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Diffstat (limited to 'source/blender/editors/screen/screen_draw.c')
-rw-r--r--source/blender/editors/screen/screen_draw.c496
1 files changed, 496 insertions, 0 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
new file mode 100644
index 00000000000..5690076fedb
--- /dev/null
+++ b/source/blender/editors/screen/screen_draw.c
@@ -0,0 +1,496 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/screen/screen_draw.c
+ * \ingroup edscr
+ */
+
+#include "ED_screen.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.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, unsigned int pos)
+{
+ vec2f points[10];
+ short i;
+ float w, h;
+ float width = sa->v3->vec.x - sa->v1->vec.x;
+ float height = sa->v3->vec.y - sa->v1->vec.y;
+
+ if (height < width) {
+ h = height / 8;
+ w = height / 4;
+ }
+ else {
+ h = width / 8;
+ w = width / 4;
+ }
+
+ points[0].x = sa->v1->vec.x;
+ points[0].y = sa->v1->vec.y + height / 2;
+
+ points[1].x = sa->v1->vec.x;
+ points[1].y = sa->v1->vec.y;
+
+ points[2].x = sa->v4->vec.x - w;
+ points[2].y = sa->v4->vec.y;
+
+ points[3].x = sa->v4->vec.x - w;
+ points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
+
+ points[4].x = sa->v4->vec.x - 2 * w;
+ points[4].y = sa->v4->vec.y + height / 2;
+
+ points[5].x = sa->v4->vec.x - w;
+ points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
+
+ points[6].x = sa->v3->vec.x - w;
+ points[6].y = sa->v3->vec.y;
+
+ points[7].x = sa->v2->vec.x;
+ points[7].y = sa->v2->vec.y;
+
+ points[8].x = sa->v4->vec.x;
+ points[8].y = sa->v4->vec.y + height / 2 - h;
+
+ points[9].x = sa->v4->vec.x;
+ points[9].y = sa->v4->vec.y + height / 2 + h;
+
+ if (dir == 'l') {
+ /* when direction is left, then we flip direction of arrow */
+ float cx = sa->v1->vec.x + width;
+ for (i = 0; i < 10; i++) {
+ points[i].x -= cx;
+ points[i].x = -points[i].x;
+ points[i].x += sa->v1->vec.x;
+ }
+ }
+
+ 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, unsigned int pos)
+{
+ vec2f points[10];
+ short i;
+ float w, h;
+ float width = sa->v3->vec.x - sa->v1->vec.x;
+ float height = sa->v3->vec.y - sa->v1->vec.y;
+
+ if (height < width) {
+ h = height / 4;
+ w = height / 8;
+ }
+ else {
+ h = width / 4;
+ w = width / 8;
+ }
+
+ points[0].x = sa->v1->vec.x + width / 2;
+ points[0].y = sa->v3->vec.y;
+
+ points[1].x = sa->v2->vec.x;
+ points[1].y = sa->v2->vec.y;
+
+ points[2].x = sa->v1->vec.x;
+ points[2].y = sa->v1->vec.y + h;
+
+ points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
+ points[3].y = sa->v1->vec.y + h;
+
+ points[4].x = sa->v1->vec.x + width / 2;
+ points[4].y = sa->v1->vec.y + 2 * h;
+
+ points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
+ points[5].y = sa->v1->vec.y + h;
+
+ 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;
+
+ points[8].x = sa->v1->vec.x + width / 2 - w;
+ points[8].y = sa->v1->vec.y;
+
+ points[9].x = sa->v1->vec.x + width / 2 + w;
+ points[9].y = sa->v1->vec.y;
+
+ if (dir == 'u') {
+ /* when direction is up, then we flip direction of arrow */
+ float cy = sa->v1->vec.y + height;
+ for (i = 0; i < 10; i++) {
+ points[i].y -= cy;
+ points[i].y = -points[i].y;
+ points[i].y += sa->v1->vec.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, unsigned int pos)
+{
+ if (dir == 'u' || dir == 'd') {
+ draw_vertical_join_shape(sa, dir, pos);
+ }
+ else {
+ 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, unsigned int pos)
+{
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ 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), unsigned int pos)
+{
+ glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
+ /* value 181 was hardly computed: 181~105 */
+ immUniformColor4ub(255, 255, 255, 50);
+ /* draw_join_shape(sa, dir); */
+
+ 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, 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) {
+ immVertex2f(pos, x2, y1);
+ immVertex2f(pos, x2, y2);
+ }
+
+ /* left border area */
+ if (x1 > 0) { /* otherwise it draws the emboss of window over */
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x1, y2);
+ }
+
+ /* top border area */
+ if (y2 < sizey - 1) {
+ immVertex2f(pos, x1, y2);
+ immVertex2f(pos, x2, y2);
+ }
+
+ /* bottom border area */
+ if (y1 > 0) {
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y1);
+ }
+
+ immEnd();
+}
+
+/**
+ * \brief Screen edges drawing.
+ */
+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, pos);
+}
+
+/**
+ * Only for edge lines between areas, and the blended join arrows.
+ */
+void ED_screen_draw(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;
+ ScrArea *sa1 = NULL;
+ ScrArea *sa2 = NULL;
+ ScrArea *sa3 = NULL;
+
+ 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);
+ immUniformColor3ub(0x50, 0x50, 0x50);
+
+ for (sa = screen->areabase.first; sa; sa = sa->next) {
+ drawscredge_area(sa, winsize_x, winsize_y, pos);
+ }
+ }
+
+ glLineWidth(1);
+ immUniformColor3ub(0, 0, 0);
+
+ for (sa = screen->areabase.first; sa; sa = sa->next) {
+ drawscredge_area(sa, winsize_x, winsize_y, pos);
+
+ /* gather area split/join info */
+ if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa;
+ if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa;
+ if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa;
+ }
+
+ /* blended join arrow */
+ if (sa1 && sa2) {
+ int dir = area_getorientation(sa1, sa2);
+ int dira = -1;
+ if (dir != -1) {
+ switch (dir) {
+ case 0: /* W */
+ dir = 'r';
+ dira = 'l';
+ break;
+ case 1: /* N */
+ dir = 'd';
+ dira = 'u';
+ break;
+ case 2: /* E */
+ dir = 'l';
+ dira = 'r';
+ break;
+ case 3: /* S */
+ dir = 'u';
+ dira = 'd';
+ break;
+ }
+ }
+
+ glEnable(GL_BLEND);
+
+ scrarea_draw_shape_dark(sa2, dir, pos);
+ scrarea_draw_shape_light(sa1, dira, pos);
+
+ glDisable(GL_BLEND);
+ }
+
+ /* splitpoint */
+ if (sa3) {
+ glEnable(GL_BLEND);
+ immUniformColor4ub(255, 255, 255, 100);
+
+ immBegin(GWN_PRIM_LINES, 2);
+
+ if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
+ immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y);
+ immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y);
+
+ immEnd();
+
+ immUniformColor4ub(0, 0, 0, 100);
+
+ immBegin(GWN_PRIM_LINES, 2);
+
+ immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y + 1);
+ immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y + 1);
+ }
+ else {
+ immVertex2f(pos, win->eventstate->x, sa3->totrct.ymin);
+ immVertex2f(pos, win->eventstate->x, sa3->totrct.ymax);
+
+ immEnd();
+
+ immUniformColor4ub(0, 0, 0, 100);
+
+ immBegin(GWN_PRIM_LINES, 2);
+
+ immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymin);
+ immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymax);
+ }
+
+ immEnd();
+
+ glDisable(GL_BLEND);
+ }
+
+ immUnbindProgram();
+
+ screen->do_draw = false;
+}
+
+
+/* -------------------------------------------------------------------- */
+/* 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, 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);
+}