Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/editors/interface/view2d.c')
-rw-r--r--source/blender/editors/interface/view2d.c109
1 files changed, 109 insertions, 0 deletions
diff --git a/source/blender/editors/interface/view2d.c b/source/blender/editors/interface/view2d.c
index ca96fde9810..30483f11c45 100644
--- a/source/blender/editors/interface/view2d.c
+++ b/source/blender/editors/interface/view2d.c
@@ -32,6 +32,7 @@
#include "DNA_userdef_types.h"
#include "BLI_array.h"
+#include "BLI_easing.h"
#include "BLI_link_utils.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
@@ -1291,6 +1292,114 @@ void UI_view2d_multi_grid_draw(
immUnbindProgram();
}
+static void grid_axis_start_and_count(
+ const float step, const float min, const float max, float *r_start, int *r_count)
+{
+ *r_start = min;
+ if (*r_start < 0.0f) {
+ *r_start += -(float)fmod(min, step);
+ }
+ else {
+ *r_start += step - (float)fabs(fmod(min, step));
+ }
+
+ if (*r_start > max) {
+ *r_count = 0;
+ }
+ else {
+ *r_count = (max - *r_start) / step + 1;
+ }
+}
+
+typedef struct DotGridLevelInfo {
+ /* The factor applied to the #min_step argument. This could be easily computed in runtime,
+ * but seeing it together with the other values is helpful. */
+ float step_factor;
+ /* The normalized zoom level at which the grid level starts to fade in.
+ * At lower zoom levels, the points will not be visible and the level will be skipped. */
+ float fade_in_start_zoom;
+ /* The normalized zoom level at which the grid finishes fading in.
+ * At higher zoom levels, the points will be opaque. */
+ float fade_in_end_zoom;
+} DotGridLevelInfo;
+
+static const DotGridLevelInfo level_info[9] = {
+ {128.0f, -0.1f, 0.01f},
+ {64.0f, 0.0f, 0.025f},
+ {32.0f, 0.025f, 0.15f},
+ {16.0f, 0.05f, 0.2f},
+ {8.0f, 0.1f, 0.25f},
+ {4.0f, 0.125f, 0.3f},
+ {2.0f, 0.25f, 0.5f},
+ {1.0f, 0.7f, 0.9f},
+ {0.5f, 0.6f, 0.9f},
+};
+
+/**
+ * Draw a multi-level grid of dots, with a dynamic number of levels based on the fading.
+ *
+ * \param grid_color_id: The theme color used for the points. Faded dynamically based on zoom.
+ * \param min_step: The base size of the grid. At different zoom levels, the visible grid may have
+ * a larger step size.
+ * \param grid_levels: The maximum grid depth. Larger grid levels will subdivide the grid more.
+ */
+void UI_view2d_dot_grid_draw(const View2D *v2d,
+ const int grid_color_id,
+ const float min_step,
+ const int grid_levels)
+{
+ BLI_assert(grid_levels > 0 && grid_levels < 10);
+ const float zoom_x = (float)(BLI_rcti_size_x(&v2d->mask) + 1) / BLI_rctf_size_x(&v2d->cur);
+ const float zoom_normalized = (zoom_x - v2d->minzoom) / (v2d->maxzoom - v2d->minzoom);
+
+ GPUVertFormat *format = immVertexFormat();
+ const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ const uint color_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ GPU_point_size(3.0f * UI_DPI_FAC);
+
+ float color[4];
+ UI_GetThemeColor3fv(grid_color_id, color);
+
+ for (int level = 0; level < grid_levels; level++) {
+ const DotGridLevelInfo *info = &level_info[level];
+ const float step = min_step * info->step_factor;
+
+ const float alpha_factor = (zoom_normalized - info->fade_in_start_zoom) /
+ (info->fade_in_end_zoom - info->fade_in_start_zoom);
+ color[3] = clamp_f(BLI_easing_cubic_ease_in_out(alpha_factor, 0.0f, 1.0f, 1.0f), 0.0f, 1.0f);
+ if (color[3] == 0.0f) {
+ break;
+ }
+
+ int count_x;
+ float start_x;
+ grid_axis_start_and_count(step, v2d->cur.xmin, v2d->cur.xmax, &start_x, &count_x);
+ int count_y;
+ float start_y;
+ grid_axis_start_and_count(step, v2d->cur.ymin, v2d->cur.ymax, &start_y, &count_y);
+ if (count_x == 0 || count_y == 0) {
+ continue;
+ }
+
+ immBegin(GPU_PRIM_POINTS, count_x * count_y);
+
+ /* Theoretically drawing on top of lower grid levels could be avoided, but it would also
+ * increase the complexity of this loop, which isn't worth the time at the moment. */
+ for (int i_y = 0; i_y < count_y; i_y++) {
+ const float y = start_y + step * i_y;
+ for (int i_x = 0; i_x < count_x; i_x++) {
+ const float x = start_x + step * i_x;
+ immAttr4fv(color_id, color);
+ immVertex2f(pos, x, y);
+ }
+ }
+
+ immEnd();
+ }
+
+ immUnbindProgram();
+}
/** \} */
/* -------------------------------------------------------------------- */