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Diffstat (limited to 'source/blender/editors/interface/interface_draw.cc')
-rw-r--r--source/blender/editors/interface/interface_draw.cc2382
1 files changed, 2382 insertions, 0 deletions
diff --git a/source/blender/editors/interface/interface_draw.cc b/source/blender/editors/interface/interface_draw.cc
new file mode 100644
index 00000000000..5dde7fa5921
--- /dev/null
+++ b/source/blender/editors/interface/interface_draw.cc
@@ -0,0 +1,2382 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup edinterface
+ */
+
+#include <math.h>
+#include <string.h>
+
+#include "DNA_color_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_curveprofile_types.h"
+#include "DNA_movieclip_types.h"
+#include "DNA_screen_types.h"
+
+#include "BLI_math.h"
+#include "BLI_polyfill_2d.h"
+#include "BLI_rect.h"
+#include "BLI_string.h"
+#include "BLI_utildefines.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BKE_colorband.h"
+#include "BKE_colortools.h"
+#include "BKE_curveprofile.h"
+#include "BKE_node.h"
+#include "BKE_tracking.h"
+
+#include "IMB_colormanagement.h"
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "BIF_glutil.h"
+
+#include "BLF_api.h"
+
+#include "GPU_batch.h"
+#include "GPU_batch_presets.h"
+#include "GPU_immediate.h"
+#include "GPU_immediate_util.h"
+#include "GPU_matrix.h"
+#include "GPU_state.h"
+
+#include "UI_interface.h"
+
+/* 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;
+}
+
+#if 0 /* unused */
+int UI_draw_roundbox_corner_get(void)
+{
+ return roundboxtype;
+}
+#endif
+
+void UI_draw_roundbox_4fv_ex(const rctf *rect,
+ const float inner1[4],
+ const float inner2[4],
+ float shade_dir,
+ const float outline[4],
+ float outline_width,
+ float rad)
+{
+ /* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
+ * If it has been scaled, then it's no longer valid. */
+ uiWidgetBaseParameters params;
+ params.recti.xmin = rect->xmin + outline_width;
+ params.recti.ymin = rect->ymin + outline_width;
+ params.recti.xmax = rect->xmax - outline_width;
+ params.recti.ymax = rect->ymax - outline_width;
+ params.rect = *rect;
+ params.radi = rad;
+ params.rad = rad;
+ params.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f;
+ params.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f;
+ params.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f;
+ params.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f;
+ params.color_inner1[0] = inner1 ? inner1[0] : 0.0f;
+ params.color_inner1[1] = inner1 ? inner1[1] : 0.0f;
+ params.color_inner1[2] = inner1 ? inner1[2] : 0.0f;
+ params.color_inner1[3] = inner1 ? inner1[3] : 0.0f;
+ params.color_inner2[0] = inner2 ? inner2[0] : inner1 ? inner1[0] : 0.0f;
+ params.color_inner2[1] = inner2 ? inner2[1] : inner1 ? inner1[1] : 0.0f;
+ params.color_inner2[2] = inner2 ? inner2[2] : inner1 ? inner1[2] : 0.0f;
+ params.color_inner2[3] = inner2 ? inner2[3] : inner1 ? inner1[3] : 0.0f;
+ params.color_outline[0] = outline ? outline[0] : inner1 ? inner1[0] : 0.0f;
+ params.color_outline[1] = outline ? outline[1] : inner1 ? inner1[1] : 0.0f;
+ params.color_outline[2] = outline ? outline[2] : inner1 ? inner1[2] : 0.0f;
+ params.color_outline[3] = outline ? outline[3] : inner1 ? inner1[3] : 0.0f;
+ params.shade_dir = shade_dir;
+ params.alpha_discard = 1.0f;
+
+ GPUBatch *batch = ui_batch_roundbox_widget_get();
+ GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
+ GPU_batch_uniform_4fv_array(batch, "parameters", 11, (const float(*)[4]) & params);
+ GPU_blend(GPU_BLEND_ALPHA);
+ GPU_batch_draw(batch);
+ GPU_blend(GPU_BLEND_NONE);
+}
+
+void UI_draw_roundbox_3ub_alpha(
+ const rctf *rect, bool filled, float rad, const uchar col[3], uchar alpha)
+{
+ float colv[4] = {
+ ((float)col[0]) / 255,
+ ((float)col[1]) / 255,
+ ((float)col[2]) / 255,
+ ((float)alpha) / 255,
+ };
+ UI_draw_roundbox_4fv_ex(rect, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad);
+}
+
+void UI_draw_roundbox_3fv_alpha(
+ const rctf *rect, bool filled, float rad, const float col[3], float alpha)
+{
+ float colv[4] = {col[0], col[1], col[2], alpha};
+ UI_draw_roundbox_4fv_ex(rect, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad);
+}
+
+void UI_draw_roundbox_aa(const rctf *rect, bool filled, float rad, const float color[4])
+{
+ /* XXX this is to emulate previous behavior of semitransparent fills but that's was a side effect
+ * of the previous AA method. Better fix the callers. */
+ float colv[4] = {color[0], color[1], color[2], color[3]};
+ if (filled) {
+ colv[3] *= 0.65f;
+ }
+
+ UI_draw_roundbox_4fv_ex(rect, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad);
+}
+
+void UI_draw_roundbox_4fv(const rctf *rect, bool filled, float rad, const float col[4])
+{
+ /* Exactly the same as UI_draw_roundbox_aa but does not do the legacy transparency. */
+ UI_draw_roundbox_4fv_ex(rect, (filled) ? col : NULL, NULL, 1.0f, col, U.pixelsize, rad);
+}
+
+/* linear horizontal shade within button or in outline */
+/* view2d scrollers use it */
+void UI_draw_roundbox_shade_x(
+ const rctf *rect, bool filled, float rad, float shadetop, float shadedown, const float col[4])
+{
+ float inner1[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ float inner2[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ float outline[4];
+
+ if (filled) {
+ inner1[0] = min_ff(1.0f, col[0] + shadetop);
+ inner1[1] = min_ff(1.0f, col[1] + shadetop);
+ inner1[2] = min_ff(1.0f, col[2] + shadetop);
+ inner1[3] = 1.0f;
+ inner2[0] = max_ff(0.0f, col[0] + shadedown);
+ inner2[1] = max_ff(0.0f, col[1] + shadedown);
+ inner2[2] = max_ff(0.0f, col[2] + shadedown);
+ inner2[3] = 1.0f;
+ }
+
+ /* TODO: non-filled box don't have gradients. Just use middle color. */
+ outline[0] = clamp_f(col[0] + shadetop + shadedown, 0.0f, 1.0f);
+ outline[1] = clamp_f(col[1] + shadetop + shadedown, 0.0f, 1.0f);
+ outline[2] = clamp_f(col[2] + shadetop + shadedown, 0.0f, 1.0f);
+ outline[3] = clamp_f(col[3] + shadetop + shadedown, 0.0f, 1.0f);
+
+ UI_draw_roundbox_4fv_ex(rect, inner1, inner2, 1.0f, outline, U.pixelsize, rad);
+}
+
+void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4])
+{
+ const int ofs_y = 4 * U.pixelsize;
+
+ GPUVertFormat *format = immVertexFormat();
+ const 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);
+
+ 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])
+{
+ GPUVertFormat *format = immVertexFormat();
+ const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ const 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(region),
+ uiBut *but,
+ const uiWidgetColors *UNUSED(wcol),
+ const rcti *rect)
+{
+#ifdef WITH_HEADLESS
+ (void)rect;
+ (void)but;
+#else
+ ImBuf *ibuf = (ImBuf *)but->poin;
+
+ if (!ibuf) {
+ return;
+ }
+
+ const int w = BLI_rcti_size_x(rect);
+ const 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(scissor);
+ GPU_scissor(rect->xmin, rect->ymin, w, h);
+# endif
+
+ /* Combine with premultiplied alpha. */
+ GPU_blend(GPU_BLEND_ALPHA_PREMULT);
+
+ if (w != ibuf->x || h != ibuf->y) {
+ /* We scale the bitmap, rather than have OGL do a worse job. */
+ IMB_scaleImBuf(ibuf, w, h);
+ }
+
+ float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ if (but->col[3] != 0) {
+ /* Optionally use uiBut's col to recolor the image. */
+ rgba_uchar_to_float(col, but->col);
+ }
+
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state,
+ (float)rect->xmin,
+ (float)rect->ymin,
+ ibuf->x,
+ ibuf->y,
+ GPU_RGBA8,
+ false,
+ ibuf->rect,
+ 1.0f,
+ 1.0f,
+ col);
+
+ GPU_blend(GPU_BLEND_NONE);
+
+# if 0
+ /* Restore scissor-test. */
+ GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
+# endif
+
+#endif
+}
+
+/**
+ * Draw title and text safe areas.
+ *
+ * \note This function is to be used with the 2D dashed shader enabled.
+ *
+ * \param pos: is a #PRIM_FLOAT, 2, #GPU_FETCH_FLOAT vertex attribute.
+ * \param x1, x2, y1, y2: The offsets for the view, not the zones.
+ */
+void UI_draw_safe_areas(uint pos,
+ const rctf *rect,
+ const float title_aspect[2],
+ const float action_aspect[2])
+{
+ const float size_x_half = (rect->xmax - rect->xmin) * 0.5f;
+ const float size_y_half = (rect->ymax - rect->ymin) * 0.5f;
+
+ 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]) {
+ const float margin_x = safe_areas[i][0] * size_x_half;
+ const float margin_y = safe_areas[i][1] * size_y_half;
+
+ const float minx = rect->xmin + margin_x;
+ const float miny = rect->ymin + margin_y;
+ const float maxx = rect->xmax - margin_x;
+ const float maxy = rect->ymax - margin_y;
+
+ imm_draw_box_wire_2d(pos, minx, miny, maxx, maxy);
+ }
+ }
+}
+
+static void draw_scope_end(const rctf *rect)
+{
+ GPU_blend(GPU_BLEND_ALPHA);
+
+ /* outline */
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ const float color[4] = {0.0f, 0.0f, 0.0f, 0.5f};
+ const rctf box_rect{
+ rect->xmin - 1,
+ rect->xmax + 1,
+ rect->ymin,
+ rect->ymax + 1,
+ };
+ UI_draw_roundbox_4fv(&box_rect, false, 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)
+{
+ const float color[4] = {r, g, b, alpha};
+
+ /* that can happen */
+ if (res == 0) {
+ return;
+ }
+
+ GPU_line_smooth(true);
+ GPU_blend(GPU_BLEND_ADDITIVE);
+
+ 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++) {
+ const 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++) {
+ const 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(GPU_BLEND_ALPHA);
+ immBegin(GPU_PRIM_LINE_STRIP, res);
+ for (int i = 0; i < res; i++) {
+ const 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(region),
+ uiBut *but,
+ const uiWidgetColors *UNUSED(wcol),
+ const rcti *recti)
+{
+ Histogram *hist = (Histogram *)but->poin;
+ const int res = hist->x_resolution;
+ const bool is_line = (hist->flag & HISTO_FLAG_LINE) != 0;
+
+ rctf rect = {
+ (float)recti->xmin + 1,
+ (float)recti->xmax - 1,
+ (float)recti->ymin + 1,
+ (float)recti->ymax - 1,
+ };
+
+ const float w = BLI_rctf_size_x(&rect);
+ const float h = BLI_rctf_size_y(&rect) * hist->ymax;
+
+ GPU_blend(GPU_BLEND_ALPHA);
+
+ float color[4];
+ UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ {
+ const rctf box_rect{
+ rect.xmin - 1,
+ rect.xmax + 1,
+ rect.ymin - 1,
+ rect.ymax + 1,
+ };
+ UI_draw_roundbox_4fv(&box_rect, true, 3.0f, color);
+ }
+ /* need scissor test, histogram can draw outside of boundary */
+ int scissor[4];
+ GPU_scissor_get(scissor);
+ GPU_scissor((rect.xmin - 1),
+ (rect.ymin - 1),
+ (rect.xmax + 1) - (rect.xmin - 1),
+ (rect.ymax + 1) - (rect.ymin - 1));
+
+ GPUVertFormat *format = immVertexFormat();
+ const 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 (ELEM(hist->mode, HISTO_MODE_RGB, 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 (ELEM(hist->mode, HISTO_MODE_RGB, 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 (ELEM(hist->mode, HISTO_MODE_RGB, 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();
+
+ /* Restore scissor test. */
+ GPU_scissor(UNPACK4(scissor));
+
+ /* outline */
+ draw_scope_end(&rect);
+}
+
+#undef HISTOGRAM_TOT_GRID_LINES
+
+static void waveform_draw_one(float *waveform, int nbr, const float col[3])
+{
+ GPUVertFormat format = {0};
+ const 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);
+
+ 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);
+
+ GPU_batch_discard(batch);
+}
+
+void ui_draw_but_WAVEFORM(ARegion *UNUSED(region),
+ uiBut *but,
+ const uiWidgetColors *UNUSED(wcol),
+ const rcti *recti)
+{
+ Scopes *scopes = (Scopes *)but->poin;
+ int scissor[4];
+ float colors[3][3];
+ const 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 = {
+ (float)recti->xmin + 1,
+ (float)recti->xmax - 1,
+ (float)recti->ymin + 1,
+ (float)recti->ymax - 1,
+ };
+
+ if (scopes->wavefrm_yfac < 0.5f) {
+ scopes->wavefrm_yfac = 0.98f;
+ }
+ const float w = BLI_rctf_size_x(&rect) - 7;
+ const float h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac;
+ const float yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) * 0.5f;
+ const float w3 = w / 3.0f;
+
+ /* log scale for alpha */
+ const 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(GPU_BLEND_ALPHA);
+
+ float color[4];
+ UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ {
+ const rctf box_rect{
+ rect.xmin - 1,
+ rect.xmax + 1,
+ rect.ymin - 1,
+ rect.ymax + 1,
+ };
+ UI_draw_roundbox_4fv(&box_rect, true, 3.0f, color);
+ }
+ /* need scissor test, waveform can draw outside of boundary */
+ GPU_scissor_get(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(GPU_BLEND_ALPHA);
+
+ GPUVertFormat *format = immVertexFormat();
+ const 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) {
+ GPU_blend(GPU_BLEND_ADDITIVE);
+ GPU_point_size(1.0);
+
+ /* LUMA (1 channel) */
+ if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
+ const 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)) {
+ const 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();
+
+ /* Restore scissor test. */
+ GPU_scissor(UNPACK4(scissor));
+
+ /* outline */
+ draw_scope_end(&rect);
+
+ GPU_blend(GPU_BLEND_NONE);
+}
+
+static float polar_to_x(float center, float diam, float ampli, float 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);
+}
+
+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();
+}
+
+void ui_draw_but_VECTORSCOPE(ARegion *UNUSED(region),
+ 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 = {
+ (float)recti->xmin + 1,
+ (float)recti->xmax - 1,
+ (float)recti->ymin + 1,
+ (float)recti->ymax - 1,
+ };
+
+ const float w = BLI_rctf_size_x(&rect);
+ const float h = BLI_rctf_size_y(&rect);
+ const float centerx = rect.xmin + w * 0.5f;
+ const float centery = rect.ymin + h * 0.5f;
+ const float diam = (w < h) ? w : h;
+
+ const float alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha;
+
+ GPU_blend(GPU_BLEND_ALPHA);
+
+ float color[4];
+ UI_GetThemeColor4fv(TH_PREVIEW_BACK, color);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+
+ {
+ const rctf box_rect{
+ rect.xmin - 1,
+ rect.xmax + 1,
+ rect.ymin - 1,
+ rect.ymax + 1,
+ };
+ UI_draw_roundbox_4fv(&box_rect, true, 3.0f, color);
+ }
+ /* need scissor test, hvectorscope can draw outside of boundary */
+ int scissor[4];
+ GPU_scissor_get(scissor);
+ GPU_scissor((rect.xmin - 1),
+ (rect.ymin - 1),
+ (rect.xmax + 1) - (rect.xmin - 1),
+ (rect.ymax + 1) - (rect.ymin - 1));
+
+ GPUVertFormat *format = immVertexFormat();
+ const 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 */
+ const float col[3] = {alpha, alpha, alpha};
+
+ GPU_blend(GPU_BLEND_ADDITIVE);
+ 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();
+
+ /* Restore scissor test. */
+ GPU_scissor(UNPACK4(scissor));
+ /* outline */
+ draw_scope_end(&rect);
+
+ GPU_blend(GPU_BLEND_NONE);
+}
+
+static void ui_draw_colorband_handle_tri_hlight(
+ uint pos, float x1, float y1, float halfwidth, float height)
+{
+ 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();
+
+ GPU_line_smooth(false);
+}
+
+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);
+ }
+}
+
+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();
+}
+
+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 half_width = floorf(sizey / 3.5f);
+ const float height = half_width * 1.4f;
+
+ float y1 = rect->ymin + (sizey * 0.16f);
+ const float y2 = rect->ymax;
+
+ /* align to pixels */
+ x = floorf(x + 0.5f);
+ y1 = floorf(y1 + 0.5f);
+
+ if (active || half_width < min_width) {
+ immUnbindProgram();
+
+ 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);
+
+ 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);
+ immUniform1f("dash_factor", 0.5f);
+
+ immBegin(GPU_PRIM_LINES, 2);
+ immVertex2f(shdr_pos, x, y1);
+ immVertex2f(shdr_pos, x, y2);
+ immEnd();
+
+ immUnbindProgram();
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ /* hide handles when zoomed out too far */
+ if (half_width < min_width) {
+ return;
+ }
+ }
+
+ /* 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);
+
+ /* draw all triangles blended */
+ GPU_blend(GPU_BLEND_ALPHA);
+
+ 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));
+
+ immUniformColor3ub(0, 0, 0);
+ ui_draw_colorband_handle_tri_hlight(shdr_pos, x, y1 + height, half_width, half_width);
+
+ GPU_blend(GPU_BLEND_NONE);
+
+ 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);
+ }
+
+ 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;
+
+ uiButColorBand *but_coba = (uiButColorBand *)but;
+ ColorBand *coba = (but_coba->edit_coba == NULL) ? (ColorBand *)but->poin : but_coba->edit_coba;
+
+ if (coba == NULL) {
+ return;
+ }
+
+ const float x1 = rect->xmin;
+ const float sizex = rect->xmax - x1;
+ const float sizey = BLI_rcti_size_y(rect);
+ const float sizey_solid = sizey * 0.25f;
+ const float y1 = rect->ymin;
+
+ /* exit early if too narrow */
+ if (sizex <= 0) {
+ return;
+ }
+
+ 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. */
+ const float checker_dark = UI_ALPHA_CHECKER_DARK / 255.0f;
+ const float checker_light = UI_ALPHA_CHECKER_LIGHT / 255.0f;
+ immUniform4f("color1", checker_dark, checker_dark, checker_dark, 1.0f);
+ immUniform4f("color2", checker_light, checker_light, checker_light, 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(GPU_BLEND_ALPHA);
+
+ 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++) {
+ const 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++) {
+ const 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(GPU_BLEND_NONE);
+
+ /* 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(GPU_BLEND_ALPHA);
+ 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(GPU_BLEND_NONE);
+
+ /* layer: draw handles */
+ for (int a = 0; a < coba->tot; a++, cbd++) {
+ if (a != coba->cur) {
+ const 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];
+ const 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 */
+ const float diffuse[3] = {1.0f, 1.0f, 1.0f};
+ float light[3];
+ const float size = 0.5f * min_ff(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect));
+
+ /* backdrop */
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+
+ {
+ const rctf box_rect{
+ rect->xmin,
+ rect->xmax,
+ rect->ymin,
+ rect->ymax,
+ };
+ UI_draw_roundbox_3ub_alpha(&box_rect, true, 5.0f, wcol->inner, 255);
+ }
+ GPU_face_culling(GPU_CULL_BACK);
+
+ /* setup lights */
+ ui_but_v3_get(but, light);
+
+ /* transform to button */
+ GPU_matrix_push();
+
+ const bool use_project_matrix = (size >= -GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT);
+ if (use_project_matrix) {
+ GPU_matrix_push_projection();
+ GPU_matrix_ortho_set_z(-size, size);
+ }
+
+ 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. */
+ GPU_face_culling(GPU_CULL_NONE);
+
+ /* AA circle */
+ GPUVertFormat *format = immVertexFormat();
+ const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor3ubv(wcol->inner);
+
+ GPU_blend(GPU_BLEND_ALPHA);
+ GPU_line_smooth(true);
+ imm_draw_circle_wire_2d(pos, 0.0f, 0.0f, 1.0f, 32);
+ GPU_blend(GPU_BLEND_NONE);
+ GPU_line_smooth(false);
+
+ if (use_project_matrix) {
+ GPU_matrix_pop_projection();
+ }
+
+ /* matrix after circle */
+ GPU_matrix_pop();
+
+ immUnbindProgram();
+}
+
+static void ui_draw_but_curve_grid(const uint pos,
+ const rcti *rect,
+ const float zoom_x,
+ const float zoom_y,
+ const float offset_x,
+ const float offset_y,
+ const float step)
+{
+ const float start_x = (ceilf(offset_x / step) * step - offset_x) * zoom_x + rect->xmin;
+ const float start_y = (ceilf(offset_y / step) * step - offset_y) * zoom_y + rect->ymin;
+
+ const int line_count_x = ceilf((rect->xmax - start_x) / (step * zoom_x));
+ const int line_count_y = ceilf((rect->ymax - start_y) / (step * zoom_y));
+
+ if (line_count_x + line_count_y == 0) {
+ return;
+ }
+
+ immBegin(GPU_PRIM_LINES, (line_count_x + line_count_y) * 2);
+ for (int i = 0; i < line_count_x; i++) {
+ const float x = start_x + i * step * zoom_x;
+ immVertex2f(pos, x, rect->ymin);
+ immVertex2f(pos, x, rect->ymax);
+ }
+ for (int i = 0; i < line_count_y; i++) {
+ const float y = start_y + i * step * zoom_y;
+ immVertex2f(pos, rect->xmin, y);
+ immVertex2f(pos, rect->xmax, y);
+ }
+ 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;
+}
+
+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);
+}
+
+static void gl_shaded_color(const uchar *color, int shade)
+{
+ uchar color_shaded[3];
+ gl_shaded_color_get(color, shade, color_shaded);
+ immUniformColor3ubv(color_shaded);
+}
+
+void ui_draw_but_CURVE(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *rect)
+{
+ uiButCurveMapping *but_cumap = (uiButCurveMapping *)but;
+ CurveMapping *cumap = (but_cumap->edit_cumap == NULL) ? (CurveMapping *)but->poin :
+ but_cumap->edit_cumap;
+
+ const float clip_size_x = BLI_rctf_size_x(&cumap->curr);
+ const float clip_size_y = BLI_rctf_size_y(&cumap->curr);
+
+ /* zero-sized curve */
+ if (clip_size_x == 0.0f || clip_size_y == 0.0f) {
+ return;
+ }
+
+ /* calculate offset and zoom */
+ const float zoomx = (BLI_rcti_size_x(rect) - 2.0f) / clip_size_x;
+ const float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / clip_size_y;
+ const float offsx = cumap->curr.xmin - (1.0f / zoomx);
+ const float offsy = cumap->curr.ymin - (1.0f / zoomy);
+
+ /* exit early if too narrow */
+ if (zoomx == 0.0f) {
+ return;
+ }
+
+ CurveMap *cuma = &cumap->cm[cumap->cur];
+
+ /* need scissor test, curve can draw outside of boundary */
+ int scissor[4];
+ GPU_scissor_get(scissor);
+ rcti scissor_new = {
+ rect->xmin,
+ rect->xmax,
+ rect->ymin,
+ rect->ymax,
+ };
+ const rcti scissor_region = {0, region->winx, 0, region->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));
+
+ /* Do this first to not mess imm context */
+ if (but_cumap->gradient_type == UI_GRAD_H) {
+ /* magic trigger for curve backgrounds */
+ const float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */
+
+ rcti grid = {
+ rect->xmin + zoomx * (-offsx),
+ grid.xmin + zoomx,
+ rect->ymin + zoomy * (-offsy),
+ 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_cumap->gradient_type == UI_GRAD_H) {
+ /* grid, hsv uses different grid */
+ GPU_blend(GPU_BLEND_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(GPU_BLEND_NONE);
+ }
+ else {
+ if (cumap->flag & CUMA_DO_CLIP) {
+ gl_shaded_color_get_fl(wcol->inner, -20, color_backdrop);
+ immUniformColor3fv(color_backdrop);
+ immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+ immUniformColor3ubv(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, wcol->inner);
+ immUniformColor3fv(color_backdrop);
+ immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+ }
+
+ /* grid, every 0.25 step */
+ gl_shaded_color(wcol->inner, -16);
+ ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f);
+ /* grid, every 1.0 step */
+ gl_shaded_color(wcol->inner, -24);
+ ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f);
+ /* axes */
+ gl_shaded_color(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();
+ }
+#endif
+ /* sample option */
+
+ if (cumap->flag & CUMA_DRAW_SAMPLE) {
+ immBegin(GPU_PRIM_LINES, 2); /* will draw one of the following 3 lines */
+ if (but_cumap->gradient_type == 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) {
+ const 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) {
+ BKE_curvemapping_changed(cumap, false);
+ }
+
+ CurveMapPoint *cmp = cuma->table;
+ rctf line_range;
+
+ /* First curve point. */
+ if ((cumap->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 ((cumap->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(GPU_BLEND_ALPHA);
+
+ /* Curve filled. */
+ immUniformColor3ubvAlpha(wcol->item, 128);
+ 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++) {
+ const float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
+ const 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();
+
+ /* Curve line. */
+ GPU_line_width(1.0f);
+ immUniformColor3ubvAlpha(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++) {
+ const float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
+ const 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(GPU_BLEND_NONE);
+ 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);
+ const 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++) {
+ const float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
+ const 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 scissor-test. */
+ 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(wcol->outline);
+ imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+
+ immUnbindProgram();
+}
+
+/**
+ * Helper for #ui_draw_but_CURVEPROFILE. Used to tell whether to draw a control point's handles.
+ */
+static bool point_draw_handles(CurveProfilePoint *point)
+{
+ return (point->flag & PROF_SELECT &&
+ (ELEM(point->h1, HD_FREE, HD_ALIGN) || ELEM(point->h2, HD_FREE, HD_ALIGN))) ||
+ ELEM(point->flag, PROF_H1_SELECT, PROF_H2_SELECT);
+}
+
+/**
+ * Draws the curve profile widget. Somewhat similar to ui_draw_but_CURVE.
+ */
+void ui_draw_but_CURVEPROFILE(ARegion *region,
+ uiBut *but,
+ const uiWidgetColors *wcol,
+ const rcti *rect)
+{
+ float fx, fy;
+
+ uiButCurveProfile *but_profile = (uiButCurveProfile *)but;
+ CurveProfile *profile = (but_profile->edit_profile == NULL) ? (CurveProfile *)but->poin :
+ but_profile->edit_profile;
+
+ /* Calculate offset and zoom. */
+ const float zoomx = (BLI_rcti_size_x(rect) - 2.0f) / BLI_rctf_size_x(&profile->view_rect);
+ const float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / BLI_rctf_size_y(&profile->view_rect);
+ const float offsx = profile->view_rect.xmin - (1.0f / zoomx);
+ const float offsy = profile->view_rect.ymin - (1.0f / zoomy);
+
+ /* Exit early if too narrow. */
+ if (zoomx == 0.0f) {
+ return;
+ }
+
+ /* Test needed because path can draw outside of boundary. */
+ int scissor[4];
+ GPU_scissor_get(scissor);
+ rcti scissor_new = {
+ rect->xmin,
+ rect->ymin,
+ rect->xmax,
+ rect->ymax,
+ };
+ const rcti scissor_region = {0, region->winx, 0, region->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));
+
+ 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);
+
+ /* Draw the backdrop. */
+ float color_backdrop[4] = {0, 0, 0, 1};
+ if (profile->flag & PROF_USE_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 * (profile->clip_rect.xmin - offsx),
+ rect->ymin + zoomy * (profile->clip_rect.ymin - offsy),
+ rect->xmin + zoomx * (profile->clip_rect.xmax - offsx),
+ rect->ymin + zoomy * (profile->clip_rect.ymax - offsy));
+ }
+ else {
+ rgb_uchar_to_float(color_backdrop, (uchar *)wcol->inner);
+ immUniformColor3fv(color_backdrop);
+ immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+ }
+
+ /* 0.25 step grid. */
+ gl_shaded_color((uchar *)wcol->inner, -16);
+ ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f);
+ /* 1.0 step grid. */
+ gl_shaded_color((uchar *)wcol->inner, -24);
+ ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f);
+
+ /* Draw the path's fill. */
+ if (profile->table == NULL) {
+ BKE_curveprofile_update(profile, PROF_UPDATE_NONE);
+ }
+ CurveProfilePoint *pts = profile->table;
+ /* Also add the last points on the right and bottom edges to close off the fill polygon. */
+ const bool add_left_tri = profile->view_rect.xmin < 0.0f;
+ const bool add_bottom_tri = profile->view_rect.ymin < 0.0f;
+ uint tot_points = (uint)PROF_TABLE_LEN(profile->path_len) + 1 + add_left_tri + add_bottom_tri;
+ const uint tot_triangles = tot_points - 2;
+
+ /* Create array of the positions of the table's points. */
+ float(*table_coords)[2] = (float(*)[2])MEM_mallocN(sizeof(*table_coords) * tot_points,
+ "table x coords");
+ for (uint i = 0; i < (uint)PROF_TABLE_LEN(profile->path_len);
+ i++) { /* Only add the points from the table here. */
+ table_coords[i][0] = pts[i].x;
+ table_coords[i][1] = pts[i].y;
+ }
+ /* Using some extra margin (-1.0f) for the coordinates used to complete the polygon
+ * avoids the profile line crossing itself in some common situations, which can lead to
+ * incorrect triangulation. See T841183. */
+ if (add_left_tri && add_bottom_tri) {
+ /* Add left side, bottom left corner, and bottom side points. */
+ table_coords[tot_points - 3][0] = profile->view_rect.xmin - 1.0f;
+ table_coords[tot_points - 3][1] = 1.0f;
+ table_coords[tot_points - 2][0] = profile->view_rect.xmin - 1.0f;
+ table_coords[tot_points - 2][1] = profile->view_rect.ymin - 1.0f;
+ table_coords[tot_points - 1][0] = 1.0f;
+ table_coords[tot_points - 1][1] = profile->view_rect.ymin - 1.0f;
+ }
+ else if (add_left_tri) {
+ /* Add the left side and bottom left corner points. */
+ table_coords[tot_points - 2][0] = profile->view_rect.xmin - 1.0f;
+ table_coords[tot_points - 2][1] = 1.0f;
+ table_coords[tot_points - 1][0] = profile->view_rect.xmin - 1.0f;
+ table_coords[tot_points - 1][1] = -1.0f;
+ }
+ else if (add_bottom_tri) {
+ /* Add the bottom side and bottom left corner points. */
+ table_coords[tot_points - 2][0] = -1.0f;
+ table_coords[tot_points - 2][1] = profile->view_rect.ymin - 1.0f;
+ table_coords[tot_points - 1][0] = 1.0f;
+ table_coords[tot_points - 1][1] = profile->view_rect.ymin - 1.0f;
+ }
+ else {
+ /* Just add the bottom corner point. Side points would be redundant anyway. */
+ table_coords[tot_points - 1][0] = -1.0f;
+ table_coords[tot_points - 1][1] = -1.0f;
+ }
+
+ /* Calculate the table point indices of the triangles for the profile's fill. */
+ uint(*tri_indices)[3] = (uint(*)[3])MEM_mallocN(sizeof(*tri_indices) * tot_triangles,
+ "return tri indices");
+ BLI_polyfill_calc(table_coords, tot_points, -1, tri_indices);
+
+ /* Draw the triangles for the profile fill. */
+ immUniformColor3ubvAlpha((const uchar *)wcol->item, 128);
+ GPU_blend(GPU_BLEND_ALPHA);
+ GPU_polygon_smooth(false);
+ immBegin(GPU_PRIM_TRIS, 3 * tot_triangles);
+ for (uint i = 0; i < tot_triangles; i++) {
+ for (uint j = 0; j < 3; j++) {
+ uint *tri = tri_indices[i];
+ fx = rect->xmin + zoomx * (table_coords[tri[j]][0] - offsx);
+ fy = rect->ymin + zoomy * (table_coords[tri[j]][1] - offsy);
+ immVertex2f(pos, fx, fy);
+ }
+ }
+ immEnd();
+ MEM_freeN(tri_indices);
+
+ /* Draw the profile's path so the edge stands out a bit. */
+ tot_points -= (add_left_tri + add_left_tri);
+ GPU_line_width(1.0f);
+ immUniformColor3ubvAlpha((const uchar *)wcol->item, 255);
+ GPU_line_smooth(true);
+ immBegin(GPU_PRIM_LINE_STRIP, tot_points - 1);
+ for (uint i = 0; i < tot_points - 1; i++) {
+ fx = rect->xmin + zoomx * (table_coords[i][0] - offsx);
+ fy = rect->ymin + zoomy * (table_coords[i][1] - offsy);
+ immVertex2f(pos, fx, fy);
+ }
+ immEnd();
+ MEM_freeN(table_coords);
+
+ /* Draw the handles for the selected control points. */
+ pts = profile->path;
+ tot_points = (uint)profile->path_len;
+ int selected_free_points = 0;
+ for (uint i = 0; i < tot_points; i++) {
+ if (point_draw_handles(&pts[i])) {
+ selected_free_points++;
+ }
+ }
+ /* Draw the lines to the handles from the points. */
+ if (selected_free_points > 0) {
+ GPU_line_width(1.0f);
+ gl_shaded_color((uchar *)wcol->inner, -24);
+ GPU_line_smooth(true);
+ immBegin(GPU_PRIM_LINES, selected_free_points * 4);
+ float ptx, pty;
+ for (uint i = 0; i < tot_points; i++) {
+ if (point_draw_handles(&pts[i])) {
+ ptx = rect->xmin + zoomx * (pts[i].x - offsx);
+ pty = rect->ymin + zoomy * (pts[i].y - offsy);
+
+ fx = rect->xmin + zoomx * (pts[i].h1_loc[0] - offsx);
+ fy = rect->ymin + zoomy * (pts[i].h1_loc[1] - offsy);
+ immVertex2f(pos, ptx, pty);
+ immVertex2f(pos, fx, fy);
+
+ fx = rect->xmin + zoomx * (pts[i].h2_loc[0] - offsx);
+ fy = rect->ymin + zoomy * (pts[i].h2_loc[1] - offsy);
+ immVertex2f(pos, ptx, pty);
+ immVertex2f(pos, fx, fy);
+ }
+ }
+ immEnd();
+ }
+ immUnbindProgram();
+
+ /* New GPU instructions for control points and sampled points. */
+ format = immVertexFormat();
+ pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ const 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], color_sample[4];
+ UI_GetThemeColor4fv(TH_TEXT_HI, color_vert);
+ UI_GetThemeColor4fv(TH_TEXT, color_vert_select);
+ color_sample[0] = (float)wcol->item[0] / 255.0f;
+ color_sample[1] = (float)wcol->item[1] / 255.0f;
+ color_sample[2] = (float)wcol->item[2] / 255.0f;
+ color_sample[3] = (float)wcol->item[3] / 255.0f;
+ 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);
+ }
+
+ /* Draw the control points. */
+ GPU_line_smooth(false);
+ GPU_blend(GPU_BLEND_NONE);
+ GPU_point_size(max_ff(3.0f, min_ff(UI_DPI_FAC / but->block->aspect * 5.0f, 5.0f)));
+ immBegin(GPU_PRIM_POINTS, tot_points);
+ for (uint i = 0; i < tot_points; i++) {
+ fx = rect->xmin + zoomx * (pts[i].x - offsx);
+ fy = rect->ymin + zoomy * (pts[i].y - offsy);
+ immAttr4fv(col, (pts[i].flag & PROF_SELECT) ? color_vert_select : color_vert);
+ immVertex2f(pos, fx, fy);
+ }
+ immEnd();
+
+ /* Draw the handle points. */
+ if (selected_free_points > 0) {
+ GPU_line_smooth(false);
+ GPU_blend(GPU_BLEND_NONE);
+ GPU_point_size(max_ff(2.0f, min_ff(UI_DPI_FAC / but->block->aspect * 4.0f, 4.0f)));
+ immBegin(GPU_PRIM_POINTS, selected_free_points * 2);
+ for (uint i = 0; i < tot_points; i++) {
+ if (point_draw_handles(&pts[i])) {
+ fx = rect->xmin + zoomx * (pts[i].h1_loc[0] - offsx);
+ fy = rect->ymin + zoomy * (pts[i].h1_loc[1] - offsy);
+ immAttr4fv(col, (pts[i].flag & PROF_H1_SELECT) ? color_vert_select : color_vert);
+ immVertex2f(pos, fx, fy);
+
+ fx = rect->xmin + zoomx * (pts[i].h2_loc[0] - offsx);
+ fy = rect->ymin + zoomy * (pts[i].h2_loc[1] - offsy);
+ immAttr4fv(col, (pts[i].flag & PROF_H2_SELECT) ? color_vert_select : color_vert);
+ immVertex2f(pos, fx, fy);
+ }
+ }
+ immEnd();
+ }
+
+ /* Draw the sampled points in addition to the control points if they have been created */
+ pts = profile->segments;
+ tot_points = (uint)profile->segments_len;
+ if (tot_points > 0 && pts) {
+ GPU_point_size(max_ff(2.0f, min_ff(UI_DPI_FAC / but->block->aspect * 3.0f, 3.0f)));
+ immBegin(GPU_PRIM_POINTS, tot_points);
+ for (uint i = 0; i < tot_points; i++) {
+ fx = rect->xmin + zoomx * (pts[i].x - offsx);
+ fy = rect->ymin + zoomy * (pts[i].y - offsy);
+ immAttr4fv(col, color_sample);
+ immVertex2f(pos, fx, fy);
+ }
+ immEnd();
+ }
+ immUnbindProgram();
+
+ /* Restore scissor-test. */
+ 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((const 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(region),
+ uiBut *but,
+ const uiWidgetColors *UNUSED(wcol),
+ const rcti *recti)
+{
+ bool ok = false;
+ MovieClipScopes *scopes = (MovieClipScopes *)but->poin;
+
+ rctf rect = {
+ (float)recti->xmin + 1,
+ (float)recti->xmax - 1,
+ (float)recti->ymin + 1,
+ (float)recti->ymax - 1,
+ };
+
+ const int width = BLI_rctf_size_x(&rect) + 1;
+ const int height = BLI_rctf_size_y(&rect);
+
+ GPU_blend(GPU_BLEND_ALPHA);
+
+ /* need scissor test, preview image can draw outside of boundary */
+ int scissor[4];
+ GPU_scissor_get(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) {
+ const float color[4] = {0.7f, 0.3f, 0.3f, 0.3f};
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ const rctf box_rect{
+ rect.xmin - 1,
+ rect.xmax + 1,
+ rect.ymin,
+ rect.ymax + 1,
+ };
+ UI_draw_roundbox_4fv(&box_rect, true, 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) {
+ const float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_4fv(
+ &(const rctf){
+ rect.xmin - 1,
+ rect.xmax + 1,
+ rect.ymin,
+ rect.ymax + 1,
+ },
+ true,
+ 3.0f,
+ color);
+ }
+
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state,
+ rect.xmin,
+ rect.ymin + 1,
+ drawibuf->x,
+ drawibuf->y,
+ GPU_RGBA8,
+ true,
+ 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();
+ const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ const 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);
+ const 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++) {
+ const float x1 = pos_sel[i] * (1 - axe);
+ const float y1 = pos_sel[i] * axe;
+ const float x2 = pos_sel[i + 1] * (1 - axe);
+ const 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) {
+ const float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ const rctf box_rect{
+ rect.xmin - 1,
+ rect.xmax + 1,
+ rect.ymin,
+ rect.ymax + 1,
+ };
+ UI_draw_roundbox_4fv(&box_rect, true, 3.0f, color);
+ }
+
+ /* Restore scissor test. */
+ GPU_scissor(UNPACK4(scissor));
+ /* outline */
+ draw_scope_end(&rect);
+
+ GPU_blend(GPU_BLEND_NONE);
+}
+
+/* ****************************************************** */
+
+/* TODO: high quality UI drop shadows using GLSL shader and single draw call
+ * would replace / modify the following 3 functions - merwin
+ */
+
+static void ui_shadowbox(const rctf *rect, uint pos, uint color, float shadsize, uchar alpha)
+{
+ /**
+ * <pre>
+ * v1-_
+ * | -_v2
+ * | |
+ * | |
+ * | |
+ * v7_______v3____v4
+ * \ | /
+ * \ | _v5
+ * v8______v6_-
+ * </pre>
+ */
+ const float v1[2] = {rect->xmax, rect->ymax - 0.3f * shadsize};
+ const float v2[2] = {rect->xmax + shadsize, rect->ymax - 0.75f * shadsize};
+ const float v3[2] = {rect->xmax, rect->ymin};
+ const float v4[2] = {rect->xmax + shadsize, rect->ymin};
+
+ const float v5[2] = {rect->xmax + 0.7f * shadsize, rect->ymin - 0.7f * shadsize};
+
+ const float v6[2] = {rect->xmax, rect->ymin - shadsize};
+ const float v7[2] = {rect->xmin + 0.3f * shadsize, rect->ymin};
+ const float v8[2] = {rect->xmin + 0.5f * shadsize, rect->ymin - 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(const rctf *rect, uchar alpha)
+{
+ GPU_blend(GPU_BLEND_ALPHA);
+
+ GPUVertFormat *format = immVertexFormat();
+ const 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);
+
+ immBegin(GPU_PRIM_TRIS, 54);
+
+ /* accumulated outline boxes to make shade not linear, is more pleasant */
+ ui_shadowbox(rect, pos, color, 11.0, (20 * alpha) >> 8);
+ ui_shadowbox(rect, pos, color, 7.0, (40 * alpha) >> 8);
+ ui_shadowbox(rect, pos, color, 5.0, (80 * alpha) >> 8);
+
+ immEnd();
+
+ immUnbindProgram();
+
+ GPU_blend(GPU_BLEND_NONE);
+}
+
+void ui_draw_dropshadow(
+ const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select))
+{
+ 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;
+ }
+
+ int a, i = 12;
+#if 0
+ if (select) {
+ a = i * aspect; /* same as below */
+ }
+ else
+#endif
+ {
+ a = i * aspect;
+ }
+
+ GPU_blend(GPU_BLEND_ALPHA);
+ 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);
+#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;
+ widget_params.recti.xmin = rct->xmin;
+ widget_params.recti.ymin = rct->ymin;
+ widget_params.recti.xmax = rct->xmax;
+ widget_params.recti.ymax = rct->ymax - 10.0f;
+ widget_params.rect.xmin = rct->xmin - a;
+ widget_params.rect.ymin = rct->ymin - a;
+ widget_params.rect.xmax = rct->xmax + a;
+ widget_params.rect.ymax = rct->ymax - 10.0f + a;
+ widget_params.radi = rad;
+ widget_params.rad = rad + a;
+ widget_params.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f;
+ widget_params.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f;
+ widget_params.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f;
+ widget_params.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f;
+ widget_params.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, (const float(*)[4]) & widget_params);
+ GPU_batch_uniform_1f(batch, "alpha", 1.0f - visibility);
+ GPU_batch_draw(batch);
+
+ /* outline emphasis */
+ const float color[4] = {0.0f, 0.0f, 0.0f, 0.4f};
+ UI_draw_roundbox_4fv(
+ &(const rctf){
+ rct->xmin - 0.5f,
+ rct->xmax + 0.5f,
+ rct->ymin - 0.5f,
+ rct->ymax + 0.5f,
+ },
+ false,
+ radius + 0.5f,
+ color);
+
+ GPU_blend(GPU_BLEND_NONE);
+}