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Diffstat (limited to 'source/blender/editors/screen/screen_draw.c')
-rw-r--r--source/blender/editors/screen/screen_draw.c313
1 files changed, 236 insertions, 77 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
index e67ae4e321c..2e4e9127ed6 100644
--- a/source/blender/editors/screen/screen_draw.c
+++ b/source/blender/editors/screen/screen_draw.c
@@ -22,18 +22,21 @@
* \ingroup edscr
*/
-#include "BIF_gl.h"
+#include "ED_screen.h"
-#include "WM_api.h"
+#include "GPU_framebuffer.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
-#include "ED_screen.h"
+#include "WM_api.h"
+#include "WM_types.h"
#include "screen_intern.h"
/**
* Draw horizontal shape visualizing future joining (left as well right direction of future joining).
*/
-static void draw_horizontal_join_shape(ScrArea *sa, char dir)
+static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
vec2f points[10];
short i;
@@ -90,24 +93,31 @@ static void draw_horizontal_join_shape(ScrArea *sa, char dir)
}
}
- glBegin(GL_POLYGON);
- for (i = 0; i < 5; i++)
- glVertex2f(points[i].x, points[i].y);
- glEnd();
- glBegin(GL_POLYGON);
- for (i = 4; i < 8; i++)
- glVertex2f(points[i].x, points[i].y);
- glVertex2f(points[0].x, points[0].y);
- glEnd();
-
- glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
- glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
+ immBegin(GWN_PRIM_TRI_FAN, 5);
+
+ for (i = 0; i < 5; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
+
+ immEnd();
+
+ immBegin(GWN_PRIM_TRI_FAN, 5);
+
+ for (i = 4; i < 8; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
+
+ immVertex2f(pos, points[0].x, points[0].y);
+ immEnd();
+
+ immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
+ immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
}
/**
* Draw vertical shape visualizing future joining (up/down direction).
*/
-static void draw_vertical_join_shape(ScrArea *sa, char dir)
+static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
vec2f points[10];
short i;
@@ -144,7 +154,7 @@ static void draw_vertical_join_shape(ScrArea *sa, char dir)
points[6].x = sa->v4->vec.x;
points[6].y = sa->v4->vec.y + h;
-
+
points[7].x = sa->v3->vec.x;
points[7].y = sa->v3->vec.y;
@@ -164,93 +174,117 @@ static void draw_vertical_join_shape(ScrArea *sa, char dir)
}
}
- glBegin(GL_POLYGON);
- for (i = 0; i < 5; i++)
- glVertex2f(points[i].x, points[i].y);
- glEnd();
- glBegin(GL_POLYGON);
- for (i = 4; i < 8; i++)
- glVertex2f(points[i].x, points[i].y);
- glVertex2f(points[0].x, points[0].y);
- glEnd();
-
- glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
- glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
+ immBegin(GWN_PRIM_TRI_FAN, 5);
+
+ for (i = 0; i < 5; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
+
+ immEnd();
+
+ immBegin(GWN_PRIM_TRI_FAN, 5);
+
+ for (i = 4; i < 8; i++) {
+ immVertex2f(pos, points[i].x, points[i].y);
+ }
+
+ immVertex2f(pos, points[0].x, points[0].y);
+ immEnd();
+
+ immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y);
+ immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y);
}
/**
* Draw join shape due to direction of joining.
*/
-static void draw_join_shape(ScrArea *sa, char dir)
+static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
if (dir == 'u' || dir == 'd') {
- draw_vertical_join_shape(sa, dir);
+ draw_vertical_join_shape(sa, dir, pos);
}
else {
- draw_horizontal_join_shape(sa, dir);
+ draw_horizontal_join_shape(sa, dir, pos);
}
}
/**
* Draw screen area darker with arrow (visualization of future joining).
*/
-static void scrarea_draw_shape_dark(ScrArea *sa, char dir)
+static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4ub(0, 0, 0, 50);
- draw_join_shape(sa, dir);
+ immUniformColor4ub(0, 0, 0, 50);
+
+ draw_join_shape(sa, dir, pos);
}
/**
* Draw screen area ligher with arrow shape ("eraser" of previous dark shape).
*/
-static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir))
+static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int pos)
{
glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
/* value 181 was hardly computed: 181~105 */
- glColor4ub(255, 255, 255, 50);
+ immUniformColor4ub(255, 255, 255, 50);
/* draw_join_shape(sa, dir); */
- glRecti(sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
+
+ immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
}
-static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2)
+static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, unsigned int pos)
{
+ int count = 0;
+
+ if (x2 < sizex - 1) count += 2;
+ if (x1 > 0) count += 2;
+ if (y2 < sizey - 1) count += 2;
+ if (y1 > 0) count += 2;
+
+ if (count == 0) {
+ return;
+ }
+
+ immBegin(GWN_PRIM_LINES, count);
+
/* right border area */
if (x2 < sizex - 1) {
- glVertex2s(x2, y1);
- glVertex2s(x2, y2);
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x2, y2);
}
/* left border area */
if (x1 > 0) { /* otherwise it draws the emboss of window over */
- glVertex2s(x1, y1);
- glVertex2s(x1, y2);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x1, y2);
}
/* top border area */
if (y2 < sizey - 1) {
- glVertex2s(x1, y2);
- glVertex2s(x2, y2);
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y2);
}
/* bottom border area */
if (y1 > 0) {
- glVertex2s(x1, y1);
- glVertex2s(x2, y1);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y1);
}
+
+ immEnd();
}
/**
* \brief Screen edges drawing.
*/
-static void drawscredge_area(ScrArea *sa, int sizex, int sizey)
+static void drawscredge_area(ScrArea *sa, int sizex, int sizey, unsigned int pos)
{
short x1 = sa->v1->vec.x;
short y1 = sa->v1->vec.y;
short x2 = sa->v3->vec.x;
short y2 = sa->v3->vec.y;
- drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2);
+ drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, pos);
}
/**
@@ -258,33 +292,38 @@ static void drawscredge_area(ScrArea *sa, int sizex, int sizey)
*/
void ED_screen_draw_edges(wmWindow *win)
{
+ bScreen *screen = WM_window_get_active_screen(win);
const int winsize_x = WM_window_pixels_x(win);
const int winsize_y = WM_window_pixels_y(win);
ScrArea *sa;
- wmSubWindowSet(win, win->screen->mainwin);
+ wmSubWindowSet(win, screen->mainwin);
+
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
if (U.pixelsize > 1.0f) {
/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
glLineWidth((2.0f * U.pixelsize) - 1);
- glColor3ub(0x50, 0x50, 0x50);
- glBegin(GL_LINES);
- for (sa = win->screen->areabase.first; sa; sa = sa->next)
- drawscredge_area(sa, winsize_x, winsize_y);
- glEnd();
+ immUniformColor3ub(0x50, 0x50, 0x50);
+
+ for (sa = screen->areabase.first; sa; sa = sa->next) {
+ drawscredge_area(sa, winsize_x, winsize_y, pos);
+ }
}
glLineWidth(1);
- glColor3ub(0, 0, 0);
- glBegin(GL_LINES);
- for (sa = win->screen->areabase.first; sa; sa = sa->next) {
- drawscredge_area(sa, winsize_x, winsize_y);
+ immUniformColor3ub(0, 0, 0);
+
+ for (sa = screen->areabase.first; sa; sa = sa->next) {
+ drawscredge_area(sa, winsize_x, winsize_y, pos);
}
- glEnd();
- win->screen->do_draw = false;
+ immUnbindProgram();
+
+ screen->do_draw = false;
}
/**
@@ -295,6 +334,9 @@ void ED_screen_draw_edges(wmWindow *win)
*/
void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2)
{
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
glLineWidth(1);
/* blended join arrow */
@@ -319,37 +361,154 @@ void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2)
dira = 'd';
break;
}
+
glEnable(GL_BLEND);
- scrarea_draw_shape_dark(sa2, dir);
- scrarea_draw_shape_light(sa1, dira);
+
+ scrarea_draw_shape_dark(sa2, dir, pos);
+ scrarea_draw_shape_light(sa1, dira, pos);
+
glDisable(GL_BLEND);
}
+
+ immUnbindProgram();
}
void ED_screen_draw_split_preview(ScrArea *sa, const int dir, const float fac)
{
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
/* splitpoint */
glEnable(GL_BLEND);
- glBegin(GL_LINES);
- glColor4ub(255, 255, 255, 100);
+ immUniformColor4ub(255, 255, 255, 100);
+
+ immBegin(GWN_PRIM_LINES, 2);
if (dir == 'h') {
const float y = (1 - fac) * sa->totrct.ymin + fac * sa->totrct.ymax;
- glVertex2s(sa->totrct.xmin, y);
- glVertex2s(sa->totrct.xmax, y);
- glColor4ub(0, 0, 0, 100);
- glVertex2s(sa->totrct.xmin, y + 1);
- glVertex2s(sa->totrct.xmax, y + 1);
+
+ immVertex2f(pos, sa->totrct.xmin, y);
+ immVertex2f(pos, sa->totrct.xmax, y);
+
+ immEnd();
+
+ immUniformColor4ub(0, 0, 0, 100);
+
+ immBegin(GWN_PRIM_LINES, 2);
+
+ immVertex2f(pos, sa->totrct.xmin, y + 1);
+ immVertex2f(pos, sa->totrct.xmax, y + 1);
+
+ immEnd();
}
else {
+ BLI_assert(dir == 'v');
const float x = (1 - fac) * sa->totrct.xmin + fac * sa->totrct.xmax;
- glVertex2s(x, sa->totrct.ymin);
- glVertex2s(x, sa->totrct.ymax);
- glColor4ub(0, 0, 0, 100);
- glVertex2s(x + 1, sa->totrct.ymin);
- glVertex2s(x + 1, sa->totrct.ymax);
+
+ immVertex2f(pos, x, sa->totrct.ymin);
+ immVertex2f(pos, x, sa->totrct.ymax);
+
+ immEnd();
+
+ immUniformColor4ub(0, 0, 0, 100);
+
+ immBegin(GWN_PRIM_LINES, 2);
+
+ immVertex2f(pos, x + 1, sa->totrct.ymin);
+ immVertex2f(pos, x + 1, sa->totrct.ymax);
+
+ immEnd();
}
- glEnd();
+
glDisable(GL_BLEND);
+
+ immUnbindProgram();
}
+
+/* -------------------------------------------------------------------- */
+/* Screen Thumbnail Preview */
+
+/**
+ * Calculates a scale factor to squash the preview for \a screen into a rectangle of given size and aspect.
+ */
+static void screen_preview_scale_get(
+ const bScreen *screen, float size_x, float size_y,
+ const float asp[2],
+ float r_scale[2])
+{
+ float max_x = 0, max_y = 0;
+
+ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ max_x = MAX2(max_x, sa->totrct.xmax);
+ max_y = MAX2(max_y, sa->totrct.ymax);
+ }
+ r_scale[0] = (size_x * asp[0]) / max_x;
+ r_scale[1] = (size_y * asp[1]) / max_y;
+}
+
+static void screen_preview_draw_areas(const bScreen *screen, const float scale[2], const float col[4],
+ const float ofs_between_areas)
+{
+ const float ofs_h = ofs_between_areas * 0.5f;
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4fv(col);
+
+ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ rctf rect = {
+ .xmin = sa->totrct.xmin * scale[0] + ofs_h,
+ .xmax = sa->totrct.xmax * scale[0] - ofs_h,
+ .ymin = sa->totrct.ymin * scale[1] + ofs_h,
+ .ymax = sa->totrct.ymax * scale[1] - ofs_h
+ };
+
+ immBegin(GWN_PRIM_TRI_FAN, 4);
+ immVertex2f(pos, rect.xmin, rect.ymin);
+ immVertex2f(pos, rect.xmax, rect.ymin);
+ immVertex2f(pos, rect.xmax, rect.ymax);
+ immVertex2f(pos, rect.xmin, rect.ymax);
+ immEnd();
+ }
+
+ immUnbindProgram();
+}
+
+static void screen_preview_draw(const bScreen *screen, int size_x, int size_y)
+{
+ const float asp[2] = {1.0f, 0.8f}; /* square previews look a bit ugly */
+ /* could use theme color (tui.wcol_menu_item.text), but then we'd need to regenerate all previews when changing */
+ const float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ float scale[2];
+
+ wmOrtho2(0.0f, size_x, 0.0f, size_y);
+ /* center */
+ gpuPushMatrix();
+ gpuTranslate2f(size_x * (1.0f - asp[0]) * 0.5f, size_y * (1.0f - asp[1]) * 0.5f);
+
+ screen_preview_scale_get(screen, size_x, size_y, asp, scale);
+ screen_preview_draw_areas(screen, scale, col, 1.5f);
+
+ gpuPopMatrix();
+}
+
+/**
+ * Render the preview for a screen layout in \a screen.
+ */
+void ED_screen_preview_render(const bScreen *screen, int size_x, int size_y, unsigned int *r_rect)
+{
+ char err_out[256] = "unknown";
+ GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, 0, false, err_out);
+
+ GPU_offscreen_bind(offscreen, true);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ screen_preview_draw(screen, size_x, size_y);
+
+ GPU_offscreen_read_pixels(offscreen, GL_UNSIGNED_BYTE, r_rect);
+ GPU_offscreen_unbind(offscreen, true);
+
+ GPU_offscreen_free(offscreen);
+}