diff options
Diffstat (limited to 'source/blender/editors/screen/screen_draw.c')
-rw-r--r-- | source/blender/editors/screen/screen_draw.c | 315 |
1 files changed, 237 insertions, 78 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c index e67ae4e321c..ca30663e511 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); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, 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)) +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, true, 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); +} |