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Diffstat (limited to 'source/blender/editors/space_node/drawnode.c')
-rw-r--r--source/blender/editors/space_node/drawnode.c740
1 files changed, 349 insertions, 391 deletions
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index fff6c5d9f2c..a162a863038 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -50,9 +50,13 @@
#include "BLF_api.h"
#include "BLT_translation.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_draw.h"
+#include "GPU_batch.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
+
#include "RNA_access.h"
#include "RNA_define.h"
@@ -62,6 +66,7 @@
#include "WM_types.h"
#include "UI_resources.h"
+#include "UI_view2d.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf_types.h"
@@ -80,49 +85,6 @@ static void node_socket_button_label(bContext *UNUSED(C), uiLayout *layout, Poin
uiItemL(layout, text, 0);
}
-
-/* ****************** BASE DRAW FUNCTIONS FOR NEW OPERATOR NODES ***************** */
-
-#if 0 /* UNUSED */
-static void node_draw_socket_new(bNodeSocket *sock, float size)
-{
- float x = sock->locx, y = sock->locy;
-
- /* 16 values of sin function */
- static float si[16] = {
- 0.00000000f, 0.39435585f, 0.72479278f, 0.93775213f,
- 0.99871650f, 0.89780453f, 0.65137248f, 0.29936312f,
- -0.10116832f, -0.48530196f, -0.79077573f, -0.96807711f,
- -0.98846832f, -0.84864425f, -0.57126821f, -0.20129852f
- };
- /* 16 values of cos function */
- static float co[16] = {
- 1.00000000f, 0.91895781f, 0.68896691f, 0.34730525f,
- -0.05064916f, -0.44039415f, -0.75875812f, -0.95413925f,
- -0.99486932f, -0.87434661f, -0.61210598f, -0.25065253f,
- 0.15142777f, 0.52896401f, 0.82076344f, 0.97952994f,
- };
- int a;
-
- glColor3ub(180, 180, 180);
-
- glBegin(GL_POLYGON);
- for (a = 0; a < 16; a++)
- glVertex2f(x + size * si[a], y + size * co[a]);
- glEnd();
-
- glColor4ub(0, 0, 0, 150);
- glEnable(GL_BLEND);
- glEnable(GL_LINE_SMOOTH);
- glBegin(GL_LINE_LOOP);
- for (a = 0; a < 16; a++)
- glVertex2f(x + size * si[a], y + size * co[a]);
- glEnd();
- glDisable(GL_LINE_SMOOTH);
- glDisable(GL_BLEND);
-}
-#endif
-
/* ****************** BUTTON CALLBACKS FOR ALL TREES ***************** */
static void node_buts_value(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
@@ -392,6 +354,7 @@ static void node_draw_frame_label(bNodeTree *ntree, bNode *node, const float asp
const int font_size = data->label_size / aspect;
const float margin = (float)(NODE_DY / 4);
int label_height;
+ unsigned char color[3];
nodeLabel(ntree, node, label, sizeof(label));
@@ -400,7 +363,8 @@ static void node_draw_frame_label(bNodeTree *ntree, bNode *node, const float asp
BLF_size(fontid, MIN2(24, font_size), U.dpi); /* clamp otherwise it can suck up a LOT of memory */
/* title color */
- UI_ThemeColorBlendShade(TH_TEXT, color_id, 0.4f, 10);
+ UI_GetThemeColorBlendShade3ubv(TH_TEXT, color_id, 0.4f, 10, color);
+ BLF_color3ubv(fontid, color);
width = BLF_width(fontid, label, sizeof(label));
ascender = BLF_ascender(fontid);
@@ -465,7 +429,7 @@ static void node_draw_frame(const bContext *C, ARegion *ar, SpaceNode *snode,
{
rctf *rct = &node->totr;
int color_id = node_get_colorid(node);
- unsigned char color[4];
+ float color[4];
float alpha;
/* skip if out of view */
@@ -475,38 +439,30 @@ static void node_draw_frame(const bContext *C, ARegion *ar, SpaceNode *snode,
return;
}
- UI_GetThemeColor4ubv(TH_NODE_FRAME, color);
- alpha = (float)(color[3]) / 255.0f;
+ UI_GetThemeColor4fv(TH_NODE_FRAME, color);
+ alpha = color[3];
/* shadow */
node_draw_shadow(snode, node, BASIS_RAD, alpha);
/* body */
- if (node->flag & NODE_CUSTOM_COLOR)
- glColor4f(node->color[0], node->color[1], node->color[2], alpha);
+ if (node->flag & NODE_CUSTOM_COLOR) {
+ rgba_float_args_set(color, node->color[0], node->color[1], node->color[2], alpha);
+ }
else
- UI_ThemeColor4(TH_NODE_FRAME);
- glEnable(GL_BLEND);
+ UI_GetThemeColor4fv(TH_NODE_FRAME, color);
+
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
- glDisable(GL_BLEND);
+ UI_draw_roundbox_aa(true, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD, color);
/* outline active and selected emphasis */
if (node->flag & SELECT) {
- glEnable(GL_BLEND);
- glEnable(GL_LINE_SMOOTH);
-
if (node->flag & NODE_ACTIVE)
- UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -40);
+ UI_GetThemeColorShadeAlpha4fv(TH_ACTIVE, 0, -40, color);
else
- UI_ThemeColorShadeAlpha(TH_SELECT, 0, -40);
- UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox_gl_mode(GL_LINE_LOOP,
- rct->xmin, rct->ymin,
- rct->xmax, rct->ymax, BASIS_RAD);
+ UI_GetThemeColorShadeAlpha4fv(TH_SELECT, 0, -40, color);
- glDisable(GL_LINE_SMOOTH);
- glDisable(GL_BLEND);
+ UI_draw_roundbox_aa(false, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD, color);
}
/* label */
@@ -580,15 +536,9 @@ static void node_draw_reroute_prepare(const bContext *UNUSED(C), bNodeTree *UNUS
static void node_draw_reroute(const bContext *C, ARegion *ar, SpaceNode *UNUSED(snode),
bNodeTree *ntree, bNode *node, bNodeInstanceKey UNUSED(key))
{
- bNodeSocket *sock;
char showname[128]; /* 128 used below */
rctf *rct = &node->totr;
-#if 0 /* UNUSED */
- float size = NODE_REROUTE_SIZE;
-#endif
- float socket_size = NODE_SOCKSIZE;
-
/* skip if out of view */
if (node->totr.xmax < ar->v2d.cur.xmin || node->totr.xmin > ar->v2d.cur.xmax ||
node->totr.ymax < ar->v2d.cur.ymin || node->totr.ymin > ar->v2d.cur.ymax)
@@ -602,23 +552,26 @@ static void node_draw_reroute(const bContext *C, ARegion *ar, SpaceNode *UNUSED(
* selection state is indicated by socket outline below!
*/
#if 0
+ float size = NODE_REROUTE_SIZE;
+
/* body */
+ float debug_color[4];
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_ThemeColor4(TH_NODE);
- glEnable(GL_BLEND);
- UI_draw_roundbox(rct->xmin, rct->ymin, rct->xmax, rct->ymax, size);
- glDisable(GL_BLEND);
+ UI_GetThemeColor4fv(TH_NODE, debug_color);
+ UI_draw_roundbox_aa(true, rct->xmin, rct->ymin, rct->xmax, rct->ymax, size, debug_color);
/* outline active and selected emphasis */
if (node->flag & SELECT) {
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
/* using different shades of TH_TEXT_HI for the empasis, like triangle */
- if (node->flag & NODE_ACTIVE)
- UI_ThemeColorShadeAlpha(TH_TEXT_HI, 0, -40);
- else
- UI_ThemeColorShadeAlpha(TH_TEXT_HI, -20, -120);
- UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, size);
+ if (node->flag & NODE_ACTIVE) {
+ UI_GetThemeColorShadeAlpha4fv(TH_TEXT_HI, 0, -40, debug_color);
+ }
+ else {
+ UI_GetThemeColorShadeAlpha4fv(TH_TEXT_HI, -20, -120, debug_color);
+ }
+ UI_draw_roundbox_4fv(false, rct->xmin, rct->ymin, rct->xmax, rct->ymax, size, debug_color);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
@@ -637,9 +590,7 @@ static void node_draw_reroute(const bContext *C, ARegion *ar, SpaceNode *UNUSED(
/* only draw input socket. as they all are placed on the same position.
* highlight also if node itself is selected, since we don't display the node body separately!
*/
- for (sock = node->inputs.first; sock; sock = sock->next) {
- node_socket_draw(C, ntree, node, sock, socket_size, (sock->flag & SELECT) || (node->flag & SELECT));
- }
+ node_draw_sockets(&ar->v2d, C, ntree, node, false, node->flag & SELECT);
UI_block_end(C, node->block);
UI_block_draw(C, node->block);
@@ -728,21 +679,6 @@ static void node_buts_image_user(uiLayout *layout, bContext *C, PointerRNA *ptr,
}
}
-static void node_shader_buts_material(uiLayout *layout, bContext *C, PointerRNA *ptr)
-{
- bNode *node = ptr->data;
- uiLayout *col;
-
- uiTemplateID(layout, C, ptr, "material", "MATERIAL_OT_new", NULL, NULL, UI_TEMPLATE_ID_FILTER_ALL);
-
- if (!node->id) return;
-
- col = uiLayoutColumn(layout, false);
- uiItemR(col, ptr, "use_diffuse", 0, NULL, ICON_NONE);
- uiItemR(col, ptr, "use_specular", 0, NULL, ICON_NONE);
- uiItemR(col, ptr, "invert_normal", 0, NULL, ICON_NONE);
-}
-
static void node_shader_buts_mapping(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *row, *col, *sub;
@@ -790,30 +726,6 @@ static void node_shader_buts_vect_transform(uiLayout *layout, bContext *UNUSED(C
uiItemR(layout, ptr, "convert_to", 0, "", ICON_NONE);
}
-static void node_shader_buts_geometry(uiLayout *layout, bContext *C, PointerRNA *ptr)
-{
- PointerRNA obptr = CTX_data_pointer_get(C, "active_object");
- uiLayout *col;
-
- col = uiLayoutColumn(layout, false);
-
- if (obptr.data && RNA_enum_get(&obptr, "type") == OB_MESH) {
- PointerRNA dataptr = RNA_pointer_get(&obptr, "data");
-
- uiItemPointerR(col, ptr, "uv_layer", &dataptr, "uv_textures", "", ICON_NONE);
- uiItemPointerR(col, ptr, "color_layer", &dataptr, "vertex_colors", "", ICON_NONE);
- }
- else {
- uiItemR(col, ptr, "uv_layer", 0, IFACE_("UV"), ICON_NONE);
- uiItemR(col, ptr, "color_layer", 0, IFACE_("VCol"), ICON_NONE);
- }
-}
-
-static void node_shader_buts_lamp(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
-{
- uiItemR(layout, ptr, "lamp_object", 0, IFACE_("Lamp Object"), ICON_NONE);
-}
-
static void node_shader_buts_attribute(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "attribute_name", 0, IFACE_("Name"), ICON_NONE);
@@ -1022,7 +934,7 @@ static void node_shader_buts_uvmap(uiLayout *layout, bContext *C, PointerRNA *pt
if (obptr.data && RNA_enum_get(&obptr, "type") == OB_MESH) {
PointerRNA dataptr = RNA_pointer_get(&obptr, "data");
- uiItemPointerR(layout, ptr, "uv_map", &dataptr, "uv_textures", "", ICON_NONE);
+ uiItemPointerR(layout, ptr, "uv_map", &dataptr, "uv_layers", "", ICON_NONE);
}
}
}
@@ -1041,7 +953,7 @@ static void node_shader_buts_normal_map(uiLayout *layout, bContext *C, PointerRN
if (obptr.data && RNA_enum_get(&obptr, "type") == OB_MESH) {
PointerRNA dataptr = RNA_pointer_get(&obptr, "data");
- uiItemPointerR(layout, ptr, "uv_map", &dataptr, "uv_textures", "", ICON_NONE);
+ uiItemPointerR(layout, ptr, "uv_map", &dataptr, "uv_layers", "", ICON_NONE);
}
else
uiItemR(layout, ptr, "uv_map", 0, "", 0);
@@ -1068,7 +980,7 @@ static void node_shader_buts_tangent(uiLayout *layout, bContext *C, PointerRNA *
if (obptr.data && RNA_enum_get(&obptr, "type") == OB_MESH) {
PointerRNA dataptr = RNA_pointer_get(&obptr, "data");
- uiItemPointerR(row, ptr, "uv_map", &dataptr, "uv_textures", "", ICON_NONE);
+ uiItemPointerR(row, ptr, "uv_map", &dataptr, "uv_layers", "", ICON_NONE);
}
else
uiItemR(row, ptr, "uv_map", 0, "", 0);
@@ -1179,13 +1091,6 @@ static void node_shader_buts_ambient_occlusion(uiLayout *layout, bContext *UNUSE
static void node_shader_set_butfunc(bNodeType *ntype)
{
switch (ntype->type) {
- case SH_NODE_MATERIAL:
- case SH_NODE_MATERIAL_EXT:
- ntype->draw_buttons = node_shader_buts_material;
- break;
- case SH_NODE_TEXTURE:
- ntype->draw_buttons = node_buts_texture;
- break;
case SH_NODE_NORMAL:
ntype->draw_buttons = node_buts_normal;
break;
@@ -1219,12 +1124,6 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_VECT_TRANSFORM:
ntype->draw_buttons = node_shader_buts_vect_transform;
break;
- case SH_NODE_GEOMETRY:
- ntype->draw_buttons = node_shader_buts_geometry;
- break;
- case SH_NODE_LAMP:
- ntype->draw_buttons = node_shader_buts_lamp;
- break;
case SH_NODE_ATTRIBUTE:
ntype->draw_buttons = node_shader_buts_attribute;
break;
@@ -1373,7 +1272,7 @@ static void node_composit_buts_image_ex(uiLayout *layout, bContext *C, PointerRN
uiTemplateImage(layout, C, ptr, "image", &iuserptr, 0, 1);
}
-static void node_composit_buts_renderlayers(uiLayout *layout, bContext *C, PointerRNA *ptr)
+static void node_composit_buts_viewlayers(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
bNode *node = ptr->data;
uiLayout *col, *row;
@@ -2271,14 +2170,21 @@ static void node_composit_backdrop_viewer(SpaceNode *snode, ImBuf *backdrop, bNo
const float cy = y + snode->zoom * backdropHeight * node->custom4;
const float cross_size = 12 * U.pixelsize;
- glColor3f(1.0, 1.0, 1.0);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- glBegin(GL_LINES);
- glVertex2f(cx - cross_size, cy - cross_size);
- glVertex2f(cx + cross_size, cy + cross_size);
- glVertex2f(cx + cross_size, cy - cross_size);
- glVertex2f(cx - cross_size, cy + cross_size);
- glEnd();
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
+
+ immBegin(GWN_PRIM_LINES, 4);
+ immVertex2f(pos, cx - cross_size, cy - cross_size);
+ immVertex2f(pos, cx + cross_size, cy + cross_size);
+ immVertex2f(pos, cx + cross_size, cy - cross_size);
+ immVertex2f(pos, cx - cross_size, cy + cross_size);
+ immEnd();
+
+ immUnbindProgram();
}
}
@@ -2297,9 +2203,6 @@ static void node_composit_backdrop_boxmask(SpaceNode *snode, ImBuf *backdrop, bN
float cx, cy, x1, x2, x3, x4;
float y1, y2, y3, y4;
-
- glColor3f(1.0, 1.0, 1.0);
-
cx = x + snode->zoom * backdropWidth * boxmask->x;
cy = y + snode->zoom * backdropHeight * boxmask->y;
@@ -2312,12 +2215,21 @@ static void node_composit_backdrop_boxmask(SpaceNode *snode, ImBuf *backdrop, bN
y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
- glBegin(GL_LINE_LOOP);
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
- glVertex2f(x3, y3);
- glVertex2f(x4, y4);
- glEnd();
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
+
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x3, y3);
+ immVertex2f(pos, x4, y4);
+ immEnd();
+
+ immUnbindProgram();
}
static void node_composit_backdrop_ellipsemask(SpaceNode *snode, ImBuf *backdrop, bNode *node, int x, int y)
@@ -2335,9 +2247,6 @@ static void node_composit_backdrop_ellipsemask(SpaceNode *snode, ImBuf *backdrop
float cx, cy, x1, x2, x3, x4;
float y1, y2, y3, y4;
-
- glColor3f(1.0, 1.0, 1.0);
-
cx = x + snode->zoom * backdropWidth * ellipsemask->x;
cy = y + snode->zoom * backdropHeight * ellipsemask->y;
@@ -2350,13 +2259,21 @@ static void node_composit_backdrop_ellipsemask(SpaceNode *snode, ImBuf *backdrop
y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
- glBegin(GL_LINE_LOOP);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
- glVertex2f(x3, y3);
- glVertex2f(x4, y4);
- glEnd();
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformColor3f(1.0f, 1.0f, 1.0f);
+
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
+ immVertex2f(pos, x1, y1);
+ immVertex2f(pos, x2, y2);
+ immVertex2f(pos, x3, y3);
+ immVertex2f(pos, x4, y4);
+ immEnd();
+
+ immUnbindProgram();
}
static void node_composit_buts_ellipsemask(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
@@ -2556,7 +2473,7 @@ static void node_composit_set_butfunc(bNodeType *ntype)
ntype->draw_buttons_ex = node_composit_buts_image_ex;
break;
case CMP_NODE_R_LAYERS:
- ntype->draw_buttons = node_composit_buts_renderlayers;
+ ntype->draw_buttons = node_composit_buts_viewlayers;
break;
case CMP_NODE_NORMAL:
ntype->draw_buttons = node_buts_normal;
@@ -3246,6 +3163,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
{
Main *bmain = CTX_data_main(C);
bNodeInstanceKey active_viewer_key = (snode->nodetree ? snode->nodetree->active_viewer_key : NODE_INSTANCE_KEY_NONE);
+ float shuffle[4] = {0.0f, 0.0f, 0.0f, 0.0f};
Image *ima;
void *lock;
ImBuf *ibuf;
@@ -3261,14 +3179,10 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
if (ibuf) {
float x, y;
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gpuPushProjectionMatrix();
+ gpuPushMatrix();
/* somehow the offset has to be calculated inverse */
-
- glaDefine2DArea(&ar->winrct);
wmOrtho2_region_pixelspace(ar);
x = (ar->winx - snode->zoom * ibuf->x) / 2 + snode->xof;
@@ -3278,60 +3192,37 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
unsigned char *display_buffer = NULL;
void *cache_handle = NULL;
- if (snode->flag & (SNODE_SHOW_R | SNODE_SHOW_G | SNODE_SHOW_B)) {
- int ofs;
+ if (snode->flag & (SNODE_SHOW_R | SNODE_SHOW_G | SNODE_SHOW_B | SNODE_SHOW_ALPHA)) {
display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
-#ifdef __BIG_ENDIAN__
- if (snode->flag & SNODE_SHOW_R) ofs = 0;
- else if (snode->flag & SNODE_SHOW_G) ofs = 1;
- else ofs = 2;
-#else
- if (snode->flag & SNODE_SHOW_R) ofs = 1;
- else if (snode->flag & SNODE_SHOW_G) ofs = 2;
- else ofs = 3;
-#endif
+ if (snode->flag & SNODE_SHOW_R)
+ shuffle[0] = 1.0f;
+ else if (snode->flag & SNODE_SHOW_G)
+ shuffle[1] = 1.0f;
+ else if (snode->flag & SNODE_SHOW_B)
+ shuffle[2] = 1.0f;
+ else
+ shuffle[3] = 1.0f;
- glPixelZoom(snode->zoom, snode->zoom);
- /* swap bytes, so alpha is most significant one, then just draw it as luminance int */
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
- glaDrawPixelsSafe(x, y, ibuf->x, ibuf->y, ibuf->x, GL_LUMINANCE, GL_UNSIGNED_INT,
- display_buffer - (4 - ofs));
+ immDrawPixelsTex(&state, x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST,
+ display_buffer, snode->zoom, snode->zoom, NULL);
- glPixelZoom(1.0f, 1.0f);
- }
- else if (snode->flag & SNODE_SHOW_ALPHA) {
- display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
-
- glPixelZoom(snode->zoom, snode->zoom);
- /* swap bytes, so alpha is most significant one, then just draw it as luminance int */
-#ifdef __BIG_ENDIAN__
- glPixelStorei(GL_UNPACK_SWAP_BYTES, 1);
-#endif
- glaDrawPixelsSafe(x, y, ibuf->x, ibuf->y, ibuf->x, GL_LUMINANCE, GL_UNSIGNED_INT, display_buffer);
-
-#ifdef __BIG_ENDIAN__
- glPixelStorei(GL_UNPACK_SWAP_BYTES, 0);
-#endif
- glPixelZoom(1.0f, 1.0f);
+ GPU_shader_unbind();
}
else if (snode->flag & SNODE_USE_ALPHA) {
glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glPixelZoom(snode->zoom, snode->zoom);
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- glaDrawImBuf_glsl_ctx(C, ibuf, x, y, GL_NEAREST);
+ glaDrawImBuf_glsl_ctx(C, ibuf, x, y, GL_NEAREST, snode->zoom, snode->zoom);
- glPixelZoom(1.0f, 1.0f);
glDisable(GL_BLEND);
}
else {
- glPixelZoom(snode->zoom, snode->zoom);
-
- glaDrawImBuf_glsl_ctx(C, ibuf, x, y, GL_NEAREST);
-
- glPixelZoom(1.0f, 1.0f);
+ glaDrawImBuf_glsl_ctx(C, ibuf, x, y, GL_NEAREST, snode->zoom, snode->zoom);
}
if (cache_handle)
@@ -3356,30 +3247,33 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
viewer_border->ymin < viewer_border->ymax)
{
rcti pixel_border;
- UI_ThemeColor(TH_ACTIVE);
BLI_rcti_init(&pixel_border,
x + snode->zoom * viewer_border->xmin * ibuf->x,
x + snode->zoom * viewer_border->xmax * ibuf->x,
y + snode->zoom * viewer_border->ymin * ibuf->y,
y + snode->zoom * viewer_border->ymax * ibuf->y);
- glaDrawBorderCorners(&pixel_border, 1.0f, 1.0f);
+
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_ACTIVE);
+
+ immDrawBorderCorners(pos, &pixel_border, 1.0f, 1.0f);
+
+ immUnbindProgram();
}
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gpuPopProjectionMatrix();
+ gpuPopMatrix();
}
BKE_image_release_ibuf(ima, ibuf, lock);
}
-
-/* if v2d not NULL, it clips and returns 0 if not visible */
-bool node_link_bezier_points(View2D *v2d, SpaceNode *snode, bNodeLink *link, float coord_array[][2], int resol)
+/* return quadratic beziers points for a given nodelink and clip if v2d is not NULL. */
+static bool node_link_bezier_handles(View2D *v2d, SpaceNode *snode, bNodeLink *link, float vec[4][2])
{
- float dist, vec[4][2];
+ float dist;
float deltax, deltay;
float cursor[2] = {0.0f, 0.0f};
int toreroute, fromreroute;
@@ -3447,13 +3341,23 @@ bool node_link_bezier_points(View2D *v2d, SpaceNode *snode, bNodeLink *link, flo
vec[2][0] = vec[3][0] - dist;
vec[2][1] = vec[3][1];
}
+
if (v2d && min_ffff(vec[0][0], vec[1][0], vec[2][0], vec[3][0]) > v2d->cur.xmax) {
- /* clipped */
+ return 0; /* clipped */
}
else if (v2d && max_ffff(vec[0][0], vec[1][0], vec[2][0], vec[3][0]) < v2d->cur.xmin) {
- /* clipped */
+ return 0; /* clipped */
}
- else {
+
+ return 1;
+}
+
+/* if v2d not NULL, it clips and returns 0 if not visible */
+bool node_link_bezier_points(View2D *v2d, SpaceNode *snode, bNodeLink *link, float coord_array[][2], int resol)
+{
+ float vec[4][2];
+
+ if (node_link_bezier_handles(v2d, snode, link, vec)) {
/* always do all three, to prevent data hanging around */
BKE_curve_forward_diff_bezier(vec[0][0], vec[1][0], vec[2][0], vec[3][0],
coord_array[0] + 0, resol, sizeof(float) * 2);
@@ -3465,186 +3369,242 @@ bool node_link_bezier_points(View2D *v2d, SpaceNode *snode, bNodeLink *link, flo
return 0;
}
+#define NODELINK_GROUP_SIZE 256
#define LINK_RESOL 24
-#define LINK_ARROW 12 /* position of arrow on the link, LINK_RESOL/2 */
-#define ARROW_SIZE (7 * UI_DPI_FAC)
-void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
- int th_col1, bool do_shaded, int th_col2, bool do_triple, int th_col3)
-{
- float coord_array[LINK_RESOL + 1][2];
-
- if (node_link_bezier_points(v2d, snode, link, coord_array, LINK_RESOL)) {
- float dist, spline_step = 0.0f;
- int i;
- int drawarrow;
- /* store current linewidth */
- float linew;
- float arrow[2], arrow1[2], arrow2[2];
- glGetFloatv(GL_LINE_WIDTH, &linew);
+#define LINK_WIDTH (2.5f * UI_DPI_FAC)
+#define ARROW_SIZE (7 * UI_DPI_FAC)
+
+static float arrow_verts[3][2] = {{-1.0f, 1.0f}, {0.0f, 0.0f}, {-1.0f, -1.0f}};
+static float arrow_expand_axis[3][2] = {{0.7071f, 0.7071f}, {M_SQRT2, 0.0f}, {0.7071f, -0.7071f}};
+
+struct {
+ Gwn_Batch *batch; /* for batching line together */
+ Gwn_Batch *batch_single; /* for single line */
+ Gwn_VertBuf *inst_vbo;
+ unsigned int p0_id, p1_id, p2_id, p3_id;
+ unsigned int colid_id;
+ Gwn_VertBufRaw p0_step, p1_step, p2_step, p3_step;
+ Gwn_VertBufRaw colid_step;
+ unsigned int count;
+ bool enabled;
+} g_batch_link = {0};
+
+static void nodelink_batch_reset(void)
+{
+ GWN_vertbuf_attr_get_raw_data(g_batch_link.inst_vbo, g_batch_link.p0_id, &g_batch_link.p0_step);
+ GWN_vertbuf_attr_get_raw_data(g_batch_link.inst_vbo, g_batch_link.p1_id, &g_batch_link.p1_step);
+ GWN_vertbuf_attr_get_raw_data(g_batch_link.inst_vbo, g_batch_link.p2_id, &g_batch_link.p2_step);
+ GWN_vertbuf_attr_get_raw_data(g_batch_link.inst_vbo, g_batch_link.p3_id, &g_batch_link.p3_step);
+ GWN_vertbuf_attr_get_raw_data(g_batch_link.inst_vbo, g_batch_link.colid_id, &g_batch_link.colid_step);
+ g_batch_link.count = 0;
+}
+
+static void set_nodelink_vertex(
+ Gwn_VertBuf *vbo,
+ unsigned int uv_id, unsigned int pos_id, unsigned int exp_id, unsigned int v,
+ const unsigned char uv[2], const float pos[2], const float exp[2])
+{
+ GWN_vertbuf_attr_set(vbo, uv_id, v, uv);
+ GWN_vertbuf_attr_set(vbo, pos_id, v, pos);
+ GWN_vertbuf_attr_set(vbo, exp_id, v, exp);
+}
+
+static void nodelink_batch_init(void)
+{
+ Gwn_VertFormat format = {0};
+ unsigned int uv_id = GWN_vertformat_attr_add(&format, "uv", GWN_COMP_U8, 2, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ unsigned int pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int expand_id = GWN_vertformat_attr_add(&format, "expand", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format_ex(&format, GWN_USAGE_STATIC);
+ int vcount = LINK_RESOL * 2; /* curve */
+ vcount += 2; /* restart strip */
+ vcount += 3 * 2; /* arrow */
+ vcount *= 2; /* shadow */
+ vcount += 2; /* restart strip */
+ GWN_vertbuf_data_alloc(vbo, vcount);
+ int v = 0;
+
+ for (int k = 0; k < 2; ++k) {
+ unsigned char uv[2] = {0, 0};
+ float pos[2] = {0.0f, 0.0f};
+ float exp[2] = {0.0f, 1.0f};
+
+ /* restart */
+ if (k == 1)
+ set_nodelink_vertex(vbo, uv_id, pos_id, expand_id, v++, uv, pos, exp);
+
+ /* curve strip */
+ for (int i = 0; i < LINK_RESOL; ++i) {
+ uv[0] = 255 * (i / (float)(LINK_RESOL - 1));
+ uv[1] = 0;
+ set_nodelink_vertex(vbo, uv_id, pos_id, expand_id, v++, uv, pos, exp);
+ uv[1] = 255;
+ set_nodelink_vertex(vbo, uv_id, pos_id, expand_id, v++, uv, pos, exp);
+ }
+ /* restart */
+ set_nodelink_vertex(vbo, uv_id, pos_id, expand_id, v++, uv, pos, exp);
+
+ uv[0] = 127;
+ uv[1] = 0;
+ copy_v2_v2(pos, arrow_verts[0]);
+ copy_v2_v2(exp, arrow_expand_axis[0]);
+ set_nodelink_vertex(vbo, uv_id, pos_id, expand_id, v++, uv, pos, exp);
+ /* arrow */
+ for (int i = 0; i < 3; ++i) {
+ uv[1] = 0;
+ copy_v2_v2(pos, arrow_verts[i]);
+ copy_v2_v2(exp, arrow_expand_axis[i]);
+ set_nodelink_vertex(vbo, uv_id, pos_id, expand_id, v++, uv, pos, exp);
+
+ uv[1] = 255;
+ set_nodelink_vertex(vbo, uv_id, pos_id, expand_id, v++, uv, pos, exp);
+ }
- /* we can reuse the dist variable here to increment the GL curve eval amount*/
- dist = 1.0f / (float)LINK_RESOL;
+ /* restart */
+ if (k == 0)
+ set_nodelink_vertex(vbo, uv_id, pos_id, expand_id, v++, uv, pos, exp);
+ }
- glEnable(GL_LINE_SMOOTH);
+ g_batch_link.batch = GWN_batch_create_ex(GWN_PRIM_TRI_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ gpu_batch_presets_register(g_batch_link.batch);
- drawarrow = ((link->tonode && (link->tonode->type == NODE_REROUTE)) &&
- (link->fromnode && (link->fromnode->type == NODE_REROUTE)));
-
- if (drawarrow) {
- /* draw arrow in line segment LINK_ARROW */
- float d_xy[2], len;
-
- sub_v2_v2v2(d_xy, coord_array[LINK_ARROW], coord_array[LINK_ARROW - 1]);
- len = len_v2(d_xy);
- mul_v2_fl(d_xy, ARROW_SIZE / len);
- arrow1[0] = coord_array[LINK_ARROW][0] - d_xy[0] + d_xy[1];
- arrow1[1] = coord_array[LINK_ARROW][1] - d_xy[1] - d_xy[0];
- arrow2[0] = coord_array[LINK_ARROW][0] - d_xy[0] - d_xy[1];
- arrow2[1] = coord_array[LINK_ARROW][1] - d_xy[1] + d_xy[0];
- arrow[0] = coord_array[LINK_ARROW][0];
- arrow[1] = coord_array[LINK_ARROW][1];
- }
- if (do_triple) {
- UI_ThemeColorShadeAlpha(th_col3, -80, -120);
- glLineWidth(4.0f);
+ g_batch_link.batch_single = GWN_batch_create_ex(GWN_PRIM_TRI_STRIP, vbo, NULL, 0);
+ gpu_batch_presets_register(g_batch_link.batch_single);
- glBegin(GL_LINE_STRIP);
- for (i = 0; i <= LINK_RESOL; i++) {
- glVertex2fv(coord_array[i]);
- }
- glEnd();
- if (drawarrow) {
- glBegin(GL_LINE_STRIP);
- glVertex2fv(arrow1);
- glVertex2fv(arrow);
- glVertex2fv(arrow2);
- glEnd();
- }
- }
+ /* Instances data */
+ Gwn_VertFormat format_inst = {0};
+ g_batch_link.p0_id = GWN_vertformat_attr_add(&format_inst, "P0", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ g_batch_link.p1_id = GWN_vertformat_attr_add(&format_inst, "P1", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ g_batch_link.p2_id = GWN_vertformat_attr_add(&format_inst, "P2", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ g_batch_link.p3_id = GWN_vertformat_attr_add(&format_inst, "P3", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ g_batch_link.colid_id = GWN_vertformat_attr_add(&format_inst, "colid_doarrow", GWN_COMP_U8, 4, GWN_FETCH_INT);
+ g_batch_link.inst_vbo = GWN_vertbuf_create_with_format_ex(&format_inst, GWN_USAGE_STREAM);
+ GWN_vertbuf_data_alloc(g_batch_link.inst_vbo, NODELINK_GROUP_SIZE); /* Alloc max count but only draw the range we need. */
- /* XXX using GL_LINES for shaded node lines is a workaround
- * for Intel hardware, this breaks with GL_LINE_STRIP and
- * changing color in begin/end blocks.
- */
- glLineWidth(1.5f);
- if (do_shaded) {
- glBegin(GL_LINES);
- for (i = 0; i < LINK_RESOL; i++) {
- UI_ThemeColorBlend(th_col1, th_col2, spline_step);
- glVertex2fv(coord_array[i]);
-
- UI_ThemeColorBlend(th_col1, th_col2, spline_step + dist);
- glVertex2fv(coord_array[i + 1]);
-
- spline_step += dist;
- }
- glEnd();
- }
- else {
- UI_ThemeColor(th_col1);
- glBegin(GL_LINE_STRIP);
- for (i = 0; i <= LINK_RESOL; i++) {
- glVertex2fv(coord_array[i]);
- }
- glEnd();
- }
+ GWN_batch_instbuf_set(g_batch_link.batch, g_batch_link.inst_vbo, true);
- if (drawarrow) {
- glBegin(GL_LINE_STRIP);
- glVertex2fv(arrow1);
- glVertex2fv(arrow);
- glVertex2fv(arrow2);
- glEnd();
- }
+ nodelink_batch_reset();
+}
- glDisable(GL_LINE_SMOOTH);
+static char nodelink_get_color_id(int th_col)
+{
+ switch (th_col) {
+ case TH_WIRE: return 1;
+ case TH_WIRE_INNER: return 2;
+ case TH_ACTIVE: return 3;
+ case TH_EDGE_SELECT: return 4;
+ case TH_REDALERT: return 5;
}
+ return 0;
}
-#if 0 /* not used in 2.5x yet */
-static void node_link_straight_points(View2D *UNUSED(v2d), SpaceNode *snode, bNodeLink *link, float coord_array[][2])
+static void nodelink_batch_draw(SpaceNode *snode)
{
- if (link->fromsock) {
- coord_array[0][0] = link->fromsock->locx;
- coord_array[0][1] = link->fromsock->locy;
- }
- else {
- if (snode == NULL) return;
- coord_array[0][0] = snode->mx;
- coord_array[0][1] = snode->my;
- }
- if (link->tosock) {
- coord_array[1][0] = link->tosock->locx;
- coord_array[1][1] = link->tosock->locy;
- }
- else {
- if (snode == NULL) return;
- coord_array[1][0] = snode->mx;
- coord_array[1][1] = snode->my;
- }
+ if (g_batch_link.count == 0)
+ return;
+
+ glEnable(GL_BLEND);
+
+ float colors[6][4] = {{0.0f}};
+ UI_GetThemeColor4fv(TH_WIRE_INNER, colors[nodelink_get_color_id(TH_WIRE_INNER)]);
+ UI_GetThemeColor4fv(TH_WIRE, colors[nodelink_get_color_id(TH_WIRE)]);
+ UI_GetThemeColor4fv(TH_ACTIVE, colors[nodelink_get_color_id(TH_ACTIVE)]);
+ UI_GetThemeColor4fv(TH_EDGE_SELECT, colors[nodelink_get_color_id(TH_EDGE_SELECT)]);
+ UI_GetThemeColor4fv(TH_REDALERT, colors[nodelink_get_color_id(TH_REDALERT)]);
+
+ GWN_vertbuf_vertex_count_set(g_batch_link.inst_vbo, g_batch_link.count);
+ GWN_vertbuf_use(g_batch_link.inst_vbo); /* force update. */
+
+ GWN_batch_program_set_builtin(g_batch_link.batch, GPU_SHADER_2D_NODELINK_INST);
+ GWN_batch_uniform_4fv_array(g_batch_link.batch, "colors", 6, (float *)colors);
+ GWN_batch_uniform_1f(g_batch_link.batch, "expandSize", snode->aspect * LINK_WIDTH);
+ GWN_batch_uniform_1f(g_batch_link.batch, "arrowSize", ARROW_SIZE);
+ GWN_batch_draw(g_batch_link.batch);
+
+ nodelink_batch_reset();
+
+ glDisable(GL_BLEND);
}
-void node_draw_link_straight(View2D *v2d, SpaceNode *snode, bNodeLink *link,
- int th_col1, int do_shaded, int th_col2, int do_triple, int th_col3)
+void nodelink_batch_start(SpaceNode *UNUSED(snode))
{
- float coord_array[2][2];
- int i;
+ g_batch_link.enabled = true;
+}
- node_link_straight_points(v2d, snode, link, coord_array);
+void nodelink_batch_end(SpaceNode *snode)
+{
+ nodelink_batch_draw(snode);
+ g_batch_link.enabled = false;
+}
- glEnable(GL_LINE_SMOOTH);
+static void nodelink_batch_add_link(
+ SpaceNode *snode,
+ const float p0[2], const float p1[2], const float p2[2], const float p3[2],
+ int th_col1, int th_col2, int th_col3, bool drawarrow)
+{
+ /* Only allow these colors. If more is needed, you need to modify the shader accordingly. */
+ BLI_assert(ELEM(th_col1, TH_WIRE_INNER, TH_WIRE, TH_ACTIVE, TH_EDGE_SELECT, TH_REDALERT));
+ BLI_assert(ELEM(th_col2, TH_WIRE_INNER, TH_WIRE, TH_ACTIVE, TH_EDGE_SELECT, TH_REDALERT));
+ BLI_assert(ELEM(th_col3, TH_WIRE, -1));
- if (do_triple) {
- UI_ThemeColorShadeAlpha(th_col3, -80, -120);
- glLineWidth(4.0f);
+ g_batch_link.count++;
+ copy_v2_v2(GWN_vertbuf_raw_step(&g_batch_link.p0_step), p0);
+ copy_v2_v2(GWN_vertbuf_raw_step(&g_batch_link.p1_step), p1);
+ copy_v2_v2(GWN_vertbuf_raw_step(&g_batch_link.p2_step), p2);
+ copy_v2_v2(GWN_vertbuf_raw_step(&g_batch_link.p3_step), p3);
+ char *colid = GWN_vertbuf_raw_step(&g_batch_link.colid_step);
+ colid[0] = nodelink_get_color_id(th_col1);
+ colid[1] = nodelink_get_color_id(th_col2);
+ colid[2] = nodelink_get_color_id(th_col3);
+ colid[3] = drawarrow;
- glBegin(GL_LINES);
- glVertex2fv(coord_array[0]);
- glVertex2fv(coord_array[1]);
- glEnd();
+ if (g_batch_link.count == NODELINK_GROUP_SIZE) {
+ nodelink_batch_draw(snode);
}
+}
- UI_ThemeColor(th_col1);
- glLineWidth(1.5f);
+/* don't do shadows if th_col3 is -1. */
+void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
+ int th_col1, int th_col2, int th_col3)
+{
+ float vec[4][2];
- /* XXX using GL_LINES for shaded node lines is a workaround
- * for Intel hardware, this breaks with GL_LINE_STRIP and
- * changing color in begin/end blocks.
- */
- if (do_shaded) {
- glBegin(GL_LINES);
- for (i = 0; i < LINK_RESOL - 1; ++i) {
- float t = (float)i / (float)(LINK_RESOL - 1);
- UI_ThemeColorBlend(th_col1, th_col2, t);
- glVertex2f((1.0f - t) * coord_array[0][0] + t * coord_array[1][0],
- (1.0f - t) * coord_array[0][1] + t * coord_array[1][1]);
-
- t = (float)(i + 1) / (float)(LINK_RESOL - 1);
- UI_ThemeColorBlend(th_col1, th_col2, t);
- glVertex2f((1.0f - t) * coord_array[0][0] + t * coord_array[1][0],
- (1.0f - t) * coord_array[0][1] + t * coord_array[1][1]);
+ if (node_link_bezier_handles(v2d, snode, link, vec)) {
+ int drawarrow = ((link->tonode && (link->tonode->type == NODE_REROUTE)) &&
+ (link->fromnode && (link->fromnode->type == NODE_REROUTE)));
+
+ if (g_batch_link.batch == NULL) {
+ nodelink_batch_init();
}
- glEnd();
- }
- else {
- glBegin(GL_LINE_STRIP);
- for (i = 0; i < LINK_RESOL; ++i) {
- float t = (float)i / (float)(LINK_RESOL - 1);
- glVertex2f((1.0f - t) * coord_array[0][0] + t * coord_array[1][0],
- (1.0f - t) * coord_array[0][1] + t * coord_array[1][1]);
+
+ if (g_batch_link.enabled) {
+ /* Add link to batch. */
+ nodelink_batch_add_link(snode, vec[0], vec[1], vec[2], vec[3], th_col1, th_col2, th_col3, drawarrow);
+ }
+ else {
+ /* Draw single link. */
+ float colors[3][4] = {{0.0f}};
+ if (th_col3 != -1) {
+ UI_GetThemeColor4fv(th_col3, colors[0]);
+ }
+ UI_GetThemeColor4fv(th_col1, colors[1]);
+ UI_GetThemeColor4fv(th_col2, colors[2]);
+
+ Gwn_Batch *batch = g_batch_link.batch_single;
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_NODELINK);
+ GWN_batch_uniform_2fv_array(batch, "bezierPts", 4, (float *)vec);
+ GWN_batch_uniform_4fv_array(batch, "colors", 3, (float *)colors);
+ GWN_batch_uniform_1f(batch, "expandSize", snode->aspect * LINK_WIDTH);
+ GWN_batch_uniform_1f(batch, "arrowSize", ARROW_SIZE);
+ GWN_batch_uniform_1i(batch, "doArrow", drawarrow);
+ GWN_batch_draw(batch);
}
- glEnd();
}
-
- glDisable(GL_LINE_SMOOTH);
}
-#endif
/* note; this is used for fake links in groups too */
void node_draw_link(View2D *v2d, SpaceNode *snode, bNodeLink *link)
{
- bool do_shaded = false;
- bool do_triple = false;
int th_col1 = TH_WIRE_INNER, th_col2 = TH_WIRE_INNER, th_col3 = TH_WIRE;
if (link->fromsock == NULL && link->tosock == NULL)
@@ -3652,8 +3612,7 @@ void node_draw_link(View2D *v2d, SpaceNode *snode, bNodeLink *link)
/* new connection */
if (!link->fromsock || !link->tosock) {
- th_col1 = TH_ACTIVE;
- do_triple = true;
+ th_col1 = th_col2 = TH_ACTIVE;
}
else {
/* going to give issues once... */
@@ -3674,39 +3633,38 @@ void node_draw_link(View2D *v2d, SpaceNode *snode, bNodeLink *link)
if (link->tonode && link->tonode->flag & SELECT)
th_col2 = TH_EDGE_SELECT;
}
- do_shaded = true;
- do_triple = true;
}
else {
- th_col1 = TH_REDALERT;
+ th_col1 = th_col2 = TH_REDALERT;
+ // th_col3 = -1; /* no shadow */
}
}
- node_draw_link_bezier(v2d, snode, link, th_col1, do_shaded, th_col2, do_triple, th_col3);
+ node_draw_link_bezier(v2d, snode, link, th_col1, th_col2, th_col3);
// node_draw_link_straight(v2d, snode, link, th_col1, do_shaded, th_col2, do_triple, th_col3);
}
-void ED_node_draw_snap(View2D *v2d, const float cent[2], float size, NodeBorder border)
+void ED_node_draw_snap(View2D *v2d, const float cent[2], float size, NodeBorder border, unsigned pos)
{
- glBegin(GL_LINES);
+ immBegin(GWN_PRIM_LINES, 4);
if (border & (NODE_LEFT | NODE_RIGHT)) {
- glVertex2f(cent[0], v2d->cur.ymin);
- glVertex2f(cent[0], v2d->cur.ymax);
+ immVertex2f(pos, cent[0], v2d->cur.ymin);
+ immVertex2f(pos, cent[0], v2d->cur.ymax);
}
else {
- glVertex2f(cent[0], cent[1] - size);
- glVertex2f(cent[0], cent[1] + size);
+ immVertex2f(pos, cent[0], cent[1] - size);
+ immVertex2f(pos, cent[0], cent[1] + size);
}
if (border & (NODE_TOP | NODE_BOTTOM)) {
- glVertex2f(v2d->cur.xmin, cent[1]);
- glVertex2f(v2d->cur.xmax, cent[1]);
+ immVertex2f(pos, v2d->cur.xmin, cent[1]);
+ immVertex2f(pos, v2d->cur.xmax, cent[1]);
}
else {
- glVertex2f(cent[0] - size, cent[1]);
- glVertex2f(cent[0] + size, cent[1]);
+ immVertex2f(pos, cent[0] - size, cent[1]);
+ immVertex2f(pos, cent[0] + size, cent[1]);
}
- glEnd();
+ immEnd();
}