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-rw-r--r--source/blender/editors/space_node/node_draw.cc31
-rw-r--r--source/blender/editors/space_node/node_edit.cc2
-rw-r--r--source/blender/editors/space_node/node_intern.hh2
3 files changed, 25 insertions, 10 deletions
diff --git a/source/blender/editors/space_node/node_draw.cc b/source/blender/editors/space_node/node_draw.cc
index 7b4578e6c05..1286f6a818c 100644
--- a/source/blender/editors/space_node/node_draw.cc
+++ b/source/blender/editors/space_node/node_draw.cc
@@ -718,7 +718,12 @@ static void node_socket_draw_multi_input(const float color[4],
const int locx,
const int locy)
{
- const float outline_width = 1.0f;
+ /* The other sockets are drawn with the keyframe shader. There, the outline has a base thickness
+ * that can be varied but always scales with the size the socket is drawn at. Using `U.dpi_fac`
+ * has the the same effect here. It scales the outline correctly across different screen DPIs
+ * and UI scales without being affected by the 'line-width'. */
+ const float outline_width = NODE_SOCK_OUTLINE_SCALE * U.dpi_fac;
+
/* UI_draw_roundbox draws the outline on the outer side, so compensate for the outline width. */
const rctf rect = {
locx - width + outline_width * 0.5f,
@@ -1060,7 +1065,7 @@ void ED_node_socket_draw(bNodeSocket *sock, const rcti *rect, const float color[
{
using namespace blender::ed::space_node;
- const float size = 2.25f * NODE_SOCKSIZE * scale;
+ const float size = NODE_SOCKSIZE_DRAW_MULIPLIER * NODE_SOCKSIZE * scale;
rcti draw_rect = *rect;
float outline_color[4] = {0};
@@ -1081,7 +1086,7 @@ void ED_node_socket_draw(bNodeSocket *sock, const rcti *rect, const float color[
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
- immUniform1f("outline_scale", 1.0f);
+ immUniform1f("outline_scale", NODE_SOCK_OUTLINE_SCALE);
immUniform2f("ViewportSize", -1.0f, -1.0f);
/* Single point. */
@@ -1232,13 +1237,14 @@ static void node_draw_sockets(const View2D &v2d,
GPU_blend(GPU_BLEND_ALPHA);
GPU_program_point_size(true);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE);
- immUniform1f("outline_scale", 1.0f);
+ immUniform1f("outline_scale", NODE_SOCK_OUTLINE_SCALE);
immUniform2f("ViewportSize", -1.0f, -1.0f);
/* Set handle size. */
+ const float socket_draw_size = NODE_SOCKSIZE * NODE_SOCKSIZE_DRAW_MULIPLIER;
float scale;
UI_view2d_scale_get(&v2d, &scale, nullptr);
- scale *= 2.25f * NODE_SOCKSIZE;
+ scale *= socket_draw_size;
if (!select_all) {
immBeginAtMost(GPU_PRIM_POINTS, total_input_len + total_output_len);
@@ -1251,7 +1257,10 @@ static void node_draw_sockets(const View2D &v2d,
continue;
}
if (select_all || (sock->flag & SELECT)) {
- selected_input_len++;
+ if (!(sock->flag & SOCK_MULTI_INPUT)) {
+ /* Don't add multi-input sockets here since they are drawn in a different batch. */
+ selected_input_len++;
+ }
continue;
}
/* Don't draw multi-input sockets here since they are drawn in a different batch. */
@@ -1318,6 +1327,10 @@ static void node_draw_sockets(const View2D &v2d,
if (nodeSocketIsHidden(sock)) {
continue;
}
+ /* Don't draw multi-input sockets here since they are drawn in a different batch. */
+ if (sock->flag & SOCK_MULTI_INPUT) {
+ continue;
+ }
if (select_all || (sock->flag & SELECT)) {
node_socket_draw_nested(C,
ntree,
@@ -1383,13 +1396,13 @@ static void node_draw_sockets(const View2D &v2d,
}
const bool is_node_hidden = (node.flag & NODE_HIDDEN);
- const float width = NODE_SOCKSIZE;
+ const float width = 0.5f * socket_draw_size;
float height = is_node_hidden ? width : node_socket_calculate_height(*socket) - width;
float color[4];
float outline_color[4];
node_socket_color_get(C, ntree, node_ptr, *socket, color);
- node_socket_outline_color_get(selected, socket->type, outline_color);
+ node_socket_outline_color_get(socket->flag & SELECT, socket->type, outline_color);
node_socket_draw_multi_input(color, outline_color, width, height, socket->locx, socket->locy);
}
@@ -2661,7 +2674,7 @@ static void node_draw_nodetree(const bContext &C,
node_draw_link(C, region.v2d, snode, *link, true);
}
}
-
+
nodelink_batch_end(snode);
GPU_blend(GPU_BLEND_NONE);
diff --git a/source/blender/editors/space_node/node_edit.cc b/source/blender/editors/space_node/node_edit.cc
index 64f6e8bdf18..b30be6ae0af 100644
--- a/source/blender/editors/space_node/node_edit.cc
+++ b/source/blender/editors/space_node/node_edit.cc
@@ -89,7 +89,7 @@ struct CompoJob {
float node_socket_calculate_height(const bNodeSocket &socket)
{
- float sock_height = NODE_SOCKSIZE * 2.0f;
+ float sock_height = NODE_SOCKSIZE * NODE_SOCKSIZE_DRAW_MULIPLIER;
if (socket.flag & SOCK_MULTI_INPUT) {
sock_height += max_ii(NODE_MULTI_INPUT_LINK_GAP * 0.5f * socket.total_inputs, NODE_SOCKSIZE);
}
diff --git a/source/blender/editors/space_node/node_intern.hh b/source/blender/editors/space_node/node_intern.hh
index 6b5beb6c0d6..319f97e57f5 100644
--- a/source/blender/editors/space_node/node_intern.hh
+++ b/source/blender/editors/space_node/node_intern.hh
@@ -104,6 +104,8 @@ ENUM_OPERATORS(NodeResizeDirection, NODE_RESIZE_LEFT);
#define NODE_HEIGHT(node) (node.height * UI_DPI_FAC)
#define NODE_MARGIN_X (1.2f * U.widget_unit)
#define NODE_SOCKSIZE (0.25f * U.widget_unit)
+#define NODE_SOCKSIZE_DRAW_MULIPLIER 2.25f
+#define NODE_SOCK_OUTLINE_SCALE 1.0f
#define NODE_MULTI_INPUT_LINK_GAP (0.25f * U.widget_unit)
#define NODE_RESIZE_MARGIN (0.20f * U.widget_unit)
#define NODE_LINK_RESOL 12