, is_line, pos); + } + else { + if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_R) { + histogram_draw_one( + 1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res, is_line, pos); + } + if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_G) { + histogram_draw_one( + 0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res, is_line, pos); + } + if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_B) { + histogram_draw_one( + 0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res, is_line, pos); + } + } + + immUnbindProgram(); + + /* outline */ + draw_scope_end(&rect, scissor); } #undef HISTOGRAM_TOT_GRID_LINES static void waveform_draw_one(float *waveform, int nbr, const float col[3]) { - GPUVertFormat format = {0}; - uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + GPUVertFormat format = {0}; + uint pos_id = 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, nbr); + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, nbr); - GPU_vertbuf_attr_fill(vbo, pos_id, waveform); + GPU_vertbuf_attr_fill(vbo, pos_id, waveform); - /* TODO store the GPUBatch inside the scope */ - GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO); - GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR); - GPU_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f); - GPU_batch_draw(batch); + /* TODO store the GPUBatch inside the scope */ + GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR); + GPU_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f); + GPU_batch_draw(batch); - GPU_batch_discard(batch); + GPU_batch_discard(batch); } -void ui_draw_but_WAVEFORM(ARegion *UNUSED(ar), uiBut *but, const uiWidgetColors *UNUSED(wcol), const rcti *recti) +void ui_draw_but_WAVEFORM(ARegion *UNUSED(ar), + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *recti) { - Scopes *scopes = (Scopes *)but->poin; - int scissor[4]; - float colors[3][3]; - float colorsycc[3][3] = {{1, 0, 1}, {1, 1, 0}, {0, 1, 1}}; - /* colors pre multiplied by alpha for speed up */ - float colors_alpha[3][3], colorsycc_alpha[3][3]; - float min, max; - - if (scopes == NULL) { - return; - } - - rctf rect = { - .xmin = (float)recti->xmin + 1, - .xmax = (float)recti->xmax - 1, - .ymin = (float)recti->ymin + 1, - .ymax = (float)recti->ymax - 1, - }; - - if (scopes->wavefrm_yfac < 0.5f) { - scopes->wavefrm_yfac = 0.98f; - } - float w = BLI_rctf_size_x(&rect) - 7; - float h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac; - float yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) * 0.5f; - float w3 = w / 3.0f; - - /* log scale for alpha */ - float alpha = scopes->wavefrm_alpha * scopes->wavefrm_alpha; - - unit_m3(colors); - - for (int c = 0; c < 3; c++) { - for (int i = 0; i < 3; i++) { - colors_alpha[c][i] = colors[c][i] * alpha; - colorsycc_alpha[c][i] = colorsycc[c][i] * alpha; - } - } - - /* Flush text cache before changing scissors. */ - BLF_batch_draw_flush(); - - GPU_blend(true); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - - float color[4]; - UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); - UI_draw_roundbox_corner_set(UI_CNR_ALL); - UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color); - - /* need scissor test, waveform can draw outside of boundary */ - GPU_scissor_get_i(scissor); - GPU_scissor( - (rect.xmin - 1), - (rect.ymin - 1), - (rect.xmax + 1) - (rect.xmin - 1), - (rect.ymax + 1) - (rect.ymin - 1)); - - /* draw scale numbers first before binding any shader */ - for (int i = 0; i < 6; i++) { - char str[4]; - BLI_snprintf(str, sizeof(str), "%-3d", i * 20); - str[3] = '\0'; - BLF_color4f(BLF_default(), 1.0f, 1.0f, 1.0f, 0.08f); - BLF_draw_default(rect.xmin + 1, yofs - 5 + (i * 0.2f) * h, 0, str, sizeof(str) - 1); - } - - /* Flush text cache before drawing things on top. */ - BLF_batch_draw_flush(); - - GPU_blend(true); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); - - /* draw grid lines here */ - immBegin(GPU_PRIM_LINES, 12); - - for (int i = 0; i < 6; i++) { - immVertex2f(pos, rect.xmin + 22, yofs + (i * 0.2f) * h); - immVertex2f(pos, rect.xmax + 1, yofs + (i * 0.2f) * h); - } - - immEnd(); - - /* 3 vertical separation */ - if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) { - immBegin(GPU_PRIM_LINES, 4); - - for (int i = 1; i < 3; i++) { - immVertex2f(pos, rect.xmin + i * w3, rect.ymin); - immVertex2f(pos, rect.xmin + i * w3, rect.ymax); - } - - immEnd(); - } - - /* separate min max zone on the right */ - immBegin(GPU_PRIM_LINES, 2); - immVertex2f(pos, rect.xmin + w, rect.ymin); - immVertex2f(pos, rect.xmin + w, rect.ymax); - immEnd(); - - /* 16-235-240 level in case of ITU-R BT601/709 */ - immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f); - if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)) { - immBegin(GPU_PRIM_LINES, 8); - - immVertex2f(pos, rect.xmin + 22, yofs + h * 16.0f / 255.0f); - immVertex2f(pos, rect.xmax + 1, yofs + h * 16.0f / 255.0f); - - immVertex2f(pos, rect.xmin + 22, yofs + h * 235.0f / 255.0f); - immVertex2f(pos, rect.xmin + w3, yofs + h * 235.0f / 255.0f); - - immVertex2f(pos, rect.xmin + 3 * w3, yofs + h * 235.0f / 255.0f); - immVertex2f(pos, rect.xmax + 1, yofs + h * 235.0f / 255.0f); - - immVertex2f(pos, rect.xmin + w3, yofs + h * 240.0f / 255.0f); - immVertex2f(pos, rect.xmax + 1, yofs + h * 240.0f / 255.0f); - - immEnd(); - } - /* 7.5 IRE black point level for NTSC */ - if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) { - immBegin(GPU_PRIM_LINES, 2); - immVertex2f(pos, rect.xmin, yofs + h * 0.075f); - immVertex2f(pos, rect.xmax + 1, yofs + h * 0.075f); - immEnd(); - } - - if (scopes->ok && scopes->waveform_1 != NULL) { - glBlendFunc(GL_ONE, GL_ONE); - GPU_point_size(1.0); - - /* LUMA (1 channel) */ - if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) { - float col[3] = {alpha, alpha, alpha}; - - GPU_matrix_push(); - GPU_matrix_translate_2f(rect.xmin, yofs); - GPU_matrix_scale_2f(w, h); - - waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, col); - - GPU_matrix_pop(); - - /* min max */ - immUniformColor3f(0.5f, 0.5f, 0.5f); - min = yofs + scopes->minmax[0][0] * h; - max = yofs + scopes->minmax[0][1] * h; - CLAMP(min, rect.ymin, rect.ymax); - CLAMP(max, rect.ymin, rect.ymax); - - immBegin(GPU_PRIM_LINES, 2); - immVertex2f(pos, rect.xmax - 3, min); - immVertex2f(pos, rect.xmax - 3, max); - immEnd(); - } - /* RGB (3 channel) */ - else if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB) { - GPU_matrix_push(); - GPU_matrix_translate_2f(rect.xmin, yofs); - GPU_matrix_scale_2f(w, h); - - waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, colors_alpha[0]); - waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, colors_alpha[1]); - waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, colors_alpha[2]); - - GPU_matrix_pop(); - } - /* PARADE / YCC (3 channels) */ - else if (ELEM(scopes->wavefrm_mode, - SCOPES_WAVEFRM_RGB_PARADE, - SCOPES_WAVEFRM_YCC_601, - SCOPES_WAVEFRM_YCC_709, - SCOPES_WAVEFRM_YCC_JPEG - )) - { - int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB_PARADE); - - GPU_matrix_push(); - GPU_matrix_translate_2f(rect.xmin, yofs); - GPU_matrix_scale_2f(w3, h); - - waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, (rgb) ? colors_alpha[0] : colorsycc_alpha[0]); - - GPU_matrix_translate_2f(1.0f, 0.0f); - waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, (rgb) ? colors_alpha[1] : colorsycc_alpha[1]); - - GPU_matrix_translate_2f(1.0f, 0.0f); - waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, (rgb) ? colors_alpha[2] : colorsycc_alpha[2]); - - GPU_matrix_pop(); - } - - /* min max */ - if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA ) { - for (int c = 0; c < 3; c++) { - if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_RGB_PARADE, SCOPES_WAVEFRM_RGB)) { - immUniformColor3f(colors[c][0] * 0.75f, colors[c][1] * 0.75f, colors[c][2] * 0.75f); - } - else { - immUniformColor3f(colorsycc[c][0] * 0.75f, colorsycc[c][1] * 0.75f, colorsycc[c][2] * 0.75f); - } - min = yofs + scopes->minmax[c][0] * h; - max = yofs + scopes->minmax[c][1] * h; - CLAMP(min, rect.ymin, rect.ymax); - CLAMP(max, rect.ymin, rect.ymax); - - immBegin(GPU_PRIM_LINES, 2); - immVertex2f(pos, rect.xmin + w + 2 + c * 2, min); - immVertex2f(pos, rect.xmin + w + 2 + c * 2, max); - immEnd(); - } - } - } - - immUnbindProgram(); - - /* outline */ - draw_scope_end(&rect, scissor); - - GPU_blend(false); + Scopes *scopes = (Scopes *)but->poin; + int scissor[4]; + float colors[3][3]; + float colorsycc[3][3] = {{1, 0, 1}, {1, 1, 0}, {0, 1, 1}}; + /* colors pre multiplied by alpha for speed up */ + float colors_alpha[3][3], colorsycc_alpha[3][3]; + float min, max; + + if (scopes == NULL) { + return; + } + + rctf rect = { + .xmin = (float)recti->xmin + 1, + .xmax = (float)recti->xmax - 1, + .ymin = (float)recti->ymin + 1, + .ymax = (float)recti->ymax - 1, + }; + + if (scopes->wavefrm_yfac < 0.5f) { + scopes->wavefrm_yfac = 0.98f; + } + float w = BLI_rctf_size_x(&rect) - 7; + float h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac; + float yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) * 0.5f; + float w3 = w / 3.0f; + + /* log scale for alpha */ + float alpha = scopes->wavefrm_alpha * scopes->wavefrm_alpha; + + unit_m3(colors); + + for (int c = 0; c < 3; c++) { + for (int i = 0; i < 3; i++) { + colors_alpha[c][i] = colors[c][i] * alpha; + colorsycc_alpha[c][i] = colorsycc[c][i] * alpha; + } + } + + /* Flush text cache before changing scissors. */ + BLF_batch_draw_flush(); + + GPU_blend(true); + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + + float color[4]; + UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); + UI_draw_roundbox_corner_set(UI_CNR_ALL); + UI_draw_roundbox_4fv( + true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color); + + /* need scissor test, waveform can draw outside of boundary */ + GPU_scissor_get_i(scissor); + GPU_scissor((rect.xmin - 1), + (rect.ymin - 1), + (rect.xmax + 1) - (rect.xmin - 1), + (rect.ymax + 1) - (rect.ymin - 1)); + + /* draw scale numbers first before binding any shader */ + for (int i = 0; i < 6; i++) { + char str[4]; + BLI_snprintf(str, sizeof(str), "%-3d", i * 20); + str[3] = '\0'; + BLF_color4f(BLF_default(), 1.0f, 1.0f, 1.0f, 0.08f); + BLF_draw_default(rect.xmin + 1, yofs - 5 + (i * 0.2f) * h, 0, str, sizeof(str) - 1); + } + + /* Flush text cache before drawing things on top. */ + BLF_batch_draw_flush(); + + GPU_blend(true); + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); + + /* draw grid lines here */ + immBegin(GPU_PRIM_LINES, 12); + + for (int i = 0; i < 6; i++) { + immVertex2f(pos, rect.xmin + 22, yofs + (i * 0.2f) * h); + immVertex2f(pos, rect.xmax + 1, yofs + (i * 0.2f) * h); + } + + immEnd(); + + /* 3 vertical separation */ + if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) { + immBegin(GPU_PRIM_LINES, 4); + + for (int i = 1; i < 3; i++) { + immVertex2f(pos, rect.xmin + i * w3, rect.ymin); + immVertex2f(pos, rect.xmin + i * w3, rect.ymax); + } + + immEnd(); + } + + /* separate min max zone on the right */ + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos, rect.xmin + w, rect.ymin); + immVertex2f(pos, rect.xmin + w, rect.ymax); + immEnd(); + + /* 16-235-240 level in case of ITU-R BT601/709 */ + immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f); + if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)) { + immBegin(GPU_PRIM_LINES, 8); + + immVertex2f(pos, rect.xmin + 22, yofs + h * 16.0f / 255.0f); + immVertex2f(pos, rect.xmax + 1, yofs + h * 16.0f / 255.0f); + + immVertex2f(pos, rect.xmin + 22, yofs + h * 235.0f / 255.0f); + immVertex2f(pos, rect.xmin + w3, yofs + h * 235.0f / 255.0f); + + immVertex2f(pos, rect.xmin + 3 * w3, yofs + h * 235.0f / 255.0f); + immVertex2f(pos, rect.xmax + 1, yofs + h * 235.0f / 255.0f); + + immVertex2f(pos, rect.xmin + w3, yofs + h * 240.0f / 255.0f); + immVertex2f(pos, rect.xmax + 1, yofs + h * 240.0f / 255.0f); + + immEnd(); + } + /* 7.5 IRE black point level for NTSC */ + if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) { + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos, rect.xmin, yofs + h * 0.075f); + immVertex2f(pos, rect.xmax + 1, yofs + h * 0.075f); + immEnd(); + } + + if (scopes->ok && scopes->waveform_1 != NULL) { + glBlendFunc(GL_ONE, GL_ONE); + GPU_point_size(1.0); + + /* LUMA (1 channel) */ + if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) { + float col[3] = {alpha, alpha, alpha}; + + GPU_matrix_push(); + GPU_matrix_translate_2f(rect.xmin, yofs); + GPU_matrix_scale_2f(w, h); + + waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, col); + + GPU_matrix_pop(); + + /* min max */ + immUniformColor3f(0.5f, 0.5f, 0.5f); + min = yofs + scopes->minmax[0][0] * h; + max = yofs + scopes->minmax[0][1] * h; + CLAMP(min, rect.ymin, rect.ymax); + CLAMP(max, rect.ymin, rect.ymax); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos, rect.xmax - 3, min); + immVertex2f(pos, rect.xmax - 3, max); + immEnd(); + } + /* RGB (3 channel) */ + else if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB) { + GPU_matrix_push(); + GPU_matrix_translate_2f(rect.xmin, yofs); + GPU_matrix_scale_2f(w, h); + + waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, colors_alpha[0]); + waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, colors_alpha[1]); + waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, colors_alpha[2]); + + GPU_matrix_pop(); + } + /* PARADE / YCC (3 channels) */ + else if (ELEM(scopes->wavefrm_mode, + SCOPES_WAVEFRM_RGB_PARADE, + SCOPES_WAVEFRM_YCC_601, + SCOPES_WAVEFRM_YCC_709, + SCOPES_WAVEFRM_YCC_JPEG)) { + int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB_PARADE); + + GPU_matrix_push(); + GPU_matrix_translate_2f(rect.xmin, yofs); + GPU_matrix_scale_2f(w3, h); + + waveform_draw_one( + scopes->waveform_1, scopes->waveform_tot, (rgb) ? colors_alpha[0] : colorsycc_alpha[0]); + + GPU_matrix_translate_2f(1.0f, 0.0f); + waveform_draw_one( + scopes->waveform_2, scopes->waveform_tot, (rgb) ? colors_alpha[1] : colorsycc_alpha[1]); + + GPU_matrix_translate_2f(1.0f, 0.0f); + waveform_draw_one( + scopes->waveform_3, scopes->waveform_tot, (rgb) ? colors_alpha[2] : colorsycc_alpha[2]); + + GPU_matrix_pop(); + } + + /* min max */ + if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) { + for (int c = 0; c < 3; c++) { + if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_RGB_PARADE, SCOPES_WAVEFRM_RGB)) { + immUniformColor3f(colors[c][0] * 0.75f, colors[c][1] * 0.75f, colors[c][2] * 0.75f); + } + else { + immUniformColor3f( + colorsycc[c][0] * 0.75f, colorsycc[c][1] * 0.75f, colorsycc[c][2] * 0.75f); + } + min = yofs + scopes->minmax[c][0] * h; + max = yofs + scopes->minmax[c][1] * h; + CLAMP(min, rect.ymin, rect.ymax); + CLAMP(max, rect.ymin, rect.ymax); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos, rect.xmin + w + 2 + c * 2, min); + immVertex2f(pos, rect.xmin + w + 2 + c * 2, max); + immEnd(); + } + } + } + + immUnbindProgram(); + + /* outline */ + draw_scope_end(&rect, scissor); + + GPU_blend(false); } static float polar_to_x(float center, float diam, float ampli, float angle) { - return center + diam * ampli * cosf(angle); + return center + diam * ampli * cosf(angle); } static float polar_to_y(float center, float diam, float ampli, float angle) { - return center + diam * ampli * sinf(angle); + return center + diam * ampli * sinf(angle); } -static void vectorscope_draw_target(uint pos, float centerx, float centery, float diam, const float colf[3]) +static void vectorscope_draw_target( + uint pos, float centerx, float centery, float diam, const float colf[3]) { - float y, u, v; - float tangle = 0.0f, tampli; - float dangle, dampli, dangle2, dampli2; - - rgb_to_yuv(colf[0], colf[1], colf[2], &y, &u, &v, BLI_YUV_ITU_BT709); - - if (u > 0 && v >= 0) { - tangle = atanf(v / u); - } - else if (u > 0 && v < 0) { - tangle = atanf(v / u) + 2.0f * (float)M_PI; - } - else if (u < 0) { - tangle = atanf(v / u) + (float)M_PI; - } - else if (u == 0 && v > 0.0f) { - tangle = M_PI_2; - } - else if (u == 0 && v < 0.0f) { - tangle = -M_PI_2; - } - tampli = sqrtf(u * u + v * v); - - /* small target vary by 2.5 degree and 2.5 IRE unit */ - immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f); - dangle = DEG2RADF(2.5f); - dampli = 2.5f / 200.0f; - immBegin(GPU_PRIM_LINE_LOOP, 4); - immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle)); - immEnd(); - /* big target vary by 10 degree and 20% amplitude */ - immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f); - dangle = DEG2RADF(10.0f); - dampli = 0.2f * tampli; - dangle2 = DEG2RADF(5.0f); - dampli2 = 0.5f * dampli; - immBegin(GPU_PRIM_LINE_STRIP, 3); - immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle + dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle + dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli + dampli, tangle + dangle - dangle2)); - immEnd(); - immBegin(GPU_PRIM_LINE_STRIP, 3); - immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle + dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle + dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli - dampli, tangle + dangle - dangle2)); - immEnd(); - immBegin(GPU_PRIM_LINE_STRIP, 3); - immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle - dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle - dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli - dampli, tangle - dangle + dangle2)); - immEnd(); - immBegin(GPU_PRIM_LINE_STRIP, 3); - immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle - dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle - dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle)); - immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli + dampli, tangle - dangle + dangle2)); - immEnd(); + float y, u, v; + float tangle = 0.0f, tampli; + float dangle, dampli, dangle2, dampli2; + + rgb_to_yuv(colf[0], colf[1], colf[2], &y, &u, &v, BLI_YUV_ITU_BT709); + + if (u > 0 && v >= 0) { + tangle = atanf(v / u); + } + else if (u > 0 && v < 0) { + tangle = atanf(v / u) + 2.0f * (float)M_PI; + } + else if (u < 0) { + tangle = atanf(v / u) + (float)M_PI; + } + else if (u == 0 && v > 0.0f) { + tangle = M_PI_2; + } + else if (u == 0 && v < 0.0f) { + tangle = -M_PI_2; + } + tampli = sqrtf(u * u + v * v); + + /* small target vary by 2.5 degree and 2.5 IRE unit */ + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f); + dangle = DEG2RADF(2.5f); + dampli = 2.5f / 200.0f; + immBegin(GPU_PRIM_LINE_LOOP, 4); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), + polar_to_y(centery, diam, tampli + dampli, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), + polar_to_y(centery, diam, tampli - dampli, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), + polar_to_y(centery, diam, tampli - dampli, tangle - dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), + polar_to_y(centery, diam, tampli + dampli, tangle - dangle)); + immEnd(); + /* big target vary by 10 degree and 20% amplitude */ + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f); + dangle = DEG2RADF(10.0f); + dampli = 0.2f * tampli; + dangle2 = DEG2RADF(5.0f); + dampli2 = 0.5f * dampli; + immBegin(GPU_PRIM_LINE_STRIP, 3); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle + dangle), + polar_to_y(centery, diam, tampli + dampli - dampli2, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), + polar_to_y(centery, diam, tampli + dampli, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle + dangle - dangle2), + polar_to_y(centery, diam, tampli + dampli, tangle + dangle - dangle2)); + immEnd(); + immBegin(GPU_PRIM_LINE_STRIP, 3); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle + dangle), + polar_to_y(centery, diam, tampli - dampli + dampli2, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), + polar_to_y(centery, diam, tampli - dampli, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle + dangle - dangle2), + polar_to_y(centery, diam, tampli - dampli, tangle + dangle - dangle2)); + immEnd(); + immBegin(GPU_PRIM_LINE_STRIP, 3); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle - dangle), + polar_to_y(centery, diam, tampli - dampli + dampli2, tangle - dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), + polar_to_y(centery, diam, tampli - dampli, tangle - dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle - dangle + dangle2), + polar_to_y(centery, diam, tampli - dampli, tangle - dangle + dangle2)); + immEnd(); + immBegin(GPU_PRIM_LINE_STRIP, 3); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle - dangle), + polar_to_y(centery, diam, tampli + dampli - dampli2, tangle - dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), + polar_to_y(centery, diam, tampli + dampli, tangle - dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle - dangle + dangle2), + polar_to_y(centery, diam, tampli + dampli, tangle - dangle + dangle2)); + immEnd(); } -void ui_draw_but_VECTORSCOPE(ARegion *UNUSED(ar), uiBut *but, const uiWidgetColors *UNUSED(wcol), const rcti *recti) +void ui_draw_but_VECTORSCOPE(ARegion *UNUSED(ar), + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *recti) { - const float skin_rad = DEG2RADF(123.0f); /* angle in radians of the skin tone line */ - Scopes *scopes = (Scopes *)but->poin; - - const float colors[6][3] = { - {0.75, 0.0, 0.0}, {0.75, 0.75, 0.0}, {0.0, 0.75, 0.0}, - {0.0, 0.75, 0.75}, {0.0, 0.0, 0.75}, {0.75, 0.0, 0.75}}; - - rctf rect = { - .xmin = (float)recti->xmin + 1, - .xmax = (float)recti->xmax - 1, - .ymin = (float)recti->ymin + 1, - .ymax = (float)recti->ymax - 1, - }; - - float w = BLI_rctf_size_x(&rect); - float h = BLI_rctf_size_y(&rect); - float centerx = rect.xmin + w * 0.5f; - float centery = rect.ymin + h * 0.5f; - float diam = (w < h) ? w : h; - - float alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha; - - GPU_blend(true); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - - float color[4]; - UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); - UI_draw_roundbox_corner_set(UI_CNR_ALL); - UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color); - - /* need scissor test, hvectorscope can draw outside of boundary */ - int scissor[4]; - GPU_scissor_get_i(scissor); - GPU_scissor( - (rect.xmin - 1), - (rect.ymin - 1), - (rect.xmax + 1) - (rect.xmin - 1), - (rect.ymax + 1) - (rect.ymin - 1)); - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); - /* draw grid elements */ - /* cross */ - immBegin(GPU_PRIM_LINES, 4); - - immVertex2f(pos, centerx - (diam * 0.5f) - 5, centery); - immVertex2f(pos, centerx + (diam * 0.5f) + 5, centery); - - immVertex2f(pos, centerx, centery - (diam * 0.5f) - 5); - immVertex2f(pos, centerx, centery + (diam * 0.5f) + 5); - - immEnd(); - - /* circles */ - for (int j = 0; j < 5; j++) { - const int increment = 15; - immBegin(GPU_PRIM_LINE_LOOP, (int)(360 / increment)); - for (int i = 0; i <= 360 - increment; i += increment) { - const float a = DEG2RADF((float)i); - const float r = (j + 1) * 0.1f; - immVertex2f(pos, polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a)); - } - immEnd(); - } - /* skin tone line */ - immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f); - - immBegin(GPU_PRIM_LINES, 2); - immVertex2f(pos, polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad)); - immVertex2f(pos, polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad)); - immEnd(); - - /* saturation points */ - for (int i = 0; i < 6; i++) { - vectorscope_draw_target(pos, centerx, centery, diam, colors[i]); - } - - if (scopes->ok && scopes->vecscope != NULL) { - /* pixel point cloud */ - float col[3] = {alpha, alpha, alpha}; - - glBlendFunc(GL_ONE, GL_ONE); - GPU_point_size(1.0); - - GPU_matrix_push(); - GPU_matrix_translate_2f(centerx, centery); - GPU_matrix_scale_1f(diam); - - waveform_draw_one(scopes->vecscope, scopes->waveform_tot, col); - - GPU_matrix_pop(); - } - - immUnbindProgram(); - - /* outline */ - draw_scope_end(&rect, scissor); - - GPU_blend(false); + const float skin_rad = DEG2RADF(123.0f); /* angle in radians of the skin tone line */ + Scopes *scopes = (Scopes *)but->poin; + + const float colors[6][3] = {{0.75, 0.0, 0.0}, + {0.75, 0.75, 0.0}, + {0.0, 0.75, 0.0}, + {0.0, 0.75, 0.75}, + {0.0, 0.0, 0.75}, + {0.75, 0.0, 0.75}}; + + rctf rect = { + .xmin = (float)recti->xmin + 1, + .xmax = (float)recti->xmax - 1, + .ymin = (float)recti->ymin + 1, + .ymax = (float)recti->ymax - 1, + }; + + float w = BLI_rctf_size_x(&rect); + float h = BLI_rctf_size_y(&rect); + float centerx = rect.xmin + w * 0.5f; + float centery = rect.ymin + h * 0.5f; + float diam = (w < h) ? w : h; + + float alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha; + + GPU_blend(true); + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + + float color[4]; + UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); + UI_draw_roundbox_corner_set(UI_CNR_ALL); + UI_draw_roundbox_4fv( + true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color); + + /* need scissor test, hvectorscope can draw outside of boundary */ + int scissor[4]; + GPU_scissor_get_i(scissor); + GPU_scissor((rect.xmin - 1), + (rect.ymin - 1), + (rect.xmax + 1) - (rect.xmin - 1), + (rect.ymax + 1) - (rect.ymin - 1)); + + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); + /* draw grid elements */ + /* cross */ + immBegin(GPU_PRIM_LINES, 4); + + immVertex2f(pos, centerx - (diam * 0.5f) - 5, centery); + immVertex2f(pos, centerx + (diam * 0.5f) + 5, centery); + + immVertex2f(pos, centerx, centery - (diam * 0.5f) - 5); + immVertex2f(pos, centerx, centery + (diam * 0.5f) + 5); + + immEnd(); + + /* circles */ + for (int j = 0; j < 5; j++) { + const int increment = 15; + immBegin(GPU_PRIM_LINE_LOOP, (int)(360 / increment)); + for (int i = 0; i <= 360 - increment; i += increment) { + const float a = DEG2RADF((float)i); + const float r = (j + 1) * 0.1f; + immVertex2f(pos, polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a)); + } + immEnd(); + } + /* skin tone line */ + immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f( + pos, polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad)); + immVertex2f( + pos, polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad)); + immEnd(); + + /* saturation points */ + for (int i = 0; i < 6; i++) { + vectorscope_draw_target(pos, centerx, centery, diam, colors[i]); + } + + if (scopes->ok && scopes->vecscope != NULL) { + /* pixel point cloud */ + float col[3] = {alpha, alpha, alpha}; + + glBlendFunc(GL_ONE, GL_ONE); + GPU_point_size(1.0); + + GPU_matrix_push(); + GPU_matrix_translate_2f(centerx, centery); + GPU_matrix_scale_1f(diam); + + waveform_draw_one(scopes->vecscope, scopes->waveform_tot, col); + + GPU_matrix_pop(); + } + + immUnbindProgram(); + + /* outline */ + draw_scope_end(&rect, scissor); + + GPU_blend(false); } -static void ui_draw_colorband_handle_tri_hlight(uint pos, float x1, float y1, float halfwidth, float height) +static void ui_draw_colorband_handle_tri_hlight( + uint pos, float x1, float y1, float halfwidth, float height) { - GPU_line_smooth(true); + GPU_line_smooth(true); - immBegin(GPU_PRIM_LINE_STRIP, 3); - immVertex2f(pos, x1 + halfwidth, y1); - immVertex2f(pos, x1, y1 + height); - immVertex2f(pos, x1 - halfwidth, y1); - immEnd(); + immBegin(GPU_PRIM_LINE_STRIP, 3); + immVertex2f(pos, x1 + halfwidth, y1); + immVertex2f(pos, x1, y1 + height); + immVertex2f(pos, x1 - halfwidth, y1); + immEnd(); - GPU_line_smooth(false); + GPU_line_smooth(false); } -static void ui_draw_colorband_handle_tri(uint pos, float x1, float y1, float halfwidth, float height, bool fill) +static void ui_draw_colorband_handle_tri( + uint pos, float x1, float y1, float halfwidth, float height, bool fill) { - if (fill) { - GPU_polygon_smooth(true); - } - else { - GPU_line_smooth(true); - } - - immBegin(fill ? GPU_PRIM_TRIS : GPU_PRIM_LINE_LOOP, 3); - immVertex2f(pos, x1 + halfwidth, y1); - immVertex2f(pos, x1, y1 + height); - immVertex2f(pos, x1 - halfwidth, y1); - immEnd(); - - if (fill) { - GPU_polygon_smooth(false); - } - else { - GPU_line_smooth(false); - } + if (fill) { + GPU_polygon_smooth(true); + } + else { + GPU_line_smooth(true); + } + + immBegin(fill ? GPU_PRIM_TRIS : GPU_PRIM_LINE_LOOP, 3); + immVertex2f(pos, x1 + halfwidth, y1); + immVertex2f(pos, x1, y1 + height); + immVertex2f(pos, x1 - halfwidth, y1); + immEnd(); + + if (fill) { + GPU_polygon_smooth(false); + } + else { + GPU_line_smooth(false); + } } -static void ui_draw_colorband_handle_box(uint pos, float x1, float y1, float x2, float y2, bool fill) +static void ui_draw_colorband_handle_box( + uint pos, float x1, float y1, float x2, float y2, bool fill) { - immBegin(fill ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, 4); - immVertex2f(pos, x1, y1); - immVertex2f(pos, x1, y2); - immVertex2f(pos, x2, y2); - immVertex2f(pos, x2, y1); - immEnd(); + immBegin(fill ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, 4); + immVertex2f(pos, x1, y1); + immVertex2f(pos, x1, y2); + immVertex2f(pos, x2, y2); + immVertex2f(pos, x2, y1); + immEnd(); } -static void ui_draw_colorband_handle( - uint shdr_pos, const rcti *rect, float x, - const float rgb[3], struct ColorManagedDisplay *display, - bool active) +static void ui_draw_colorband_handle(uint shdr_pos, + const rcti *rect, + float x, + const float rgb[3], + struct ColorManagedDisplay *display, + bool active) { - const float sizey = BLI_rcti_size_y(rect); - const float min_width = 3.0f; - float colf[3] = {UNPACK3(rgb)}; + const float sizey = BLI_rcti_size_y(rect); + const float min_width = 3.0f; + float colf[3] = {UNPACK3(rgb)}; - float half_width = floorf(sizey / 3.5f); - float height = half_width * 1.4f; + float half_width = floorf(sizey / 3.5f); + float height = half_width * 1.4f; - float y1 = rect->ymin + (sizey * 0.16f); - float y2 = rect->ymax; + float y1 = rect->ymin + (sizey * 0.16f); + float y2 = rect->ymax; - /* align to pixels */ - x = floorf(x + 0.5f); - y1 = floorf(y1 + 0.5f); + /* align to pixels */ + x = floorf(x + 0.5f); + y1 = floorf(y1 + 0.5f); - if (active || half_width < min_width) { - immUnbindProgram(); + if (active || half_width < min_width) { + immUnbindProgram(); - immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); - float viewport_size[4]; - GPU_viewport_size_get_f(viewport_size); - immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC); + float viewport_size[4]; + GPU_viewport_size_get_f(viewport_size); + immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC); - immUniform1i("colors_len", 2); /* "advanced" mode */ - immUniformArray4fv("colors", (float *)(float[][4]){{0.8f, 0.8f, 0.8f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2); - immUniform1f("dash_width", active ? 4.0f : 2.0f); + immUniform1i("colors_len", 2); /* "advanced" mode */ + immUniformArray4fv( + "colors", (float *)(float[][4]){{0.8f, 0.8f, 0.8f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2); + immUniform1f("dash_width", active ? 4.0f : 2.0f); - immBegin(GPU_PRIM_LINES, 2); - immVertex2f(shdr_pos, x, y1); - immVertex2f(shdr_pos, x, y2); - immEnd(); + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(shdr_pos, x, y1); + immVertex2f(shdr_pos, x, y2); + immEnd(); - immUnbindProgram(); + immUnbindProgram(); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - /* hide handles when zoomed out too far */ - if (half_width < min_width) { - return; - } - } + /* hide handles when zoomed out too far */ + if (half_width < min_width) { + return; + } + } - /* shift handle down */ - y1 -= half_width; + /* shift handle down */ + y1 -= half_width; - immUniformColor3ub(0, 0, 0); - ui_draw_colorband_handle_box(shdr_pos, x - half_width, y1 - 1, x + half_width, y1 + height, false); + immUniformColor3ub(0, 0, 0); + ui_draw_colorband_handle_box( + shdr_pos, x - half_width, y1 - 1, x + half_width, y1 + height, false); - /* draw all triangles blended */ - GPU_blend(true); + /* draw all triangles blended */ + GPU_blend(true); - ui_draw_colorband_handle_tri(shdr_pos, x, y1 + height, half_width, half_width, true); + ui_draw_colorband_handle_tri(shdr_pos, x, y1 + height, half_width, half_width, true); - if (active) { - immUniformColor3ub(196, 196, 196); - } - else { - immUniformColor3ub(96, 96, 96); - } - ui_draw_colorband_handle_tri(shdr_pos, x, y1 + height, half_width, half_width, true); + if (active) { + immUniformColor3ub(196, 196, 196); + } + else { + immUniformColor3ub(96, 96, 96); + } + ui_draw_colorband_handle_tri(shdr_pos, x, y1 + height, half_width, half_width, true); - if (active) { - immUniformColor3ub(255, 255, 255); - } - else { - immUniformColor3ub(128, 128, 128); - } - ui_draw_colorband_handle_tri_hlight(shdr_pos, x, y1 + height - 1, (half_width - 1), (half_width - 1)); + if (active) { + immUniformColor3ub(255, 255, 255); + } + else { + immUniformColor3ub(128, 128, 128); + } + ui_draw_colorband_handle_tri_hlight( + shdr_pos, x, y1 + height - 1, (half_width - 1), (half_width - 1)); - immUniformColor3ub(0, 0, 0); - ui_draw_colorband_handle_tri_hlight(shdr_pos, x, y1 + height, half_width, half_width); + immUniformColor3ub(0, 0, 0); + ui_draw_colorband_handle_tri_hlight(shdr_pos, x, y1 + height, half_width, half_width); - GPU_blend(false); + GPU_blend(false); - immUniformColor3ub(128, 128, 128); - ui_draw_colorband_handle_box(shdr_pos, x - (half_width - 1), y1, x + (half_width - 1), y1 + height, true); + immUniformColor3ub(128, 128, 128); + ui_draw_colorband_handle_box( + shdr_pos, x - (half_width - 1), y1, x + (half_width - 1), y1 + height, true); - if (display) { - IMB_colormanagement_scene_linear_to_display_v3(colf, display); - } + if (display) { + IMB_colormanagement_scene_linear_to_display_v3(colf, display); + } - immUniformColor3fv(colf); - ui_draw_colorband_handle_box(shdr_pos, x - (half_width - 2), y1 + 1, x + (half_width - 2), y1 + height - 2, true); + immUniformColor3fv(colf); + ui_draw_colorband_handle_box( + shdr_pos, x - (half_width - 2), y1 + 1, x + (half_width - 2), y1 + height - 2, true); } void ui_draw_but_COLORBAND(uiBut *but, const uiWidgetColors *UNUSED(wcol), const rcti *rect) { - struct ColorManagedDisplay *display = ui_block_cm_display_get(but->block); - uint pos_id, col_id; - - ColorBand *coba = (ColorBand *)(but->editcoba ? but->editcoba : but->poin); - if (coba == NULL) { - return; - } - - float x1 = rect->xmin; - float sizex = rect->xmax - x1; - float sizey = BLI_rcti_size_y(rect); - float sizey_solid = sizey * 0.25f; - float y1 = rect->ymin; - - GPUVertFormat *format = immVertexFormat(); - pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_CHECKER); - - /* Drawing the checkerboard. */ - immUniform4f("color1", UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_DARK / 255.0f, 1.0f); - immUniform4f("color2", UI_ALPHA_CHECKER_LIGHT / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, 1.0f); - immUniform1i("size", 8); - immRectf(pos_id, x1, y1, x1 + sizex, rect->ymax); - immUnbindProgram(); - - /* New format */ - format = immVertexFormat(); - pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - col_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); - - /* layer: color ramp */ - GPU_blend(true); - - CBData *cbd = coba->data; - - float v1[2], v2[2]; - float colf[4] = {0, 0, 0, 0}; /* initialize in case the colorband isn't valid */ - - v1[1] = y1 + sizey_solid; - v2[1] = rect->ymax; - - immBegin(GPU_PRIM_TRI_STRIP, (sizex + 1) * 2); - for (int a = 0; a <= sizex; a++) { - float pos = ((float)a) / sizex; - BKE_colorband_evaluate(coba, pos, colf); - if (display) { - IMB_colormanagement_scene_linear_to_display_v3(colf, display); - } - - v1[0] = v2[0] = x1 + a; - - immAttr4fv(col_id, colf); - immVertex2fv(pos_id, v1); - immVertex2fv(pos_id, v2); - } - immEnd(); - - /* layer: color ramp without alpha for reference when manipulating ramp properties */ - v1[1] = y1; - v2[1] = y1 + sizey_solid; - - immBegin(GPU_PRIM_TRI_STRIP, (sizex + 1) * 2); - for (int a = 0; a <= sizex; a++) { - float pos = ((float)a) / sizex; - BKE_colorband_evaluate(coba, pos, colf); - if (display) { - IMB_colormanagement_scene_linear_to_display_v3(colf, display); - } - - v1[0] = v2[0] = x1 + a; - - immAttr4f(col_id, colf[0], colf[1], colf[2], 1.0f); - immVertex2fv(pos_id, v1); - immVertex2fv(pos_id, v2); - } - immEnd(); - - immUnbindProgram(); - - GPU_blend(false); - - /* New format */ - format = immVertexFormat(); - pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - /* layer: box outline */ - immUniformColor4f(0.0f, 0.0f, 0.0f, 1.0f); - imm_draw_box_wire_2d(pos_id, x1, y1, x1 + sizex, rect->ymax); - - /* layer: box outline */ - GPU_blend(true); - immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f); - - immBegin(GPU_PRIM_LINES, 2); - immVertex2f(pos_id, x1, y1); - immVertex2f(pos_id, x1 + sizex, y1); - immEnd(); - - immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f); - - immBegin(GPU_PRIM_LINES, 2); - immVertex2f(pos_id, x1, y1 - 1); - immVertex2f(pos_id, x1 + sizex, y1 - 1); - immEnd(); - - GPU_blend(false); - - /* layer: draw handles */ - for (int a = 0; a < coba->tot; a++, cbd++) { - if (a != coba->cur) { - float pos = x1 + cbd->pos * (sizex - 1) + 1; - ui_draw_colorband_handle(pos_id, rect, pos, &cbd->r, display, false); - } - } - - /* layer: active handle */ - if (coba->tot != 0) { - cbd = &coba->data[coba->cur]; - float pos = x1 + cbd->pos * (sizex - 1) + 1; - ui_draw_colorband_handle(pos_id, rect, pos, &cbd->r, display, true); - } - - immUnbindProgram(); + struct ColorManagedDisplay *display = ui_block_cm_display_get(but->block); + uint pos_id, col_id; + + ColorBand *coba = (ColorBand *)(but->editcoba ? but->editcoba : but->poin); + if (coba == NULL) { + return; + } + + float x1 = rect->xmin; + float sizex = rect->xmax - x1; + float sizey = BLI_rcti_size_y(rect); + float sizey_solid = sizey * 0.25f; + float y1 = rect->ymin; + + GPUVertFormat *format = immVertexFormat(); + pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_CHECKER); + + /* Drawing the checkerboard. */ + immUniform4f("color1", + UI_ALPHA_CHECKER_DARK / 255.0f, + UI_ALPHA_CHECKER_DARK / 255.0f, + UI_ALPHA_CHECKER_DARK / 255.0f, + 1.0f); + immUniform4f("color2", + UI_ALPHA_CHECKER_LIGHT / 255.0f, + UI_ALPHA_CHECKER_LIGHT / 255.0f, + UI_ALPHA_CHECKER_LIGHT / 255.0f, + 1.0f); + immUniform1i("size", 8); + immRectf(pos_id, x1, y1, x1 + sizex, rect->ymax); + immUnbindProgram(); + + /* New format */ + format = immVertexFormat(); + pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + col_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); + + /* layer: color ramp */ + GPU_blend(true); + + CBData *cbd = coba->data; + + float v1[2], v2[2]; + float colf[4] = {0, 0, 0, 0}; /* initialize in case the colorband isn't valid */ + + v1[1] = y1 + sizey_solid; + v2[1] = rect->ymax; + + immBegin(GPU_PRIM_TRI_STRIP, (sizex + 1) * 2); + for (int a = 0; a <= sizex; a++) { + float pos = ((float)a) / sizex; + BKE_colorband_evaluate(coba, pos, colf); + if (display) { + IMB_colormanagement_scene_linear_to_display_v3(colf, display); + } + + v1[0] = v2[0] = x1 + a; + + immAttr4fv(col_id, colf); + immVertex2fv(pos_id, v1); + immVertex2fv(pos_id, v2); + } + immEnd(); + + /* layer: color ramp without alpha for reference when manipulating ramp properties */ + v1[1] = y1; + v2[1] = y1 + sizey_solid; + + immBegin(GPU_PRIM_TRI_STRIP, (sizex + 1) * 2); + for (int a = 0; a <= sizex; a++) { + float pos = ((float)a) / sizex; + BKE_colorband_evaluate(coba, pos, colf); + if (display) { + IMB_colormanagement_scene_linear_to_display_v3(colf, display); + } + + v1[0] = v2[0] = x1 + a; + + immAttr4f(col_id, colf[0], colf[1], colf[2], 1.0f); + immVertex2fv(pos_id, v1); + immVertex2fv(pos_id, v2); + } + immEnd(); + + immUnbindProgram(); + + GPU_blend(false); + + /* New format */ + format = immVertexFormat(); + pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + /* layer: box outline */ + immUniformColor4f(0.0f, 0.0f, 0.0f, 1.0f); + imm_draw_box_wire_2d(pos_id, x1, y1, x1 + sizex, rect->ymax); + + /* layer: box outline */ + GPU_blend(true); + immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos_id, x1, y1); + immVertex2f(pos_id, x1 + sizex, y1); + immEnd(); + + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos_id, x1, y1 - 1); + immVertex2f(pos_id, x1 + sizex, y1 - 1); + immEnd(); + + GPU_blend(false); + + /* layer: draw handles */ + for (int a = 0; a < coba->tot; a++, cbd++) { + if (a != coba->cur) { + float pos = x1 + cbd->pos * (sizex - 1) + 1; + ui_draw_colorband_handle(pos_id, rect, pos, &cbd->r, display, false); + } + } + + /* layer: active handle */ + if (coba->tot != 0) { + cbd = &coba->data[coba->cur]; + float pos = x1 + cbd->pos * (sizex - 1) + 1; + ui_draw_colorband_handle(pos_id, rect, pos, &cbd->r, display, true); + } + + immUnbindProgram(); } void ui_draw_but_UNITVEC(uiBut *but, const uiWidgetColors *wcol, const rcti *rect) { - /* sphere color */ - float diffuse[3] = {1.0f, 1.0f, 1.0f}; - float light[3]; - float size; - - /* backdrop */ - UI_draw_roundbox_corner_set(UI_CNR_ALL); - UI_draw_roundbox_3ubAlpha(true, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, (uchar *)wcol->inner, 255); - - glCullFace(GL_BACK); - glEnable(GL_CULL_FACE); - - /* setup lights */ - ui_but_v3_get(but, light); - - /* transform to button */ - GPU_matrix_push(); - - if (BLI_rcti_size_x(rect) < BLI_rcti_size_y(rect)) { - size = 0.5f * BLI_rcti_size_x(rect); - } - else { - size = 0.5f * BLI_rcti_size_y(rect); - } - - GPU_matrix_translate_2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect)); - GPU_matrix_scale_1f(size); - - GPUBatch *sphere = GPU_batch_preset_sphere(2); - GPU_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING); - GPU_batch_uniform_4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f); - GPU_batch_uniform_3fv(sphere, "light", light); - GPU_batch_draw(sphere); - - /* restore */ - glDisable(GL_CULL_FACE); - - /* AA circle */ - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - immUniformColor3ubv((uchar *)wcol->inner); - - GPU_blend(true); - GPU_line_smooth(true); - imm_draw_circle_wire_2d(pos, 0.0f, 0.0f, 1.0f, 32); - GPU_blend(false); - GPU_line_smooth(false); - - /* matrix after circle */ - GPU_matrix_pop(); - - immUnbindProgram(); + /* sphere color */ + float diffuse[3] = {1.0f, 1.0f, 1.0f}; + float light[3]; + float size; + + /* backdrop */ + UI_draw_roundbox_corner_set(UI_CNR_ALL); + UI_draw_roundbox_3ubAlpha( + true, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, (uchar *)wcol->inner, 255); + + glCullFace(GL_BACK); + glEnable(GL_CULL_FACE); + + /* setup lights */ + ui_but_v3_get(but, light); + + /* transform to button */ + GPU_matrix_push(); + + if (BLI_rcti_size_x(rect) < BLI_rcti_size_y(rect)) { + size = 0.5f * BLI_rcti_size_x(rect); + } + else { + size = 0.5f * BLI_rcti_size_y(rect); + } + + GPU_matrix_translate_2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect), + rect->ymin + 0.5f * BLI_rcti_size_y(rect)); + GPU_matrix_scale_1f(size); + + GPUBatch *sphere = GPU_batch_preset_sphere(2); + GPU_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING); + GPU_batch_uniform_4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f); + GPU_batch_uniform_3fv(sphere, "light", light); + GPU_batch_draw(sphere); + + /* restore */ + glDisable(GL_CULL_FACE); + + /* AA circle */ + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immUniformColor3ubv((uchar *)wcol->inner); + + GPU_blend(true); + GPU_line_smooth(true); + imm_draw_circle_wire_2d(pos, 0.0f, 0.0f, 1.0f, 32); + GPU_blend(false); + GPU_line_smooth(false); + + /* matrix after circle */ + GPU_matrix_pop(); + + immUnbindProgram(); } -static void ui_draw_but_curve_grid(uint pos, const rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step) +static void ui_draw_but_curve_grid( + uint pos, const rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step) { - float dx = step * zoomx; - float fx = rect->xmin + zoomx * (-offsx); - if (fx > rect->xmin) { - fx -= dx * (floorf(fx - rect->xmin)); - } - - float dy = step * zoomy; - float fy = rect->ymin + zoomy * (-offsy); - if (fy > rect->ymin) { - fy -= dy * (floorf(fy - rect->ymin)); - } - - float line_count = ( - floorf((rect->xmax - fx) / dx) + 1.0f + - floorf((rect->ymax - fy) / dy) + 1.0f); - - immBegin(GPU_PRIM_LINES, (int)line_count * 2); - while (fx < rect->xmax) { - immVertex2f(pos, fx, rect->ymin); - immVertex2f(pos, fx, rect->ymax); - fx += dx; - } - while (fy < rect->ymax) { - immVertex2f(pos, rect->xmin, fy); - immVertex2f(pos, rect->xmax, fy); - fy += dy; - } - immEnd(); - + float dx = step * zoomx; + float fx = rect->xmin + zoomx * (-offsx); + if (fx > rect->xmin) { + fx -= dx * (floorf(fx - rect->xmin)); + } + + float dy = step * zoomy; + float fy = rect->ymin + zoomy * (-offsy); + if (fy > rect->ymin) { + fy -= dy * (floorf(fy - rect->ymin)); + } + + float line_count = (floorf((rect->xmax - fx) / dx) + 1.0f + floorf((rect->ymax - fy) / dy) + + 1.0f); + + immBegin(GPU_PRIM_LINES, (int)line_count * 2); + while (fx < rect->xmax) { + immVertex2f(pos, fx, rect->ymin); + immVertex2f(pos, fx, rect->ymax); + fx += dx; + } + while (fy < rect->ymax) { + immVertex2f(pos, rect->xmin, fy); + immVertex2f(pos, rect->xmax, fy); + fy += dy; + } + immEnd(); } - static void gl_shaded_color_get(const uchar color[3], int shade, uchar r_color[3]) { - r_color[0] = color[0] - shade > 0 ? color[0] - shade : 0; - r_color[1] = color[1] - shade > 0 ? color[1] - shade : 0; - r_color[2] = color[2] - shade > 0 ? color[2] - shade : 0; + r_color[0] = color[0] - shade > 0 ? color[0] - shade : 0; + r_color[1] = color[1] - shade > 0 ? color[1] - shade : 0; + r_color[2] = color[2] - shade > 0 ? color[2] - shade : 0; } static void gl_shaded_color_get_fl(const uchar *color, int shade, float r_color[3]) { - uchar color_shaded[3]; - gl_shaded_color_get(color, shade, color_shaded); - rgb_uchar_to_float(r_color, color_shaded); + uchar color_shaded[3]; + gl_shaded_color_get(color, shade, color_shaded); + rgb_uchar_to_float(r_color, color_shaded); } static void gl_shaded_color(uchar *color, int shade) { - uchar color_shaded[3]; - gl_shaded_color_get(color, shade, color_shaded); - immUniformColor3ubv(color_shaded); + uchar color_shaded[3]; + gl_shaded_color_get(color, shade, color_shaded); + immUniformColor3ubv(color_shaded); } void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, const rcti *rect) { - CurveMapping *cumap; - - if (but->editcumap) { - cumap = but->editcumap; - } - else { - cumap = (CurveMapping *)but->poin; - } - - CurveMap *cuma = &cumap->cm[cumap->cur]; - - /* need scissor test, curve can draw outside of boundary */ - int scissor[4]; - GPU_scissor_get_i(scissor); - rcti scissor_new = { - .xmin = rect->xmin, - .ymin = rect->ymin, - .xmax = rect->xmax, - .ymax = rect->ymax, - }; - rcti scissor_region = {0, ar->winx, 0, ar->winy}; - BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new); - GPU_scissor( - scissor_new.xmin, - scissor_new.ymin, - BLI_rcti_size_x(&scissor_new), - BLI_rcti_size_y(&scissor_new)); - - /* calculate offset and zoom */ - float zoomx = (BLI_rcti_size_x(rect) - 2.0f) / BLI_rctf_size_x(&cumap->curr); - float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / BLI_rctf_size_y(&cumap->curr); - float offsx = cumap->curr.xmin - (1.0f / zoomx); - float offsy = cumap->curr.ymin - (1.0f / zoomy); - - /* Do this first to not mess imm context */ - if (but->a1 == UI_GRAD_H) { - /* magic trigger for curve backgrounds */ - float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */ - - rcti grid = { - .xmin = rect->xmin + zoomx * (-offsx), - .xmax = grid.xmin + zoomx, - .ymin = rect->ymin + zoomy * (-offsy), - .ymax = grid.ymin + zoomy, - }; - - ui_draw_gradient(&grid, col, UI_GRAD_H, 1.0f); - } - - GPU_line_width(1.0f); - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - /* backdrop */ - float color_backdrop[4] = {0, 0, 0, 1}; - - if (but->a1 == UI_GRAD_H) { - /* grid, hsv uses different grid */ - GPU_blend(true); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - ARRAY_SET_ITEMS(color_backdrop, 0, 0, 0, 48.0 / 255.0); - immUniformColor4fv(color_backdrop); - ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.1666666f); - GPU_blend(false); - } - else { - if (cumap->flag & CUMA_DO_CLIP) { - gl_shaded_color_get_fl((uchar *)wcol->inner, -20, color_backdrop); - immUniformColor3fv(color_backdrop); - immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); - immUniformColor3ubv((uchar *)wcol->inner); - immRectf(pos, - rect->xmin + zoomx * (cumap->clipr.xmin - offsx), - rect->ymin + zoomy * (cumap->clipr.ymin - offsy), - rect->xmin + zoomx * (cumap->clipr.xmax - offsx), - rect->ymin + zoomy * (cumap->clipr.ymax - offsy)); - } - else { - rgb_uchar_to_float(color_backdrop, (const uchar *)wcol->inner); - immUniformColor3fv(color_backdrop); - immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); - } - - /* grid, every 0.25 step */ - gl_shaded_color((uchar *)wcol->inner, -16); - ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f); - /* grid, every 1.0 step */ - gl_shaded_color((uchar *)wcol->inner, -24); - ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f); - /* axes */ - gl_shaded_color((uchar *)wcol->inner, -50); - immBegin(GPU_PRIM_LINES, 4); - immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (-offsy)); - immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (-offsy)); - immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymin); - immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymax); - immEnd(); - } - - /* cfra option */ - /* XXX 2.48 */ + CurveMapping *cumap; + + if (but->editcumap) { + cumap = but->editcumap; + } + else { + cumap = (CurveMapping *)but->poin; + } + + CurveMap *cuma = &cumap->cm[cumap->cur]; + + /* need scissor test, curve can draw outside of boundary */ + int scissor[4]; + GPU_scissor_get_i(scissor); + rcti scissor_new = { + .xmin = rect->xmin, + .ymin = rect->ymin, + .xmax = rect->xmax, + .ymax = rect->ymax, + }; + rcti scissor_region = {0, ar->winx, 0, ar->winy}; + BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new); + GPU_scissor(scissor_new.xmin, + scissor_new.ymin, + BLI_rcti_size_x(&scissor_new), + BLI_rcti_size_y(&scissor_new)); + + /* calculate offset and zoom */ + float zoomx = (BLI_rcti_size_x(rect) - 2.0f) / BLI_rctf_size_x(&cumap->curr); + float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / BLI_rctf_size_y(&cumap->curr); + float offsx = cumap->curr.xmin - (1.0f / zoomx); + float offsy = cumap->curr.ymin - (1.0f / zoomy); + + /* Do this first to not mess imm context */ + if (but->a1 == UI_GRAD_H) { + /* magic trigger for curve backgrounds */ + float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */ + + rcti grid = { + .xmin = rect->xmin + zoomx * (-offsx), + .xmax = grid.xmin + zoomx, + .ymin = rect->ymin + zoomy * (-offsy), + .ymax = grid.ymin + zoomy, + }; + + ui_draw_gradient(&grid, col, UI_GRAD_H, 1.0f); + } + + GPU_line_width(1.0f); + + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + /* backdrop */ + float color_backdrop[4] = {0, 0, 0, 1}; + + if (but->a1 == UI_GRAD_H) { + /* grid, hsv uses different grid */ + GPU_blend(true); + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + ARRAY_SET_ITEMS(color_backdrop, 0, 0, 0, 48.0 / 255.0); + immUniformColor4fv(color_backdrop); + ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.1666666f); + GPU_blend(false); + } + else { + if (cumap->flag & CUMA_DO_CLIP) { + gl_shaded_color_get_fl((uchar *)wcol->inner, -20, color_backdrop); + immUniformColor3fv(color_backdrop); + immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); + immUniformColor3ubv((uchar *)wcol->inner); + immRectf(pos, + rect->xmin + zoomx * (cumap->clipr.xmin - offsx), + rect->ymin + zoomy * (cumap->clipr.ymin - offsy), + rect->xmin + zoomx * (cumap->clipr.xmax - offsx), + rect->ymin + zoomy * (cumap->clipr.ymax - offsy)); + } + else { + rgb_uchar_to_float(color_backdrop, (const uchar *)wcol->inner); + immUniformColor3fv(color_backdrop); + immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); + } + + /* grid, every 0.25 step */ + gl_shaded_color((uchar *)wcol->inner, -16); + ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f); + /* grid, every 1.0 step */ + gl_shaded_color((uchar *)wcol->inner, -24); + ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f); + /* axes */ + gl_shaded_color((uchar *)wcol->inner, -50); + immBegin(GPU_PRIM_LINES, 4); + immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (-offsy)); + immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (-offsy)); + immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymin); + immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymax); + immEnd(); + } + + /* cfra option */ + /* XXX 2.48 */ #if 0 - if (cumap->flag & CUMA_DRAW_CFRA) { - immUniformColor3ub(0x60, 0xc0, 0x40); - immBegin(GPU_PRIM_LINES, 2); - immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin); - immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax); - immEnd(); - } + if (cumap->flag & CUMA_DRAW_CFRA) { + immUniformColor3ub(0x60, 0xc0, 0x40); + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin); + immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax); + immEnd(); + } #endif - /* sample option */ - - if (cumap->flag & CUMA_DRAW_SAMPLE) { - immBegin(GPU_PRIM_LINES, 2); /* will draw one of the following 3 lines */ - if (but->a1 == UI_GRAD_H) { - float tsample[3]; - float hsv[3]; - linearrgb_to_srgb_v3_v3(tsample, cumap->sample); - rgb_to_hsv_v(tsample, hsv); - immUniformColor3ub(240, 240, 240); - - immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymin); - immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymax); - } - else if (cumap->cur == 3) { - float lum = IMB_colormanagement_get_luminance(cumap->sample); - immUniformColor3ub(240, 240, 240); - - immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymin); - immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymax); - } - else { - if (cumap->cur == 0) { - immUniformColor3ub(240, 100, 100); - } - else if (cumap->cur == 1) { - immUniformColor3ub(100, 240, 100); - } - else { - immUniformColor3ub(100, 100, 240); - } - - immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymin); - immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymax); - } - immEnd(); - } - immUnbindProgram(); - - - - if (cuma->table == NULL) { - curvemapping_changed(cumap, false); - } - - CurveMapPoint *cmp = cuma->table; - rctf line_range; - - /* First curve point. */ - if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) { - line_range.xmin = rect->xmin; - line_range.ymin = rect->ymin + zoomy * (cmp[0].y - offsy); - } - else { - line_range.xmin = rect->xmin + zoomx * (cmp[0].x - offsx + cuma->ext_in[0]); - line_range.ymin = rect->ymin + zoomy * (cmp[0].y - offsy + cuma->ext_in[1]); - } - /* Last curve point. */ - if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) { - line_range.xmax = rect->xmax; - line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy); - } - else { - line_range.xmax = rect->xmin + zoomx * (cmp[CM_TABLE].x - offsx - cuma->ext_out[0]); - line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]); - } - - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - GPU_blend(true); - - /* Curve filled. */ - immUniformColor3ubvAlpha((uchar *)wcol->item, 128); - GPU_polygon_smooth(true); - immBegin(GPU_PRIM_TRI_STRIP, (CM_TABLE * 2 + 2) + 4); - immVertex2f(pos, line_range.xmin, rect->ymin); - immVertex2f(pos, line_range.xmin, line_range.ymin); - for (int a = 0; a <= CM_TABLE; a++) { - float fx = rect->xmin + zoomx * (cmp[a].x - offsx); - float fy = rect->ymin + zoomy * (cmp[a].y - offsy); - immVertex2f(pos, fx, rect->ymin); - immVertex2f(pos, fx, fy); - } - immVertex2f(pos, line_range.xmax, rect->ymin); - immVertex2f(pos, line_range.xmax, line_range.ymax); - immEnd(); - GPU_polygon_smooth(false); - - /* Curve line. */ - GPU_line_width(1.0f); - immUniformColor3ubvAlpha((uchar *)wcol->item, 255); - GPU_line_smooth(true); - immBegin(GPU_PRIM_LINE_STRIP, (CM_TABLE + 1) + 2); - immVertex2f(pos, line_range.xmin, line_range.ymin); - for (int a = 0; a <= CM_TABLE; a++) { - float fx = rect->xmin + zoomx * (cmp[a].x - offsx); - float fy = rect->ymin + zoomy * (cmp[a].y - offsy); - immVertex2f(pos, fx, fy); - } - immVertex2f(pos, line_range.xmax, line_range.ymax); - immEnd(); - - /* Reset state for fill & line. */ - GPU_line_smooth(false); - GPU_blend(false); - immUnbindProgram(); - - /* The points, use aspect to make them visible on edges. */ - format = immVertexFormat(); - pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - - /* Calculate vertex colors based on text theme. */ - float color_vert[4], color_vert_select[4]; - UI_GetThemeColor4fv(TH_TEXT_HI, color_vert); - UI_GetThemeColor4fv(TH_TEXT, color_vert_select); - if (len_squared_v3v3(color_vert, color_vert_select) < 0.1f) { - interp_v3_v3v3(color_vert, color_vert_select, color_backdrop, 0.75f); - } - if (len_squared_v3(color_vert) > len_squared_v3(color_vert_select)) { - /* Ensure brightest text color is used for selection. */ - swap_v3_v3(color_vert, color_vert_select); - } - - cmp = cuma->curve; - GPU_point_size(max_ff(1.0f, min_ff(UI_DPI_FAC / but->block->aspect * 4.0f, 4.0f))); - immBegin(GPU_PRIM_POINTS, cuma->totpoint); - for (int a = 0; a < cuma->totpoint; a++) { - float fx = rect->xmin + zoomx * (cmp[a].x - offsx); - float fy = rect->ymin + zoomy * (cmp[a].y - offsy); - immAttr4fv(col, (cmp[a].flag & CUMA_SELECT) ? color_vert_select : color_vert); - immVertex2f(pos, fx, fy); - } - immEnd(); - immUnbindProgram(); - - /* restore scissortest */ - GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); - - /* outline */ - format = immVertexFormat(); - pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - immUniformColor3ubv((uchar *)wcol->outline); - imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); - - immUnbindProgram(); + /* sample option */ + + if (cumap->flag & CUMA_DRAW_SAMPLE) { + immBegin(GPU_PRIM_LINES, 2); /* will draw one of the following 3 lines */ + if (but->a1 == UI_GRAD_H) { + float tsample[3]; + float hsv[3]; + linearrgb_to_srgb_v3_v3(tsample, cumap->sample); + rgb_to_hsv_v(tsample, hsv); + immUniformColor3ub(240, 240, 240); + + immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymin); + immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymax); + } + else if (cumap->cur == 3) { + float lum = IMB_colormanagement_get_luminance(cumap->sample); + immUniformColor3ub(240, 240, 240); + + immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymin); + immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymax); + } + else { + if (cumap->cur == 0) { + immUniformColor3ub(240, 100, 100); + } + else if (cumap->cur == 1) { + immUniformColor3ub(100, 240, 100); + } + else { + immUniformColor3ub(100, 100, 240); + } + + immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymin); + immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymax); + } + immEnd(); + } + immUnbindProgram(); + + if (cuma->table == NULL) { + curvemapping_changed(cumap, false); + } + + CurveMapPoint *cmp = cuma->table; + rctf line_range; + + /* First curve point. */ + if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) { + line_range.xmin = rect->xmin; + line_range.ymin = rect->ymin + zoomy * (cmp[0].y - offsy); + } + else { + line_range.xmin = rect->xmin + zoomx * (cmp[0].x - offsx + cuma->ext_in[0]); + line_range.ymin = rect->ymin + zoomy * (cmp[0].y - offsy + cuma->ext_in[1]); + } + /* Last curve point. */ + if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) { + line_range.xmax = rect->xmax; + line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy); + } + else { + line_range.xmax = rect->xmin + zoomx * (cmp[CM_TABLE].x - offsx - cuma->ext_out[0]); + line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]); + } + + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + GPU_blend(true); + + /* Curve filled. */ + immUniformColor3ubvAlpha((uchar *)wcol->item, 128); + GPU_polygon_smooth(true); + immBegin(GPU_PRIM_TRI_STRIP, (CM_TABLE * 2 + 2) + 4); + immVertex2f(pos, line_range.xmin, rect->ymin); + immVertex2f(pos, line_range.xmin, line_range.ymin); + for (int a = 0; a <= CM_TABLE; a++) { + float fx = rect->xmin + zoomx * (cmp[a].x - offsx); + float fy = rect->ymin + zoomy * (cmp[a].y - offsy); + immVertex2f(pos, fx, rect->ymin); + immVertex2f(pos, fx, fy); + } + immVertex2f(pos, line_range.xmax, rect->ymin); + immVertex2f(pos, line_range.xmax, line_range.ymax); + immEnd(); + GPU_polygon_smooth(false); + + /* Curve line. */ + GPU_line_width(1.0f); + immUniformColor3ubvAlpha((uchar *)wcol->item, 255); + GPU_line_smooth(true); + immBegin(GPU_PRIM_LINE_STRIP, (CM_TABLE + 1) + 2); + immVertex2f(pos, line_range.xmin, line_range.ymin); + for (int a = 0; a <= CM_TABLE; a++) { + float fx = rect->xmin + zoomx * (cmp[a].x - offsx); + float fy = rect->ymin + zoomy * (cmp[a].y - offsy); + immVertex2f(pos, fx, fy); + } + immVertex2f(pos, line_range.xmax, line_range.ymax); + immEnd(); + + /* Reset state for fill & line. */ + GPU_line_smooth(false); + GPU_blend(false); + immUnbindProgram(); + + /* The points, use aspect to make them visible on edges. */ + format = immVertexFormat(); + pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + + /* Calculate vertex colors based on text theme. */ + float color_vert[4], color_vert_select[4]; + UI_GetThemeColor4fv(TH_TEXT_HI, color_vert); + UI_GetThemeColor4fv(TH_TEXT, color_vert_select); + if (len_squared_v3v3(color_vert, color_vert_select) < 0.1f) { + interp_v3_v3v3(color_vert, color_vert_select, color_backdrop, 0.75f); + } + if (len_squared_v3(color_vert) > len_squared_v3(color_vert_select)) { + /* Ensure brightest text color is used for selection. */ + swap_v3_v3(color_vert, color_vert_select); + } + + cmp = cuma->curve; + GPU_point_size(max_ff(1.0f, min_ff(UI_DPI_FAC / but->block->aspect * 4.0f, 4.0f))); + immBegin(GPU_PRIM_POINTS, cuma->totpoint); + for (int a = 0; a < cuma->totpoint; a++) { + float fx = rect->xmin + zoomx * (cmp[a].x - offsx); + float fy = rect->ymin + zoomy * (cmp[a].y - offsy); + immAttr4fv(col, (cmp[a].flag & CUMA_SELECT) ? color_vert_select : color_vert); + immVertex2f(pos, fx, fy); + } + immEnd(); + immUnbindProgram(); + + /* restore scissortest */ + GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); + + /* outline */ + format = immVertexFormat(); + pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + immUniformColor3ubv((uchar *)wcol->outline); + imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); + + immUnbindProgram(); } -void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(ar), uiBut *but, const uiWidgetColors *UNUSED(wcol), const rcti *recti) +void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(ar), + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *recti) { - bool ok = false; - MovieClipScopes *scopes = (MovieClipScopes *)but->poin; - - rctf rect = { - .xmin = (float)recti->xmin + 1, - .xmax = (float)recti->xmax - 1, - .ymin = (float)recti->ymin + 1, - .ymax = (float)recti->ymax - 1, - }; - - int width = BLI_rctf_size_x(&rect) + 1; - int height = BLI_rctf_size_y(&rect); - - GPU_blend(true); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - - /* need scissor test, preview image can draw outside of boundary */ - int scissor[4]; - GPU_scissor_get_i(scissor); - GPU_scissor( - (rect.xmin - 1), - (rect.ymin - 1), - (rect.xmax + 1) - (rect.xmin - 1), - (rect.ymax + 1) - (rect.ymin - 1)); - - if (scopes->track_disabled) { - float color[4] = {0.7f, 0.3f, 0.3f, 0.3f}; - UI_draw_roundbox_corner_set(UI_CNR_ALL); - UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color); - - ok = true; - } - else if ((scopes->track_search) && - ((!scopes->track_preview) || - (scopes->track_preview->x != width || scopes->track_preview->y != height))) - { - if (scopes->track_preview) { - IMB_freeImBuf(scopes->track_preview); - } - - ImBuf *tmpibuf = BKE_tracking_sample_pattern( - scopes->frame_width, scopes->frame_height, - scopes->track_search, scopes->track, - &scopes->undist_marker, true, scopes->use_track_mask, - width, height, scopes->track_pos); - if (tmpibuf) { - if (tmpibuf->rect_float) { - IMB_rect_from_float(tmpibuf); - } - - if (tmpibuf->rect) { - scopes->track_preview = tmpibuf; - } - else { - IMB_freeImBuf(tmpibuf); - } - } - } - - if (!ok && scopes->track_preview) { - GPU_matrix_push(); - - /* draw content of pattern area */ - GPU_scissor(rect.xmin, rect.ymin, scissor[2], scissor[3]); - - if (width > 0 && height > 0) { - ImBuf *drawibuf = scopes->track_preview; - float col_sel[4], col_outline[4]; - - if (scopes->use_track_mask) { - float color[4] = {0.0f, 0.0f, 0.0f, 0.3f}; - UI_draw_roundbox_corner_set(UI_CNR_ALL); - UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color); - } - - IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR); - immDrawPixelsTex(&state, rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, drawibuf->rect, 1.0f, 1.0f, NULL); - - /* draw cross for pixel position */ - GPU_matrix_translate_2f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1]); - GPU_scissor( - rect.xmin, - rect.ymin, - BLI_rctf_size_x(&rect), - BLI_rctf_size_y(&rect)); - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - - UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel); - UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline); - - /* Do stipple cross with geometry */ - immBegin(GPU_PRIM_LINES, 7 * 2 * 2); - float pos_sel[8] = {-10.0f, -7.0f, -4.0f, -1.0f, 2.0f, 5.0f, 8.0f, 11.0f}; - for (int axe = 0; axe < 2; ++axe) { - for (int i = 0; i < 7; ++i) { - float x1 = pos_sel[i] * (1 - axe); - float y1 = pos_sel[i] * axe; - float x2 = pos_sel[i + 1] * (1 - axe); - float y2 = pos_sel[i + 1] * axe; - - if (i % 2 == 1) { - immAttr4fv(col, col_sel); - } - else { - immAttr4fv(col, col_outline); - } - - immVertex2f(pos, x1, y1); - immVertex2f(pos, x2, y2); - } - } - immEnd(); - - immUnbindProgram(); - } - - GPU_matrix_pop(); - - ok = true; - } - - if (!ok) { - float color[4] = {0.0f, 0.0f, 0.0f, 0.3f}; - UI_draw_roundbox_corner_set(UI_CNR_ALL); - UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color); - } - - /* outline */ - draw_scope_end(&rect, scissor); - - GPU_blend(false); + bool ok = false; + MovieClipScopes *scopes = (MovieClipScopes *)but->poin; + + rctf rect = { + .xmin = (float)recti->xmin + 1, + .xmax = (float)recti->xmax - 1, + .ymin = (float)recti->ymin + 1, + .ymax = (float)recti->ymax - 1, + }; + + int width = BLI_rctf_size_x(&rect) + 1; + int height = BLI_rctf_size_y(&rect); + + GPU_blend(true); + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + + /* need scissor test, preview image can draw outside of boundary */ + int scissor[4]; + GPU_scissor_get_i(scissor); + GPU_scissor((rect.xmin - 1), + (rect.ymin - 1), + (rect.xmax + 1) - (rect.xmin - 1), + (rect.ymax + 1) - (rect.ymin - 1)); + + if (scopes->track_disabled) { + float color[4] = {0.7f, 0.3f, 0.3f, 0.3f}; + UI_draw_roundbox_corner_set(UI_CNR_ALL); + UI_draw_roundbox_4fv( + true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color); + + ok = true; + } + else if ((scopes->track_search) && + ((!scopes->track_preview) || + (scopes->track_preview->x != width || scopes->track_preview->y != height))) { + if (scopes->track_preview) { + IMB_freeImBuf(scopes->track_preview); + } + + ImBuf *tmpibuf = BKE_tracking_sample_pattern(scopes->frame_width, + scopes->frame_height, + scopes->track_search, + scopes->track, + &scopes->undist_marker, + true, + scopes->use_track_mask, + width, + height, + scopes->track_pos); + if (tmpibuf) { + if (tmpibuf->rect_float) { + IMB_rect_from_float(tmpibuf); + } + + if (tmpibuf->rect) { + scopes->track_preview = tmpibuf; + } + else { + IMB_freeImBuf(tmpibuf); + } + } + } + + if (!ok && scopes->track_preview) { + GPU_matrix_push(); + + /* draw content of pattern area */ + GPU_scissor(rect.xmin, rect.ymin, scissor[2], scissor[3]); + + if (width > 0 && height > 0) { + ImBuf *drawibuf = scopes->track_preview; + float col_sel[4], col_outline[4]; + + if (scopes->use_track_mask) { + float color[4] = {0.0f, 0.0f, 0.0f, 0.3f}; + UI_draw_roundbox_corner_set(UI_CNR_ALL); + UI_draw_roundbox_4fv( + true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color); + } + + IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR); + immDrawPixelsTex(&state, + rect.xmin, + rect.ymin + 1, + drawibuf->x, + drawibuf->y, + GL_RGBA, + GL_UNSIGNED_BYTE, + GL_LINEAR, + drawibuf->rect, + 1.0f, + 1.0f, + NULL); + + /* draw cross for pixel position */ + GPU_matrix_translate_2f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1]); + GPU_scissor(rect.xmin, rect.ymin, BLI_rctf_size_x(&rect), BLI_rctf_size_y(&rect)); + + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + + UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel); + UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline); + + /* Do stipple cross with geometry */ + immBegin(GPU_PRIM_LINES, 7 * 2 * 2); + float pos_sel[8] = {-10.0f, -7.0f, -4.0f, -1.0f, 2.0f, 5.0f, 8.0f, 11.0f}; + for (int axe = 0; axe < 2; ++axe) { + for (int i = 0; i < 7; ++i) { + float x1 = pos_sel[i] * (1 - axe); + float y1 = pos_sel[i] * axe; + float x2 = pos_sel[i + 1] * (1 - axe); + float y2 = pos_sel[i + 1] * axe; + + if (i % 2 == 1) { + immAttr4fv(col, col_sel); + } + else { + immAttr4fv(col, col_outline); + } + + immVertex2f(pos, x1, y1); + immVertex2f(pos, x2, y2); + } + } + immEnd(); + + immUnbindProgram(); + } + + GPU_matrix_pop(); + + ok = true; + } + + if (!ok) { + float color[4] = {0.0f, 0.0f, 0.0f, 0.3f}; + UI_draw_roundbox_corner_set(UI_CNR_ALL); + UI_draw_roundbox_4fv( + true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color); + } + + /* outline */ + draw_scope_end(&rect, scissor); + + GPU_blend(false); } -void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, const uiWidgetColors *UNUSED(wcol), const rcti *recti) +void ui_draw_but_NODESOCKET(ARegion *ar, + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *recti) { - static const float size = 5.0f; - - /* 16 values of sin function */ - const float si[16] = { - 0.00000000f, 0.39435585f, 0.72479278f, 0.93775213f, - 0.99871650f, 0.89780453f, 0.65137248f, 0.29936312f, - -0.10116832f, -0.48530196f, -0.79077573f, -0.96807711f, - -0.98846832f, -0.84864425f, -0.57126821f, -0.20129852f, - }; - /* 16 values of cos function */ - const float co[16] = { - 1.00000000f, 0.91895781f, 0.68896691f, 0.34730525f, - -0.05064916f, -0.44039415f, -0.75875812f, -0.95413925f, - -0.99486932f, -0.87434661f, -0.61210598f, -0.25065253f, - 0.15142777f, 0.52896401f, 0.82076344f, 0.97952994f, - }; - - int scissor[4]; - - /* need scissor test, can draw outside of boundary */ - GPU_scissor_get_i(scissor); - - rcti scissor_new = { - .xmin = recti->xmin, - .ymin = recti->ymin, - .xmax = recti->xmax, - .ymax = recti->ymax, - }; - - rcti scissor_region = {0, ar->winx, 0, ar->winy}; - - BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new); - GPU_scissor( - scissor_new.xmin, - scissor_new.ymin, - BLI_rcti_size_x(&scissor_new), - BLI_rcti_size_y(&scissor_new)); - - float x = 0.5f * (recti->xmin + recti->xmax); - float y = 0.5f * (recti->ymin + recti->ymax); - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - immUniformColor4ubv(but->col); - - GPU_blend(true); - immBegin(GPU_PRIM_TRI_FAN, 16); - for (int a = 0; a < 16; a++) { - immVertex2f(pos, x + size * si[a], y + size * co[a]); - } - immEnd(); - - immUniformColor4ub(0, 0, 0, 150); - GPU_line_width(1); - GPU_line_smooth(true); - immBegin(GPU_PRIM_LINE_LOOP, 16); - for (int a = 0; a < 16; a++) { - immVertex2f(pos, x + size * si[a], y + size * co[a]); - } - immEnd(); - GPU_line_smooth(false); - GPU_blend(false); - - immUnbindProgram(); - - /* restore scissortest */ - GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); + static const float size = 5.0f; + + /* 16 values of sin function */ + const float si[16] = { + 0.00000000f, + 0.39435585f, + 0.72479278f, + 0.93775213f, + 0.99871650f, + 0.89780453f, + 0.65137248f, + 0.29936312f, + -0.10116832f, + -0.48530196f, + -0.79077573f, + -0.96807711f, + -0.98846832f, + -0.84864425f, + -0.57126821f, + -0.20129852f, + }; + /* 16 values of cos function */ + const float co[16] = { + 1.00000000f, + 0.91895781f, + 0.68896691f, + 0.34730525f, + -0.05064916f, + -0.44039415f, + -0.75875812f, + -0.95413925f, + -0.99486932f, + -0.87434661f, + -0.61210598f, + -0.25065253f, + 0.15142777f, + 0.52896401f, + 0.82076344f, + 0.97952994f, + }; + + int scissor[4]; + + /* need scissor test, can draw outside of boundary */ + GPU_scissor_get_i(scissor); + + rcti scissor_new = { + .xmin = recti->xmin, + .ymin = recti->ymin, + .xmax = recti->xmax, + .ymax = recti->ymax, + }; + + rcti scissor_region = {0, ar->winx, 0, ar->winy}; + + BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new); + GPU_scissor(scissor_new.xmin, + scissor_new.ymin, + BLI_rcti_size_x(&scissor_new), + BLI_rcti_size_y(&scissor_new)); + + float x = 0.5f * (recti->xmin + recti->xmax); + float y = 0.5f * (recti->ymin + recti->ymax); + + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immUniformColor4ubv(but->col); + + GPU_blend(true); + immBegin(GPU_PRIM_TRI_FAN, 16); + for (int a = 0; a < 16; a++) { + immVertex2f(pos, x + size * si[a], y + size * co[a]); + } + immEnd(); + + immUniformColor4ub(0, 0, 0, 150); + GPU_line_width(1); + GPU_line_smooth(true); + immBegin(GPU_PRIM_LINE_LOOP, 16); + for (int a = 0; a < 16; a++) { + immVertex2f(pos, x + size * si[a], y + size * co[a]); + } + immEnd(); + GPU_line_smooth(false); + GPU_blend(false); + + immUnbindProgram(); + + /* restore scissortest */ + GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); } /* ****************************************************** */ @@ -2157,157 +2335,175 @@ void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, const uiWidgetColors *UNUSE * would replace / modify the following 3 functions - merwin */ -static void ui_shadowbox(uint pos, uint color, float minx, float miny, float maxx, float maxy, float shadsize, uchar alpha) +static void ui_shadowbox(uint pos, + uint color, + float minx, + float miny, + float maxx, + float maxy, + float shadsize, + uchar alpha) { - /** - * <pre> - * v1-_ - * | -_v2 - * | | - * | | - * | | - * v7_______v3____v4 - * \ | / - * \ | _v5 - * v8______v6_- - * </pre> - */ - const float v1[2] = {maxx, maxy - 0.3f * shadsize}; - const float v2[2] = {maxx + shadsize, maxy - 0.75f * shadsize}; - const float v3[2] = {maxx, miny}; - const float v4[2] = {maxx + shadsize, miny}; - - const float v5[2] = {maxx + 0.7f * shadsize, miny - 0.7f * shadsize}; - - const float v6[2] = {maxx, miny - shadsize}; - const float v7[2] = {minx + 0.3f * shadsize, miny}; - const float v8[2] = {minx + 0.5f * shadsize, miny - shadsize}; - - /* right quad */ - immAttr4ub(color, 0, 0, 0, alpha); - immVertex2fv(pos, v3); - immVertex2fv(pos, v1); - immAttr4ub(color, 0, 0, 0, 0); - immVertex2fv(pos, v2); - - immVertex2fv(pos, v2); - immVertex2fv(pos, v4); - immAttr4ub(color, 0, 0, 0, alpha); - immVertex2fv(pos, v3); - - /* corner shape */ - /* immAttr4ub(color, 0, 0, 0, alpha); */ /* Not needed, done above in previous tri */ - immVertex2fv(pos, v3); - immAttr4ub(color, 0, 0, 0, 0); - immVertex2fv(pos, v4); - immVertex2fv(pos, v5); - - immVertex2fv(pos, v5); - immVertex2fv(pos, v6); - immAttr4ub(color, 0, 0, 0, alpha); - immVertex2fv(pos, v3); - - /* bottom quad */ - /* immAttr4ub(color, 0, 0, 0, alpha); */ /* Not needed, done above in previous tri */ - immVertex2fv(pos, v3); - immAttr4ub(color, 0, 0, 0, 0); - immVertex2fv(pos, v6); - immVertex2fv(pos, v8); - - immVertex2fv(pos, v8); - immAttr4ub(color, 0, 0, 0, alpha); - immVertex2fv(pos, v7); - immVertex2fv(pos, v3); + /** + * <pre> + * v1-_ + * | -_v2 + * | | + * | | + * | | + * v7_______v3____v4 + * \ | / + * \ | _v5 + * v8______v6_- + * </pre> + */ + const float v1[2] = {maxx, maxy - 0.3f * shadsize}; + const float v2[2] = {maxx + shadsize, maxy - 0.75f * shadsize}; + const float v3[2] = {maxx, miny}; + const float v4[2] = {maxx + shadsize, miny}; + + const float v5[2] = {maxx + 0.7f * shadsize, miny - 0.7f * shadsize}; + + const float v6[2] = {maxx, miny - shadsize}; + const float v7[2] = {minx + 0.3f * shadsize, miny}; + const float v8[2] = {minx + 0.5f * shadsize, miny - shadsize}; + + /* right quad */ + immAttr4ub(color, 0, 0, 0, alpha); + immVertex2fv(pos, v3); + immVertex2fv(pos, v1); + immAttr4ub(color, 0, 0, 0, 0); + immVertex2fv(pos, v2); + + immVertex2fv(pos, v2); + immVertex2fv(pos, v4); + immAttr4ub(color, 0, 0, 0, alpha); + immVertex2fv(pos, v3); + + /* corner shape */ + /* immAttr4ub(color, 0, 0, 0, alpha); */ /* Not needed, done above in previous tri */ + immVertex2fv(pos, v3); + immAttr4ub(color, 0, 0, 0, 0); + immVertex2fv(pos, v4); + immVertex2fv(pos, v5); + + immVertex2fv(pos, v5); + immVertex2fv(pos, v6); + immAttr4ub(color, 0, 0, 0, alpha); + immVertex2fv(pos, v3); + + /* bottom quad */ + /* immAttr4ub(color, 0, 0, 0, alpha); */ /* Not needed, done above in previous tri */ + immVertex2fv(pos, v3); + immAttr4ub(color, 0, 0, 0, 0); + immVertex2fv(pos, v6); + immVertex2fv(pos, v8); + + immVertex2fv(pos, v8); + immAttr4ub(color, 0, 0, 0, alpha); + immVertex2fv(pos, v7); + immVertex2fv(pos, v3); } void UI_draw_box_shadow(uchar alpha, float minx, float miny, float maxx, float maxy) { - GPU_blend(true); + GPU_blend(true); - 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_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT); + 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_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT); - immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); + immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); - immBegin(GPU_PRIM_TRIS, 54); + immBegin(GPU_PRIM_TRIS, 54); - /* accumulated outline boxes to make shade not linear, is more pleasant */ - ui_shadowbox(pos, color, minx, miny, maxx, maxy, 11.0, (20 * alpha) >> 8); - ui_shadowbox(pos, color, minx, miny, maxx, maxy, 7.0, (40 * alpha) >> 8); - ui_shadowbox(pos, color, minx, miny, maxx, maxy, 5.0, (80 * alpha) >> 8); + /* accumulated outline boxes to make shade not linear, is more pleasant */ + ui_shadowbox(pos, color, minx, miny, maxx, maxy, 11.0, (20 * alpha) >> 8); + ui_shadowbox(pos, color, minx, miny, maxx, maxy, 7.0, (40 * alpha) >> 8); + ui_shadowbox(pos, color, minx, miny, maxx, maxy, 5.0, (80 * alpha) >> 8); - immEnd(); + immEnd(); - immUnbindProgram(); + immUnbindProgram(); - GPU_blend(false); + GPU_blend(false); } - -void ui_draw_dropshadow(const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select)) +void ui_draw_dropshadow( + const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select)) { - float rad; + float rad; - if (radius > (BLI_rctf_size_y(rct) - 10.0f) * 0.5f) { - rad = (BLI_rctf_size_y(rct) - 10.0f) * 0.5f; - } - else { - rad = radius; - } + if (radius > (BLI_rctf_size_y(rct) - 10.0f) * 0.5f) { + rad = (BLI_rctf_size_y(rct) - 10.0f) * 0.5f; + } + else { + rad = radius; + } - int a, i = 12; + int a, i = 12; #if 0 - if (select) { - a = i * aspect; /* same as below */ - } - else + if (select) { + a = i * aspect; /* same as below */ + } + else #endif - { - a = i * aspect; - } - - GPU_blend(true); - const float dalpha = alpha * 2.0f / 255.0f; - float calpha = dalpha; - float visibility = 1.0f; - for (; i--;) { - /* alpha ranges from 2 to 20 or so */ + { + a = i * aspect; + } + + GPU_blend(true); + const float dalpha = alpha * 2.0f / 255.0f; + float calpha = dalpha; + float visibility = 1.0f; + for (; i--;) { + /* alpha ranges from 2 to 20 or so */ #if 0 /* Old Method (pre 2.8) */ - float color[4] = {0.0f, 0.0f, 0.0f, calpha}; - UI_draw_roundbox_4fv(true, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a, color); + float color[4] = {0.0f, 0.0f, 0.0f, calpha}; + UI_draw_roundbox_4fv(true, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a, color); #endif - /* Compute final visibility to match old method result. */ - /* TODO we could just find a better fit function inside the shader instead of this. */ - visibility = visibility * (1.0f - calpha); - calpha += dalpha; - } - - uiWidgetBaseParameters widget_params = { - .recti.xmin = rct->xmin, .recti.ymin = rct->ymin, - .recti.xmax = rct->xmax, .recti.ymax = rct->ymax - 10.0f, - .rect.xmin = rct->xmin - a, .rect.ymin = rct->ymin - a, - .rect.xmax = rct->xmax + a, .rect.ymax = rct->ymax - 10.0f + a, - .radi = rad, - .rad = rad + a, - .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, - .alpha_discard = 1.0f, - }; - - GPUBatch *batch = ui_batch_roundbox_shadow_get(); - GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_SHADOW); - GPU_batch_uniform_4fv_array(batch, "parameters", 4, (float *)&widget_params); - GPU_batch_uniform_1f(batch, "alpha", 1.0f - visibility); - GPU_batch_draw(batch); - - /* outline emphasis */ - GPU_line_smooth(true); - float color[4] = {0.0f, 0.0f, 0.0f, 0.4f}; - UI_draw_roundbox_4fv(false, rct->xmin - 0.5f, rct->ymin - 0.5f, rct->xmax + 0.5f, rct->ymax + 0.5f, radius + 0.5f, color); - GPU_line_smooth(false); - - GPU_blend(false); + /* Compute final visibility to match old method result. */ + /* TODO we could just find a better fit function inside the shader instead of this. */ + visibility = visibility * (1.0f - calpha); + calpha += dalpha; + } + + uiWidgetBaseParameters widget_params = { + .recti.xmin = rct->xmin, + .recti.ymin = rct->ymin, + .recti.xmax = rct->xmax, + .recti.ymax = rct->ymax - 10.0f, + .rect.xmin = rct->xmin - a, + .rect.ymin = rct->ymin - a, + .rect.xmax = rct->xmax + a, + .rect.ymax = rct->ymax - 10.0f + a, + .radi = rad, + .rad = rad + a, + .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, + .alpha_discard = 1.0f, + }; + + GPUBatch *batch = ui_batch_roundbox_shadow_get(); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_SHADOW); + GPU_batch_uniform_4fv_array(batch, "parameters", 4, (float *)&widget_params); + GPU_batch_uniform_1f(batch, "alpha", 1.0f - visibility); + GPU_batch_draw(batch); + + /* outline emphasis */ + GPU_line_smooth(true); + float color[4] = {0.0f, 0.0f, 0.0f, 0.4f}; + UI_draw_roundbox_4fv(false, + rct->xmin - 0.5f, + rct->ymin - 0.5f, + rct->xmax + 0.5f, + rct->ymax + 0.5f, + radius + 0.5f, + color); + GPU_line_smooth(false); + + GPU_blend(false); } |