diff options
Diffstat (limited to 'source/blender/editors/screen/screen_draw.c')
-rw-r--r-- | source/blender/editors/screen/screen_draw.c | 829 |
1 files changed, 416 insertions, 413 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c index 6a0332731b4..fb738bf40cd 100644 --- a/source/blender/editors/screen/screen_draw.c +++ b/source/blender/editors/screen/screen_draw.c @@ -44,80 +44,80 @@ */ static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos) { - const float width = screen_geom_area_width(sa) - 1; - const float height = screen_geom_area_height(sa) - 1; - vec2f points[10]; - short i; - float w, h; + const float width = screen_geom_area_width(sa) - 1; + const float height = screen_geom_area_height(sa) - 1; + vec2f points[10]; + short i; + float w, h; - if (height < width) { - h = height / 8; - w = height / 4; - } - else { - h = width / 8; - w = width / 4; - } + 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[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[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[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[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[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[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[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[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[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; + 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; - } - } + 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(GPU_PRIM_TRI_FAN, 5); + immBegin(GPU_PRIM_TRI_FAN, 5); - for (i = 0; i < 5; i++) { - immVertex2f(pos, points[i].x, points[i].y); - } + for (i = 0; i < 5; i++) { + immVertex2f(pos, points[i].x, points[i].y); + } - immEnd(); + immEnd(); - immBegin(GPU_PRIM_TRI_FAN, 5); + immBegin(GPU_PRIM_TRI_FAN, 5); - for (i = 4; i < 8; i++) { - immVertex2f(pos, points[i].x, points[i].y); - } + for (i = 4; i < 8; i++) { + immVertex2f(pos, points[i].x, points[i].y); + } - immVertex2f(pos, points[0].x, points[0].y); - immEnd(); + 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); + 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); } /** @@ -125,80 +125,80 @@ static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos) */ static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos) { - const float width = screen_geom_area_width(sa) - 1; - const float height = screen_geom_area_height(sa) - 1; - vec2f points[10]; - short i; - float w, h; + const float width = screen_geom_area_width(sa) - 1; + const float height = screen_geom_area_height(sa) - 1; + vec2f points[10]; + short i; + float w, h; - if (height < width) { - h = height / 4; - w = height / 8; - } - else { - h = width / 4; - w = width / 8; - } + 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[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[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[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[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[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[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[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[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[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; + 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; - } - } + 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(GPU_PRIM_TRI_FAN, 5); + immBegin(GPU_PRIM_TRI_FAN, 5); - for (i = 0; i < 5; i++) { - immVertex2f(pos, points[i].x, points[i].y); - } + for (i = 0; i < 5; i++) { + immVertex2f(pos, points[i].x, points[i].y); + } - immEnd(); + immEnd(); - immBegin(GPU_PRIM_TRI_FAN, 5); + immBegin(GPU_PRIM_TRI_FAN, 5); - for (i = 4; i < 8; i++) { - immVertex2f(pos, points[i].x, points[i].y); - } + for (i = 4; i < 8; i++) { + immVertex2f(pos, points[i].x, points[i].y); + } - immVertex2f(pos, points[0].x, points[0].y); - immEnd(); + 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); + 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); } /** @@ -206,88 +206,88 @@ static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos) */ 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); - } + if (dir == 'u' || dir == 'd') { + draw_vertical_join_shape(sa, dir, pos); + } + else { + draw_horizontal_join_shape(sa, dir, pos); + } } #define CORNER_RESOLUTION 3 static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int i) { - float inter[2], exter[2]; - inter[0] = cosf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f))); - inter[1] = sinf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f))); - - /* Snap point to edge */ - float div = 1.0f / max_ff(fabsf(inter[0]), fabsf(inter[1])); - mul_v2_v2fl(exter, inter, div); - exter[0] = roundf(exter[0]); - exter[1] = roundf(exter[1]); - - if (i == 0 || i == (CORNER_RESOLUTION - 1)) { - copy_v2_v2(inter, exter); - } - - /* Line width is 20% of the entire corner size. */ - const float line_width = 0.2f; /* Keep in sync with shader */ - mul_v2_fl(inter, 1.0f - line_width); - mul_v2_fl(exter, 1.0f + line_width); - - switch (corner) { - case 0: - add_v2_v2(inter, (float[2]){-1.0f, -1.0f}); - add_v2_v2(exter, (float[2]){-1.0f, -1.0f}); - break; - case 1: - add_v2_v2(inter, (float[2]){1.0f, -1.0f}); - add_v2_v2(exter, (float[2]){1.0f, -1.0f}); - break; - case 2: - add_v2_v2(inter, (float[2]){1.0f, 1.0f}); - add_v2_v2(exter, (float[2]){1.0f, 1.0f}); - break; - case 3: - add_v2_v2(inter, (float[2]){-1.0f, 1.0f}); - add_v2_v2(exter, (float[2]){-1.0f, 1.0f}); - break; - } - - GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, inter); - GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, exter); + float inter[2], exter[2]; + inter[0] = cosf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f))); + inter[1] = sinf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f))); + + /* Snap point to edge */ + float div = 1.0f / max_ff(fabsf(inter[0]), fabsf(inter[1])); + mul_v2_v2fl(exter, inter, div); + exter[0] = roundf(exter[0]); + exter[1] = roundf(exter[1]); + + if (i == 0 || i == (CORNER_RESOLUTION - 1)) { + copy_v2_v2(inter, exter); + } + + /* Line width is 20% of the entire corner size. */ + const float line_width = 0.2f; /* Keep in sync with shader */ + mul_v2_fl(inter, 1.0f - line_width); + mul_v2_fl(exter, 1.0f + line_width); + + switch (corner) { + case 0: + add_v2_v2(inter, (float[2]){-1.0f, -1.0f}); + add_v2_v2(exter, (float[2]){-1.0f, -1.0f}); + break; + case 1: + add_v2_v2(inter, (float[2]){1.0f, -1.0f}); + add_v2_v2(exter, (float[2]){1.0f, -1.0f}); + break; + case 2: + add_v2_v2(inter, (float[2]){1.0f, 1.0f}); + add_v2_v2(exter, (float[2]){1.0f, 1.0f}); + break; + case 3: + add_v2_v2(inter, (float[2]){-1.0f, 1.0f}); + add_v2_v2(exter, (float[2]){-1.0f, 1.0f}); + break; + } + + GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, inter); + GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, exter); } static GPUBatch *batch_screen_edges_get(int *corner_len) { - static GPUBatch *screen_edges_batch = NULL; - - if (screen_edges_batch == NULL) { - GPUVertFormat format = {0}; - uint pos = 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, CORNER_RESOLUTION * 2 * 4 + 2); - - uint vidx = 0; - for (int corner = 0; corner < 4; ++corner) { - for (int c = 0; c < CORNER_RESOLUTION; ++c) { - do_vert_pair(vbo, pos, &vidx, corner, c); - } - } - /* close the loop */ - do_vert_pair(vbo, pos, &vidx, 0, 0); - - screen_edges_batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); - gpu_batch_presets_register(screen_edges_batch); - } - - if (corner_len) { - *corner_len = CORNER_RESOLUTION * 2; - } - return screen_edges_batch; + static GPUBatch *screen_edges_batch = NULL; + + if (screen_edges_batch == NULL) { + GPUVertFormat format = {0}; + uint pos = 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, CORNER_RESOLUTION * 2 * 4 + 2); + + uint vidx = 0; + for (int corner = 0; corner < 4; ++corner) { + for (int c = 0; c < CORNER_RESOLUTION; ++c) { + do_vert_pair(vbo, pos, &vidx, corner, c); + } + } + /* close the loop */ + do_vert_pair(vbo, pos, &vidx, 0, 0); + + screen_edges_batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); + gpu_batch_presets_register(screen_edges_batch); + } + + if (corner_len) { + *corner_len = CORNER_RESOLUTION * 2; + } + return screen_edges_batch; } #undef CORNER_RESOLUTION @@ -297,10 +297,11 @@ static GPUBatch *batch_screen_edges_get(int *corner_len) */ static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos) { - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - immUniformColor4ub(0, 0, 0, 50); + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + immUniformColor4ub(0, 0, 0, 50); - draw_join_shape(sa, dir, pos); + draw_join_shape(sa, dir, pos); } /** @@ -308,42 +309,43 @@ static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos) */ static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int pos) { - GPU_blend_set_func(GPU_DST_COLOR, GPU_SRC_ALPHA); - /* value 181 was hardly computed: 181~105 */ - immUniformColor4ub(255, 255, 255, 50); - /* draw_join_shape(sa, dir); */ + GPU_blend_set_func(GPU_DST_COLOR, GPU_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); + 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, float edge_thickness) +static void drawscredge_area_draw( + int sizex, int sizey, short x1, short y1, short x2, short y2, float edge_thickness) { - rctf rect; - BLI_rctf_init(&rect, (float)x1, (float)x2, (float)y1, (float)y2); - - /* right border area */ - if (x2 >= sizex - 1) { - rect.xmax += edge_thickness * 0.5f; - } - - /* left border area */ - if (x1 <= 0) { /* otherwise it draws the emboss of window over */ - rect.xmin -= edge_thickness * 0.5f; - } - - /* top border area */ - if (y2 >= sizey - 1) { - rect.ymax += edge_thickness * 0.5f; - } - - /* bottom border area */ - if (y1 <= 0) { - rect.ymin -= edge_thickness * 0.5f; - } - - GPUBatch *batch = batch_screen_edges_get(NULL); - GPU_batch_uniform_4fv(batch, "rect", (float *)&rect); - GPU_batch_draw(batch); + rctf rect; + BLI_rctf_init(&rect, (float)x1, (float)x2, (float)y1, (float)y2); + + /* right border area */ + if (x2 >= sizex - 1) { + rect.xmax += edge_thickness * 0.5f; + } + + /* left border area */ + if (x1 <= 0) { /* otherwise it draws the emboss of window over */ + rect.xmin -= edge_thickness * 0.5f; + } + + /* top border area */ + if (y2 >= sizey - 1) { + rect.ymax += edge_thickness * 0.5f; + } + + /* bottom border area */ + if (y1 <= 0) { + rect.ymin -= edge_thickness * 0.5f; + } + + GPUBatch *batch = batch_screen_edges_get(NULL); + GPU_batch_uniform_4fv(batch, "rect", (float *)&rect); + GPU_batch_draw(batch); } /** @@ -351,12 +353,12 @@ static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, shor */ static void drawscredge_area(ScrArea *sa, int sizex, int sizey, float edge_thickness) { - short x1 = sa->v1->vec.x; - short y1 = sa->v1->vec.y; - short x2 = sa->v3->vec.x; - short y2 = sa->v3->vec.y; + 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, edge_thickness); + drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, edge_thickness); } /** @@ -364,71 +366,72 @@ static void drawscredge_area(ScrArea *sa, int sizex, int sizey, float edge_thick */ void ED_screen_draw_edges(wmWindow *win) { - bScreen *screen = WM_window_get_active_screen(win); - screen->do_draw = false; - - if (screen->state == SCREENFULL) { - return; - } - - if (screen->temp && BLI_listbase_is_single(&screen->areabase)) { - return; - } - - const int winsize_x = WM_window_pixels_x(win); - const int winsize_y = WM_window_pixels_y(win); - float col[4], corner_scale, edge_thickness; - int verts_per_corner = 0; - - ScrArea *sa; - - rcti scissor_rect; - BLI_rcti_init_minmax(&scissor_rect); - for (sa = screen->areabase.first; sa; sa = sa->next) { - BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){sa->v1->vec.x, sa->v1->vec.y}); - BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){sa->v3->vec.x, sa->v3->vec.y}); - } - - if (GPU_type_matches(GPU_DEVICE_INTEL_UHD, GPU_OS_UNIX, GPU_DRIVER_ANY)) { - /* For some reason, on linux + Intel UHD Graphics 620 the driver - * hangs if we don't flush before this. (See T57455) */ - GPU_flush(); - } - - GPU_scissor(scissor_rect.xmin, - scissor_rect.ymin, - BLI_rcti_size_x(&scissor_rect) + 1, - BLI_rcti_size_y(&scissor_rect) + 1); - - /* It seems that all areas gets smaller when pixelsize is > 1. - * So in order to avoid missing pixels we just disable de scissors. */ - if (U.pixelsize <= 1.0f) { - glEnable(GL_SCISSOR_TEST); - } - - UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col); - col[3] = 1.0f; - corner_scale = U.pixelsize * 8.0f; - edge_thickness = corner_scale * 0.21f; - - GPU_blend(true); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - - GPUBatch *batch = batch_screen_edges_get(&verts_per_corner); - GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES); - GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner); - GPU_batch_uniform_1f(batch, "scale", corner_scale); - GPU_batch_uniform_4fv(batch, "color", col); - - for (sa = screen->areabase.first; sa; sa = sa->next) { - drawscredge_area(sa, winsize_x, winsize_y, edge_thickness); - } - - GPU_blend(false); - - if (U.pixelsize <= 1.0f) { - glDisable(GL_SCISSOR_TEST); - } + bScreen *screen = WM_window_get_active_screen(win); + screen->do_draw = false; + + if (screen->state == SCREENFULL) { + return; + } + + if (screen->temp && BLI_listbase_is_single(&screen->areabase)) { + return; + } + + const int winsize_x = WM_window_pixels_x(win); + const int winsize_y = WM_window_pixels_y(win); + float col[4], corner_scale, edge_thickness; + int verts_per_corner = 0; + + ScrArea *sa; + + rcti scissor_rect; + BLI_rcti_init_minmax(&scissor_rect); + for (sa = screen->areabase.first; sa; sa = sa->next) { + BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){sa->v1->vec.x, sa->v1->vec.y}); + BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){sa->v3->vec.x, sa->v3->vec.y}); + } + + if (GPU_type_matches(GPU_DEVICE_INTEL_UHD, GPU_OS_UNIX, GPU_DRIVER_ANY)) { + /* For some reason, on linux + Intel UHD Graphics 620 the driver + * hangs if we don't flush before this. (See T57455) */ + GPU_flush(); + } + + GPU_scissor(scissor_rect.xmin, + scissor_rect.ymin, + BLI_rcti_size_x(&scissor_rect) + 1, + BLI_rcti_size_y(&scissor_rect) + 1); + + /* It seems that all areas gets smaller when pixelsize is > 1. + * So in order to avoid missing pixels we just disable de scissors. */ + if (U.pixelsize <= 1.0f) { + glEnable(GL_SCISSOR_TEST); + } + + UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col); + col[3] = 1.0f; + corner_scale = U.pixelsize * 8.0f; + edge_thickness = corner_scale * 0.21f; + + GPU_blend(true); + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + + GPUBatch *batch = batch_screen_edges_get(&verts_per_corner); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES); + GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner); + GPU_batch_uniform_1f(batch, "scale", corner_scale); + GPU_batch_uniform_4fv(batch, "color", col); + + for (sa = screen->areabase.first; sa; sa = sa->next) { + drawscredge_area(sa, winsize_x, winsize_y, edge_thickness); + } + + GPU_blend(false); + + if (U.pixelsize <= 1.0f) { + glDisable(GL_SCISSOR_TEST); + } } /** @@ -439,100 +442,100 @@ void ED_screen_draw_edges(wmWindow *win) */ void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2) { - uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - - GPU_line_width(1); - - /* blended join arrow */ - 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; - } - - GPU_blend(true); - - scrarea_draw_shape_dark(sa2, dir, pos); - scrarea_draw_shape_light(sa1, dira, pos); - - GPU_blend(false); - } - - immUnbindProgram(); + uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + GPU_line_width(1); + + /* blended join arrow */ + 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; + } + + GPU_blend(true); + + scrarea_draw_shape_dark(sa2, dir, pos); + scrarea_draw_shape_light(sa1, dira, pos); + + GPU_blend(false); + } + + immUnbindProgram(); } void ED_screen_draw_split_preview(ScrArea *sa, const int dir, const float fac) { - uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - /* splitpoint */ - GPU_blend(true); - GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); + /* splitpoint */ + GPU_blend(true); + GPU_blend_set_func_separate( + GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); - immUniformColor4ub(255, 255, 255, 100); + immUniformColor4ub(255, 255, 255, 100); - immBegin(GPU_PRIM_LINES, 2); + immBegin(GPU_PRIM_LINES, 2); - if (dir == 'h') { - const float y = (1 - fac) * sa->totrct.ymin + fac * sa->totrct.ymax; + if (dir == 'h') { + const float y = (1 - fac) * sa->totrct.ymin + fac * sa->totrct.ymax; - immVertex2f(pos, sa->totrct.xmin, y); - immVertex2f(pos, sa->totrct.xmax, y); + immVertex2f(pos, sa->totrct.xmin, y); + immVertex2f(pos, sa->totrct.xmax, y); - immEnd(); + immEnd(); - immUniformColor4ub(0, 0, 0, 100); + immUniformColor4ub(0, 0, 0, 100); - immBegin(GPU_PRIM_LINES, 2); + immBegin(GPU_PRIM_LINES, 2); - immVertex2f(pos, sa->totrct.xmin, y + 1); - immVertex2f(pos, sa->totrct.xmax, y + 1); + 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; + immEnd(); + } + else { + BLI_assert(dir == 'v'); + const float x = (1 - fac) * sa->totrct.xmin + fac * sa->totrct.xmax; - immVertex2f(pos, x, sa->totrct.ymin); - immVertex2f(pos, x, sa->totrct.ymax); + immVertex2f(pos, x, sa->totrct.ymin); + immVertex2f(pos, x, sa->totrct.ymax); - immEnd(); + immEnd(); - immUniformColor4ub(0, 0, 0, 100); + immUniformColor4ub(0, 0, 0, 100); - immBegin(GPU_PRIM_LINES, 2); + immBegin(GPU_PRIM_LINES, 2); - immVertex2f(pos, x + 1, sa->totrct.ymin); - immVertex2f(pos, x + 1, sa->totrct.ymax); + immVertex2f(pos, x + 1, sa->totrct.ymin); + immVertex2f(pos, x + 1, sa->totrct.ymax); - immEnd(); - } + immEnd(); + } - GPU_blend(false); + GPU_blend(false); - immUnbindProgram(); + immUnbindProgram(); } - /* -------------------------------------------------------------------- */ /* Screen Thumbnail Preview */ @@ -540,65 +543,65 @@ void ED_screen_draw_split_preview(ScrArea *sa, const int dir, const float fac) * 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]) + 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; + 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], +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; - uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_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(GPU_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(); + const float ofs_h = ofs_between_areas * 0.5f; + uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_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(GPU_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]; + 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 */ - GPU_matrix_push(); - GPU_matrix_identity_set(); - GPU_matrix_translate_2f(size_x * (1.0f - asp[0]) * 0.5f, size_y * (1.0f - asp[1]) * 0.5f); + wmOrtho2(0.0f, size_x, 0.0f, size_y); + /* center */ + GPU_matrix_push(); + GPU_matrix_identity_set(); + GPU_matrix_translate_2f(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); + screen_preview_scale_get(screen, size_x, size_y, asp, scale); + screen_preview_draw_areas(screen, scale, col, 1.5f); - GPU_matrix_pop(); + GPU_matrix_pop(); } /** @@ -606,17 +609,17 @@ static void screen_preview_draw(const bScreen *screen, int size_x, int size_y) */ 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, true, false, err_out); + char err_out[256] = "unknown"; + GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, 0, true, false, err_out); - GPU_offscreen_bind(offscreen, true); - GPU_clear_color(0.0, 0.0, 0.0, 0.0); - GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT); + GPU_offscreen_bind(offscreen, true); + GPU_clear_color(0.0, 0.0, 0.0, 0.0); + GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT); - screen_preview_draw(screen, size_x, size_y); + 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_read_pixels(offscreen, GL_UNSIGNED_BYTE, r_rect); + GPU_offscreen_unbind(offscreen, true); - GPU_offscreen_free(offscreen); + GPU_offscreen_free(offscreen); } |