diff options
Diffstat (limited to 'source/blender/editors/screen/screen_draw.c')
-rw-r--r-- | source/blender/editors/screen/screen_draw.c | 456 |
1 files changed, 360 insertions, 96 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c index c4a6cff6ac8..ca3707786dd 100644 --- a/source/blender/editors/screen/screen_draw.c +++ b/source/blender/editors/screen/screen_draw.c @@ -22,24 +22,36 @@ * \ingroup edscr */ -#include "BIF_gl.h" +#include "ED_screen.h" + +#include "GPU_batch_presets.h" +#include "GPU_extensions.h" +#include "GPU_framebuffer.h" +#include "GPU_immediate.h" +#include "GPU_matrix.h" +#include "GPU_state.h" + +#include "BLI_math.h" +#include "BLI_rect.h" #include "WM_api.h" +#include "WM_types.h" -#include "ED_screen.h" +#include "UI_interface.h" +#include "UI_resources.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) { + 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; - 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; @@ -90,30 +102,37 @@ 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(GPU_PRIM_TRI_FAN, 5); + + for (i = 0; i < 5; i++) { + immVertex2f(pos, points[i].x, points[i].y); + } + + immEnd(); + + immBegin(GPU_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) { + 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; - 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; @@ -164,93 +183,183 @@ 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(GPU_PRIM_TRI_FAN, 5); + + for (i = 0; i < 5; i++) { + immVertex2f(pos, points[i].x, points[i].y); + } + + immEnd(); + + immBegin(GPU_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); + } +} + +#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); +} + +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; } +#undef CORNER_RESOLUTION + /** * 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); + 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 screen area lighter 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); + GPU_blend_set_func(GPU_DST_COLOR, GPU_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, float edge_thickness) { + rctf rect; + BLI_rctf_init(&rect, (float)x1, (float)x2, (float)y1, (float)y2); + /* right border area */ - if (x2 < sizex - 1) { - glVertex2s(x2, y1); - glVertex2s(x2, y2); + if (x2 >= sizex - 1) { + rect.xmax += edge_thickness * 0.5f; } /* left border area */ - if (x1 > 0) { /* otherwise it draws the emboss of window over */ - glVertex2s(x1, y1); - glVertex2s(x1, y2); + if (x1 <= 0) { /* otherwise it draws the emboss of window over */ + rect.xmin -= edge_thickness * 0.5f; } /* top border area */ - if (y2 < sizey - 1) { - glVertex2s(x1, y2); - glVertex2s(x2, y2); + if (y2 >= sizey - 1) { + rect.ymax += edge_thickness * 0.5f; } /* bottom border area */ - if (y1 > 0) { - glVertex2s(x1, y1); - glVertex2s(x2, y1); + 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); } /** * \brief Screen edges drawing. */ -static void drawscredge_area(ScrArea *sa, int sizex, int sizey) +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; - drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2); + drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, edge_thickness); } /** @@ -258,33 +367,66 @@ 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); + screen->do_draw = false; + + if (screen->state == SCREENFULL) { + 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; - wmSubWindowSet(win, win->screen->mainwin); - - /* 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(); + 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}); } - 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); + 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(); } - glEnd(); - win->screen->do_draw = false; + 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); + + 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); + } } /** @@ -295,7 +437,10 @@ void ED_screen_draw_edges(wmWindow *win) */ void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2) { - glLineWidth(1); + 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); @@ -319,36 +464,155 @@ 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); - glDisable(GL_BLEND); + + 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); + /* splitpoint */ - glEnable(GL_BLEND); - glBegin(GL_LINES); - glColor4ub(255, 255, 255, 100); + GPU_blend(true); + immUniformColor4ub(255, 255, 255, 100); + + immBegin(GPU_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(GPU_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(GPU_PRIM_LINES, 2); + + immVertex2f(pos, x + 1, sa->totrct.ymin); + immVertex2f(pos, x + 1, sa->totrct.ymax); + + immEnd(); } - glEnd(); - glDisable(GL_BLEND); + + GPU_blend(false); + + 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; + 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]; + + 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); + + GPU_matrix_pop(); +} + +/** + * 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, 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); + + 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); } |