From 2038250c62fa3753fcc31129f8dd5f4fdf08e2e7 Mon Sep 17 00:00:00 2001 From: Hans Goudey Date: Wed, 28 Apr 2021 23:32:55 -0500 Subject: WIP changes to compiling interface directory as C++ code --- source/blender/editors/interface/interface_draw.cc | 2382 ++++++++++++++++++++ 1 file changed, 2382 insertions(+) create mode 100644 source/blender/editors/interface/interface_draw.cc (limited to 'source/blender/editors/interface/interface_draw.cc') diff --git a/source/blender/editors/interface/interface_draw.cc b/source/blender/editors/interface/interface_draw.cc new file mode 100644 index 00000000000..5dde7fa5921 --- /dev/null +++ b/source/blender/editors/interface/interface_draw.cc @@ -0,0 +1,2382 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + */ + +/** \file + * \ingroup edinterface + */ + +#include +#include + +#include "DNA_color_types.h" +#include "DNA_curve_types.h" +#include "DNA_curveprofile_types.h" +#include "DNA_movieclip_types.h" +#include "DNA_screen_types.h" + +#include "BLI_math.h" +#include "BLI_polyfill_2d.h" +#include "BLI_rect.h" +#include "BLI_string.h" +#include "BLI_utildefines.h" + +#include "MEM_guardedalloc.h" + +#include "BKE_colorband.h" +#include "BKE_colortools.h" +#include "BKE_curveprofile.h" +#include "BKE_node.h" +#include "BKE_tracking.h" + +#include "IMB_colormanagement.h" +#include "IMB_imbuf.h" +#include "IMB_imbuf_types.h" + +#include "BIF_glutil.h" + +#include "BLF_api.h" + +#include "GPU_batch.h" +#include "GPU_batch_presets.h" +#include "GPU_immediate.h" +#include "GPU_immediate_util.h" +#include "GPU_matrix.h" +#include "GPU_state.h" + +#include "UI_interface.h" + +/* own include */ +#include "interface_intern.h" + +static int roundboxtype = UI_CNR_ALL; + +void UI_draw_roundbox_corner_set(int type) +{ + /* Not sure the roundbox function is the best place to change this + * if this is undone, it's not that big a deal, only makes curves edges + * square for the */ + roundboxtype = type; +} + +#if 0 /* unused */ +int UI_draw_roundbox_corner_get(void) +{ + return roundboxtype; +} +#endif + +void UI_draw_roundbox_4fv_ex(const rctf *rect, + const float inner1[4], + const float inner2[4], + float shade_dir, + const float outline[4], + float outline_width, + float rad) +{ + /* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space. + * If it has been scaled, then it's no longer valid. */ + uiWidgetBaseParameters params; + params.recti.xmin = rect->xmin + outline_width; + params.recti.ymin = rect->ymin + outline_width; + params.recti.xmax = rect->xmax - outline_width; + params.recti.ymax = rect->ymax - outline_width; + params.rect = *rect; + params.radi = rad; + params.rad = rad; + params.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f; + params.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f; + params.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f; + params.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f; + params.color_inner1[0] = inner1 ? inner1[0] : 0.0f; + params.color_inner1[1] = inner1 ? inner1[1] : 0.0f; + params.color_inner1[2] = inner1 ? inner1[2] : 0.0f; + params.color_inner1[3] = inner1 ? inner1[3] : 0.0f; + params.color_inner2[0] = inner2 ? inner2[0] : inner1 ? inner1[0] : 0.0f; + params.color_inner2[1] = inner2 ? inner2[1] : inner1 ? inner1[1] : 0.0f; + params.color_inner2[2] = inner2 ? inner2[2] : inner1 ? inner1[2] : 0.0f; + params.color_inner2[3] = inner2 ? inner2[3] : inner1 ? inner1[3] : 0.0f; + params.color_outline[0] = outline ? outline[0] : inner1 ? inner1[0] : 0.0f; + params.color_outline[1] = outline ? outline[1] : inner1 ? inner1[1] : 0.0f; + params.color_outline[2] = outline ? outline[2] : inner1 ? inner1[2] : 0.0f; + params.color_outline[3] = outline ? outline[3] : inner1 ? inner1[3] : 0.0f; + params.shade_dir = shade_dir; + params.alpha_discard = 1.0f; + + GPUBatch *batch = ui_batch_roundbox_widget_get(); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); + GPU_batch_uniform_4fv_array(batch, "parameters", 11, (const float(*)[4]) & params); + GPU_blend(GPU_BLEND_ALPHA); + GPU_batch_draw(batch); + GPU_blend(GPU_BLEND_NONE); +} + +void UI_draw_roundbox_3ub_alpha( + const rctf *rect, bool filled, float rad, const uchar col[3], uchar alpha) +{ + float colv[4] = { + ((float)col[0]) / 255, + ((float)col[1]) / 255, + ((float)col[2]) / 255, + ((float)alpha) / 255, + }; + UI_draw_roundbox_4fv_ex(rect, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad); +} + +void UI_draw_roundbox_3fv_alpha( + const rctf *rect, bool filled, float rad, const float col[3], float alpha) +{ + float colv[4] = {col[0], col[1], col[2], alpha}; + UI_draw_roundbox_4fv_ex(rect, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad); +} + +void UI_draw_roundbox_aa(const rctf *rect, bool filled, float rad, const float color[4]) +{ + /* XXX this is to emulate previous behavior of semitransparent fills but that's was a side effect + * of the previous AA method. Better fix the callers. */ + float colv[4] = {color[0], color[1], color[2], color[3]}; + if (filled) { + colv[3] *= 0.65f; + } + + UI_draw_roundbox_4fv_ex(rect, (filled) ? colv : NULL, NULL, 1.0f, colv, U.pixelsize, rad); +} + +void UI_draw_roundbox_4fv(const rctf *rect, bool filled, float rad, const float col[4]) +{ + /* Exactly the same as UI_draw_roundbox_aa but does not do the legacy transparency. */ + UI_draw_roundbox_4fv_ex(rect, (filled) ? col : NULL, NULL, 1.0f, col, U.pixelsize, rad); +} + +/* linear horizontal shade within button or in outline */ +/* view2d scrollers use it */ +void UI_draw_roundbox_shade_x( + const rctf *rect, bool filled, float rad, float shadetop, float shadedown, const float col[4]) +{ + float inner1[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + float inner2[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + float outline[4]; + + if (filled) { + inner1[0] = min_ff(1.0f, col[0] + shadetop); + inner1[1] = min_ff(1.0f, col[1] + shadetop); + inner1[2] = min_ff(1.0f, col[2] + shadetop); + inner1[3] = 1.0f; + inner2[0] = max_ff(0.0f, col[0] + shadedown); + inner2[1] = max_ff(0.0f, col[1] + shadedown); + inner2[2] = max_ff(0.0f, col[2] + shadedown); + inner2[3] = 1.0f; + } + + /* TODO: non-filled box don't have gradients. Just use middle color. */ + outline[0] = clamp_f(col[0] + shadetop + shadedown, 0.0f, 1.0f); + outline[1] = clamp_f(col[1] + shadetop + shadedown, 0.0f, 1.0f); + outline[2] = clamp_f(col[2] + shadetop + shadedown, 0.0f, 1.0f); + outline[3] = clamp_f(col[3] + shadetop + shadedown, 0.0f, 1.0f); + + UI_draw_roundbox_4fv_ex(rect, inner1, inner2, 1.0f, outline, U.pixelsize, rad); +} + +void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4]) +{ + const int ofs_y = 4 * U.pixelsize; + + GPUVertFormat *format = immVertexFormat(); + const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immUniformColor4fv(color); + + immRecti(pos, pos_x, pos_y - ofs_y, pos_x + len, pos_y - ofs_y + (height * U.pixelsize)); + immUnbindProgram(); +} + +/* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */ + +/* based on UI_draw_roundbox_gl_mode, + * check on making a version which allows us to skip some sides */ +void ui_draw_but_TAB_outline(const rcti *rect, + float rad, + uchar highlight[3], + uchar highlight_fade[3]) +{ + GPUVertFormat *format = immVertexFormat(); + const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + const uint col = GPU_vertformat_attr_add( + format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); + /* add a 1px offset, looks nicer */ + const int minx = rect->xmin + U.pixelsize, maxx = rect->xmax - U.pixelsize; + const int miny = rect->ymin + U.pixelsize, maxy = rect->ymax - U.pixelsize; + int a; + float vec[4][2] = { + {0.195, 0.02}, + {0.55, 0.169}, + {0.831, 0.45}, + {0.98, 0.805}, + }; + + /* mult */ + for (a = 0; a < 4; a++) { + mul_v2_fl(vec[a], rad); + } + + immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); + immBeginAtMost(GPU_PRIM_LINE_STRIP, 25); + + immAttr3ubv(col, highlight); + + /* start with corner left-top */ + if (roundboxtype & UI_CNR_TOP_LEFT) { + immVertex2f(pos, minx, maxy - rad); + for (a = 0; a < 4; a++) { + immVertex2f(pos, minx + vec[a][1], maxy - rad + vec[a][0]); + } + immVertex2f(pos, minx + rad, maxy); + } + else { + immVertex2f(pos, minx, maxy); + } + + /* corner right-top */ + if (roundboxtype & UI_CNR_TOP_RIGHT) { + immVertex2f(pos, maxx - rad, maxy); + for (a = 0; a < 4; a++) { + immVertex2f(pos, maxx - rad + vec[a][0], maxy - vec[a][1]); + } + immVertex2f(pos, maxx, maxy - rad); + } + else { + immVertex2f(pos, maxx, maxy); + } + + immAttr3ubv(col, highlight_fade); + + /* corner right-bottom */ + if (roundboxtype & UI_CNR_BOTTOM_RIGHT) { + immVertex2f(pos, maxx, miny + rad); + for (a = 0; a < 4; a++) { + immVertex2f(pos, maxx - vec[a][1], miny + rad - vec[a][0]); + } + immVertex2f(pos, maxx - rad, miny); + } + else { + immVertex2f(pos, maxx, miny); + } + + /* corner left-bottom */ + if (roundboxtype & UI_CNR_BOTTOM_LEFT) { + immVertex2f(pos, minx + rad, miny); + for (a = 0; a < 4; a++) { + immVertex2f(pos, minx + rad - vec[a][0], miny + vec[a][1]); + } + immVertex2f(pos, minx, miny + rad); + } + else { + immVertex2f(pos, minx, miny); + } + + immAttr3ubv(col, highlight); + + /* back to corner left-top */ + immVertex2f(pos, minx, (roundboxtype & UI_CNR_TOP_LEFT) ? (maxy - rad) : maxy); + + immEnd(); + immUnbindProgram(); +} + +void ui_draw_but_IMAGE(ARegion *UNUSED(region), + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *rect) +{ +#ifdef WITH_HEADLESS + (void)rect; + (void)but; +#else + ImBuf *ibuf = (ImBuf *)but->poin; + + if (!ibuf) { + return; + } + + const int w = BLI_rcti_size_x(rect); + const int h = BLI_rcti_size_y(rect); + + /* scissor doesn't seem to be doing the right thing...? */ +# if 0 + /* prevent drawing outside widget area */ + int scissor[4]; + GPU_scissor_get(scissor); + GPU_scissor(rect->xmin, rect->ymin, w, h); +# endif + + /* Combine with premultiplied alpha. */ + GPU_blend(GPU_BLEND_ALPHA_PREMULT); + + if (w != ibuf->x || h != ibuf->y) { + /* We scale the bitmap, rather than have OGL do a worse job. */ + IMB_scaleImBuf(ibuf, w, h); + } + + float col[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + if (but->col[3] != 0) { + /* Optionally use uiBut's col to recolor the image. */ + rgba_uchar_to_float(col, but->col); + } + + IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR); + immDrawPixelsTex(&state, + (float)rect->xmin, + (float)rect->ymin, + ibuf->x, + ibuf->y, + GPU_RGBA8, + false, + ibuf->rect, + 1.0f, + 1.0f, + col); + + GPU_blend(GPU_BLEND_NONE); + +# if 0 + /* Restore scissor-test. */ + GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); +# endif + +#endif +} + +/** + * Draw title and text safe areas. + * + * \note This function is to be used with the 2D dashed shader enabled. + * + * \param pos: is a #PRIM_FLOAT, 2, #GPU_FETCH_FLOAT vertex attribute. + * \param x1, x2, y1, y2: The offsets for the view, not the zones. + */ +void UI_draw_safe_areas(uint pos, + const rctf *rect, + const float title_aspect[2], + const float action_aspect[2]) +{ + const float size_x_half = (rect->xmax - rect->xmin) * 0.5f; + const float size_y_half = (rect->ymax - rect->ymin) * 0.5f; + + const float *safe_areas[] = {title_aspect, action_aspect}; + const int safe_len = ARRAY_SIZE(safe_areas); + + for (int i = 0; i < safe_len; i++) { + if (safe_areas[i][0] || safe_areas[i][1]) { + const float margin_x = safe_areas[i][0] * size_x_half; + const float margin_y = safe_areas[i][1] * size_y_half; + + const float minx = rect->xmin + margin_x; + const float miny = rect->ymin + margin_y; + const float maxx = rect->xmax - margin_x; + const float maxy = rect->ymax - margin_y; + + imm_draw_box_wire_2d(pos, minx, miny, maxx, maxy); + } + } +} + +static void draw_scope_end(const rctf *rect) +{ + GPU_blend(GPU_BLEND_ALPHA); + + /* outline */ + UI_draw_roundbox_corner_set(UI_CNR_ALL); + const float color[4] = {0.0f, 0.0f, 0.0f, 0.5f}; + const rctf box_rect{ + rect->xmin - 1, + rect->xmax + 1, + rect->ymin, + rect->ymax + 1, + }; + UI_draw_roundbox_4fv(&box_rect, false, 3.0f, color); +} + +static void histogram_draw_one(float r, + float g, + float b, + float alpha, + float x, + float y, + float w, + float h, + const float *data, + int res, + const bool is_line, + uint pos_attr) +{ + const float color[4] = {r, g, b, alpha}; + + /* that can happen */ + if (res == 0) { + return; + } + + GPU_line_smooth(true); + GPU_blend(GPU_BLEND_ADDITIVE); + + immUniformColor4fv(color); + + if (is_line) { + /* curve outline */ + GPU_line_width(1.5); + + immBegin(GPU_PRIM_LINE_STRIP, res); + for (int i = 0; i < res; i++) { + const float x2 = x + i * (w / (float)res); + immVertex2f(pos_attr, x2, y + (data[i] * h)); + } + immEnd(); + } + else { + /* under the curve */ + immBegin(GPU_PRIM_TRI_STRIP, res * 2); + immVertex2f(pos_attr, x, y); + immVertex2f(pos_attr, x, y + (data[0] * h)); + for (int i = 1; i < res; i++) { + const float x2 = x + i * (w / (float)res); + immVertex2f(pos_attr, x2, y + (data[i] * h)); + immVertex2f(pos_attr, x2, y); + } + immEnd(); + + /* curve outline */ + immUniformColor4f(0.0f, 0.0f, 0.0f, 0.25f); + + GPU_blend(GPU_BLEND_ALPHA); + immBegin(GPU_PRIM_LINE_STRIP, res); + for (int i = 0; i < res; i++) { + const float x2 = x + i * (w / (float)res); + immVertex2f(pos_attr, x2, y + (data[i] * h)); + } + immEnd(); + } + + GPU_line_smooth(false); +} + +#define HISTOGRAM_TOT_GRID_LINES 4 + +void ui_draw_but_HISTOGRAM(ARegion *UNUSED(region), + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *recti) +{ + Histogram *hist = (Histogram *)but->poin; + const int res = hist->x_resolution; + const bool is_line = (hist->flag & HISTO_FLAG_LINE) != 0; + + rctf rect = { + (float)recti->xmin + 1, + (float)recti->xmax - 1, + (float)recti->ymin + 1, + (float)recti->ymax - 1, + }; + + const float w = BLI_rctf_size_x(&rect); + const float h = BLI_rctf_size_y(&rect) * hist->ymax; + + GPU_blend(GPU_BLEND_ALPHA); + + float color[4]; + UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); + UI_draw_roundbox_corner_set(UI_CNR_ALL); + { + const rctf box_rect{ + rect.xmin - 1, + rect.xmax + 1, + rect.ymin - 1, + rect.ymax + 1, + }; + UI_draw_roundbox_4fv(&box_rect, true, 3.0f, color); + } + /* need scissor test, histogram can draw outside of boundary */ + int scissor[4]; + GPU_scissor_get(scissor); + GPU_scissor((rect.xmin - 1), + (rect.ymin - 1), + (rect.xmax + 1) - (rect.xmin - 1), + (rect.ymax + 1) - (rect.ymin - 1)); + + GPUVertFormat *format = immVertexFormat(); + const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); + /* draw grid lines here */ + for (int i = 1; i <= HISTOGRAM_TOT_GRID_LINES; i++) { + const float fac = (float)i / (float)HISTOGRAM_TOT_GRID_LINES; + + /* so we can tell the 1.0 color point */ + if (i == HISTOGRAM_TOT_GRID_LINES) { + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f); + } + + immBegin(GPU_PRIM_LINES, 4); + + immVertex2f(pos, rect.xmin, rect.ymin + fac * h); + immVertex2f(pos, rect.xmax, rect.ymin + fac * h); + + immVertex2f(pos, rect.xmin + fac * w, rect.ymin); + immVertex2f(pos, rect.xmin + fac * w, rect.ymax); + + immEnd(); + } + + if (hist->mode == HISTO_MODE_LUMA) { + histogram_draw_one( + 1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res, is_line, pos); + } + else if (hist->mode == HISTO_MODE_ALPHA) { + histogram_draw_one( + 1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_a, res, is_line, pos); + } + else { + if (ELEM(hist->mode, HISTO_MODE_RGB, HISTO_MODE_R)) { + histogram_draw_one( + 1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res, is_line, pos); + } + if (ELEM(hist->mode, HISTO_MODE_RGB, HISTO_MODE_G)) { + histogram_draw_one( + 0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res, is_line, pos); + } + if (ELEM(hist->mode, HISTO_MODE_RGB, HISTO_MODE_B)) { + histogram_draw_one( + 0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res, is_line, pos); + } + } + + immUnbindProgram(); + + /* Restore scissor test. */ + GPU_scissor(UNPACK4(scissor)); + + /* outline */ + draw_scope_end(&rect); +} + +#undef HISTOGRAM_TOT_GRID_LINES + +static void waveform_draw_one(float *waveform, int nbr, const float col[3]) +{ + GPUVertFormat format = {0}; + const uint pos_id = 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, nbr); + + GPU_vertbuf_attr_fill(vbo, pos_id, waveform); + + /* TODO store the GPUBatch inside the scope */ + GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR); + GPU_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f); + GPU_batch_draw(batch); + + GPU_batch_discard(batch); +} + +void ui_draw_but_WAVEFORM(ARegion *UNUSED(region), + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *recti) +{ + Scopes *scopes = (Scopes *)but->poin; + int scissor[4]; + float colors[3][3]; + const float colorsycc[3][3] = {{1, 0, 1}, {1, 1, 0}, {0, 1, 1}}; + /* colors pre multiplied by alpha for speed up */ + float colors_alpha[3][3], colorsycc_alpha[3][3]; + float min, max; + + if (scopes == NULL) { + return; + } + + rctf rect = { + (float)recti->xmin + 1, + (float)recti->xmax - 1, + (float)recti->ymin + 1, + (float)recti->ymax - 1, + }; + + if (scopes->wavefrm_yfac < 0.5f) { + scopes->wavefrm_yfac = 0.98f; + } + const float w = BLI_rctf_size_x(&rect) - 7; + const float h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac; + const float yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) * 0.5f; + const float w3 = w / 3.0f; + + /* log scale for alpha */ + const float alpha = scopes->wavefrm_alpha * scopes->wavefrm_alpha; + + unit_m3(colors); + + for (int c = 0; c < 3; c++) { + for (int i = 0; i < 3; i++) { + colors_alpha[c][i] = colors[c][i] * alpha; + colorsycc_alpha[c][i] = colorsycc[c][i] * alpha; + } + } + + /* Flush text cache before changing scissors. */ + BLF_batch_draw_flush(); + + GPU_blend(GPU_BLEND_ALPHA); + + float color[4]; + UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); + UI_draw_roundbox_corner_set(UI_CNR_ALL); + { + const rctf box_rect{ + rect.xmin - 1, + rect.xmax + 1, + rect.ymin - 1, + rect.ymax + 1, + }; + UI_draw_roundbox_4fv(&box_rect, true, 3.0f, color); + } + /* need scissor test, waveform can draw outside of boundary */ + GPU_scissor_get(scissor); + GPU_scissor((rect.xmin - 1), + (rect.ymin - 1), + (rect.xmax + 1) - (rect.xmin - 1), + (rect.ymax + 1) - (rect.ymin - 1)); + + /* draw scale numbers first before binding any shader */ + for (int i = 0; i < 6; i++) { + char str[4]; + BLI_snprintf(str, sizeof(str), "%-3d", i * 20); + str[3] = '\0'; + BLF_color4f(BLF_default(), 1.0f, 1.0f, 1.0f, 0.08f); + BLF_draw_default(rect.xmin + 1, yofs - 5 + (i * 0.2f) * h, 0, str, sizeof(str) - 1); + } + + /* Flush text cache before drawing things on top. */ + BLF_batch_draw_flush(); + + GPU_blend(GPU_BLEND_ALPHA); + + GPUVertFormat *format = immVertexFormat(); + const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); + + /* draw grid lines here */ + immBegin(GPU_PRIM_LINES, 12); + + for (int i = 0; i < 6; i++) { + immVertex2f(pos, rect.xmin + 22, yofs + (i * 0.2f) * h); + immVertex2f(pos, rect.xmax + 1, yofs + (i * 0.2f) * h); + } + + immEnd(); + + /* 3 vertical separation */ + if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) { + immBegin(GPU_PRIM_LINES, 4); + + for (int i = 1; i < 3; i++) { + immVertex2f(pos, rect.xmin + i * w3, rect.ymin); + immVertex2f(pos, rect.xmin + i * w3, rect.ymax); + } + + immEnd(); + } + + /* separate min max zone on the right */ + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos, rect.xmin + w, rect.ymin); + immVertex2f(pos, rect.xmin + w, rect.ymax); + immEnd(); + + /* 16-235-240 level in case of ITU-R BT601/709 */ + immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f); + if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)) { + immBegin(GPU_PRIM_LINES, 8); + + immVertex2f(pos, rect.xmin + 22, yofs + h * 16.0f / 255.0f); + immVertex2f(pos, rect.xmax + 1, yofs + h * 16.0f / 255.0f); + + immVertex2f(pos, rect.xmin + 22, yofs + h * 235.0f / 255.0f); + immVertex2f(pos, rect.xmin + w3, yofs + h * 235.0f / 255.0f); + + immVertex2f(pos, rect.xmin + 3 * w3, yofs + h * 235.0f / 255.0f); + immVertex2f(pos, rect.xmax + 1, yofs + h * 235.0f / 255.0f); + + immVertex2f(pos, rect.xmin + w3, yofs + h * 240.0f / 255.0f); + immVertex2f(pos, rect.xmax + 1, yofs + h * 240.0f / 255.0f); + + immEnd(); + } + /* 7.5 IRE black point level for NTSC */ + if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) { + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos, rect.xmin, yofs + h * 0.075f); + immVertex2f(pos, rect.xmax + 1, yofs + h * 0.075f); + immEnd(); + } + + if (scopes->ok && scopes->waveform_1 != NULL) { + GPU_blend(GPU_BLEND_ADDITIVE); + GPU_point_size(1.0); + + /* LUMA (1 channel) */ + if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) { + const float col[3] = {alpha, alpha, alpha}; + + GPU_matrix_push(); + GPU_matrix_translate_2f(rect.xmin, yofs); + GPU_matrix_scale_2f(w, h); + + waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, col); + + GPU_matrix_pop(); + + /* min max */ + immUniformColor3f(0.5f, 0.5f, 0.5f); + min = yofs + scopes->minmax[0][0] * h; + max = yofs + scopes->minmax[0][1] * h; + CLAMP(min, rect.ymin, rect.ymax); + CLAMP(max, rect.ymin, rect.ymax); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos, rect.xmax - 3, min); + immVertex2f(pos, rect.xmax - 3, max); + immEnd(); + } + /* RGB (3 channel) */ + else if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB) { + GPU_matrix_push(); + GPU_matrix_translate_2f(rect.xmin, yofs); + GPU_matrix_scale_2f(w, h); + + waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, colors_alpha[0]); + waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, colors_alpha[1]); + waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, colors_alpha[2]); + + GPU_matrix_pop(); + } + /* PARADE / YCC (3 channels) */ + else if (ELEM(scopes->wavefrm_mode, + SCOPES_WAVEFRM_RGB_PARADE, + SCOPES_WAVEFRM_YCC_601, + SCOPES_WAVEFRM_YCC_709, + SCOPES_WAVEFRM_YCC_JPEG)) { + const int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB_PARADE); + + GPU_matrix_push(); + GPU_matrix_translate_2f(rect.xmin, yofs); + GPU_matrix_scale_2f(w3, h); + + waveform_draw_one( + scopes->waveform_1, scopes->waveform_tot, (rgb) ? colors_alpha[0] : colorsycc_alpha[0]); + + GPU_matrix_translate_2f(1.0f, 0.0f); + waveform_draw_one( + scopes->waveform_2, scopes->waveform_tot, (rgb) ? colors_alpha[1] : colorsycc_alpha[1]); + + GPU_matrix_translate_2f(1.0f, 0.0f); + waveform_draw_one( + scopes->waveform_3, scopes->waveform_tot, (rgb) ? colors_alpha[2] : colorsycc_alpha[2]); + + GPU_matrix_pop(); + } + + /* min max */ + if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) { + for (int c = 0; c < 3; c++) { + if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_RGB_PARADE, SCOPES_WAVEFRM_RGB)) { + immUniformColor3f(colors[c][0] * 0.75f, colors[c][1] * 0.75f, colors[c][2] * 0.75f); + } + else { + immUniformColor3f( + colorsycc[c][0] * 0.75f, colorsycc[c][1] * 0.75f, colorsycc[c][2] * 0.75f); + } + min = yofs + scopes->minmax[c][0] * h; + max = yofs + scopes->minmax[c][1] * h; + CLAMP(min, rect.ymin, rect.ymax); + CLAMP(max, rect.ymin, rect.ymax); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos, rect.xmin + w + 2 + c * 2, min); + immVertex2f(pos, rect.xmin + w + 2 + c * 2, max); + immEnd(); + } + } + } + + immUnbindProgram(); + + /* Restore scissor test. */ + GPU_scissor(UNPACK4(scissor)); + + /* outline */ + draw_scope_end(&rect); + + GPU_blend(GPU_BLEND_NONE); +} + +static float polar_to_x(float center, float diam, float ampli, float angle) +{ + return center + diam * ampli * cosf(angle); +} + +static float polar_to_y(float center, float diam, float ampli, float angle) +{ + return center + diam * ampli * sinf(angle); +} + +static void vectorscope_draw_target( + uint pos, float centerx, float centery, float diam, const float colf[3]) +{ + float y, u, v; + float tangle = 0.0f, tampli; + float dangle, dampli, dangle2, dampli2; + + rgb_to_yuv(colf[0], colf[1], colf[2], &y, &u, &v, BLI_YUV_ITU_BT709); + + if (u > 0 && v >= 0) { + tangle = atanf(v / u); + } + else if (u > 0 && v < 0) { + tangle = atanf(v / u) + 2.0f * (float)M_PI; + } + else if (u < 0) { + tangle = atanf(v / u) + (float)M_PI; + } + else if (u == 0 && v > 0.0f) { + tangle = M_PI_2; + } + else if (u == 0 && v < 0.0f) { + tangle = -M_PI_2; + } + tampli = sqrtf(u * u + v * v); + + /* small target vary by 2.5 degree and 2.5 IRE unit */ + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f); + dangle = DEG2RADF(2.5f); + dampli = 2.5f / 200.0f; + immBegin(GPU_PRIM_LINE_LOOP, 4); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), + polar_to_y(centery, diam, tampli + dampli, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), + polar_to_y(centery, diam, tampli - dampli, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), + polar_to_y(centery, diam, tampli - dampli, tangle - dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), + polar_to_y(centery, diam, tampli + dampli, tangle - dangle)); + immEnd(); + /* big target vary by 10 degree and 20% amplitude */ + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f); + dangle = DEG2RADF(10.0f); + dampli = 0.2f * tampli; + dangle2 = DEG2RADF(5.0f); + dampli2 = 0.5f * dampli; + immBegin(GPU_PRIM_LINE_STRIP, 3); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle + dangle), + polar_to_y(centery, diam, tampli + dampli - dampli2, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), + polar_to_y(centery, diam, tampli + dampli, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle + dangle - dangle2), + polar_to_y(centery, diam, tampli + dampli, tangle + dangle - dangle2)); + immEnd(); + immBegin(GPU_PRIM_LINE_STRIP, 3); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle + dangle), + polar_to_y(centery, diam, tampli - dampli + dampli2, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), + polar_to_y(centery, diam, tampli - dampli, tangle + dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle + dangle - dangle2), + polar_to_y(centery, diam, tampli - dampli, tangle + dangle - dangle2)); + immEnd(); + immBegin(GPU_PRIM_LINE_STRIP, 3); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle - dangle), + polar_to_y(centery, diam, tampli - dampli + dampli2, tangle - dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), + polar_to_y(centery, diam, tampli - dampli, tangle - dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli - dampli, tangle - dangle + dangle2), + polar_to_y(centery, diam, tampli - dampli, tangle - dangle + dangle2)); + immEnd(); + immBegin(GPU_PRIM_LINE_STRIP, 3); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle - dangle), + polar_to_y(centery, diam, tampli + dampli - dampli2, tangle - dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), + polar_to_y(centery, diam, tampli + dampli, tangle - dangle)); + immVertex2f(pos, + polar_to_x(centerx, diam, tampli + dampli, tangle - dangle + dangle2), + polar_to_y(centery, diam, tampli + dampli, tangle - dangle + dangle2)); + immEnd(); +} + +void ui_draw_but_VECTORSCOPE(ARegion *UNUSED(region), + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *recti) +{ + const float skin_rad = DEG2RADF(123.0f); /* angle in radians of the skin tone line */ + Scopes *scopes = (Scopes *)but->poin; + + const float colors[6][3] = { + {0.75, 0.0, 0.0}, + {0.75, 0.75, 0.0}, + {0.0, 0.75, 0.0}, + {0.0, 0.75, 0.75}, + {0.0, 0.0, 0.75}, + {0.75, 0.0, 0.75}, + }; + + rctf rect = { + (float)recti->xmin + 1, + (float)recti->xmax - 1, + (float)recti->ymin + 1, + (float)recti->ymax - 1, + }; + + const float w = BLI_rctf_size_x(&rect); + const float h = BLI_rctf_size_y(&rect); + const float centerx = rect.xmin + w * 0.5f; + const float centery = rect.ymin + h * 0.5f; + const float diam = (w < h) ? w : h; + + const float alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha; + + GPU_blend(GPU_BLEND_ALPHA); + + float color[4]; + UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); + UI_draw_roundbox_corner_set(UI_CNR_ALL); + + { + const rctf box_rect{ + rect.xmin - 1, + rect.xmax + 1, + rect.ymin - 1, + rect.ymax + 1, + }; + UI_draw_roundbox_4fv(&box_rect, true, 3.0f, color); + } + /* need scissor test, hvectorscope can draw outside of boundary */ + int scissor[4]; + GPU_scissor_get(scissor); + GPU_scissor((rect.xmin - 1), + (rect.ymin - 1), + (rect.xmax + 1) - (rect.xmin - 1), + (rect.ymax + 1) - (rect.ymin - 1)); + + GPUVertFormat *format = immVertexFormat(); + const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); + /* draw grid elements */ + /* cross */ + immBegin(GPU_PRIM_LINES, 4); + + immVertex2f(pos, centerx - (diam * 0.5f) - 5, centery); + immVertex2f(pos, centerx + (diam * 0.5f) + 5, centery); + + immVertex2f(pos, centerx, centery - (diam * 0.5f) - 5); + immVertex2f(pos, centerx, centery + (diam * 0.5f) + 5); + + immEnd(); + + /* circles */ + for (int j = 0; j < 5; j++) { + const int increment = 15; + immBegin(GPU_PRIM_LINE_LOOP, (int)(360 / increment)); + for (int i = 0; i <= 360 - increment; i += increment) { + const float a = DEG2RADF((float)i); + const float r = (j + 1) * 0.1f; + immVertex2f(pos, polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a)); + } + immEnd(); + } + /* skin tone line */ + immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f( + pos, polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad)); + immVertex2f( + pos, polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad)); + immEnd(); + + /* saturation points */ + for (int i = 0; i < 6; i++) { + vectorscope_draw_target(pos, centerx, centery, diam, colors[i]); + } + + if (scopes->ok && scopes->vecscope != NULL) { + /* pixel point cloud */ + const float col[3] = {alpha, alpha, alpha}; + + GPU_blend(GPU_BLEND_ADDITIVE); + GPU_point_size(1.0); + + GPU_matrix_push(); + GPU_matrix_translate_2f(centerx, centery); + GPU_matrix_scale_1f(diam); + + waveform_draw_one(scopes->vecscope, scopes->waveform_tot, col); + + GPU_matrix_pop(); + } + + immUnbindProgram(); + + /* Restore scissor test. */ + GPU_scissor(UNPACK4(scissor)); + /* outline */ + draw_scope_end(&rect); + + GPU_blend(GPU_BLEND_NONE); +} + +static void ui_draw_colorband_handle_tri_hlight( + uint pos, float x1, float y1, float halfwidth, float height) +{ + GPU_line_smooth(true); + + immBegin(GPU_PRIM_LINE_STRIP, 3); + immVertex2f(pos, x1 + halfwidth, y1); + immVertex2f(pos, x1, y1 + height); + immVertex2f(pos, x1 - halfwidth, y1); + immEnd(); + + GPU_line_smooth(false); +} + +static void ui_draw_colorband_handle_tri( + uint pos, float x1, float y1, float halfwidth, float height, bool fill) +{ + if (fill) { + GPU_polygon_smooth(true); + } + else { + GPU_line_smooth(true); + } + + immBegin(fill ? GPU_PRIM_TRIS : GPU_PRIM_LINE_LOOP, 3); + immVertex2f(pos, x1 + halfwidth, y1); + immVertex2f(pos, x1, y1 + height); + immVertex2f(pos, x1 - halfwidth, y1); + immEnd(); + + if (fill) { + GPU_polygon_smooth(false); + } + else { + GPU_line_smooth(false); + } +} + +static void ui_draw_colorband_handle_box( + uint pos, float x1, float y1, float x2, float y2, bool fill) +{ + immBegin(fill ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, 4); + immVertex2f(pos, x1, y1); + immVertex2f(pos, x1, y2); + immVertex2f(pos, x2, y2); + immVertex2f(pos, x2, y1); + immEnd(); +} + +static void ui_draw_colorband_handle(uint shdr_pos, + const rcti *rect, + float x, + const float rgb[3], + struct ColorManagedDisplay *display, + bool active) +{ + const float sizey = BLI_rcti_size_y(rect); + const float min_width = 3.0f; + float colf[3] = {UNPACK3(rgb)}; + + const float half_width = floorf(sizey / 3.5f); + const float height = half_width * 1.4f; + + float y1 = rect->ymin + (sizey * 0.16f); + const float y2 = rect->ymax; + + /* align to pixels */ + x = floorf(x + 0.5f); + y1 = floorf(y1 + 0.5f); + + if (active || half_width < min_width) { + immUnbindProgram(); + + immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); + + float viewport_size[4]; + GPU_viewport_size_get_f(viewport_size); + immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC); + + immUniform1i("colors_len", 2); /* "advanced" mode */ + immUniformArray4fv( + "colors", (float *)(float[][4]){{0.8f, 0.8f, 0.8f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2); + immUniform1f("dash_width", active ? 4.0f : 2.0f); + immUniform1f("dash_factor", 0.5f); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(shdr_pos, x, y1); + immVertex2f(shdr_pos, x, y2); + immEnd(); + + immUnbindProgram(); + + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + /* hide handles when zoomed out too far */ + if (half_width < min_width) { + return; + } + } + + /* shift handle down */ + y1 -= half_width; + + immUniformColor3ub(0, 0, 0); + ui_draw_colorband_handle_box( + shdr_pos, x - half_width, y1 - 1, x + half_width, y1 + height, false); + + /* draw all triangles blended */ + GPU_blend(GPU_BLEND_ALPHA); + + ui_draw_colorband_handle_tri(shdr_pos, x, y1 + height, half_width, half_width, true); + + if (active) { + immUniformColor3ub(196, 196, 196); + } + else { + immUniformColor3ub(96, 96, 96); + } + ui_draw_colorband_handle_tri(shdr_pos, x, y1 + height, half_width, half_width, true); + + if (active) { + immUniformColor3ub(255, 255, 255); + } + else { + immUniformColor3ub(128, 128, 128); + } + ui_draw_colorband_handle_tri_hlight( + shdr_pos, x, y1 + height - 1, (half_width - 1), (half_width - 1)); + + immUniformColor3ub(0, 0, 0); + ui_draw_colorband_handle_tri_hlight(shdr_pos, x, y1 + height, half_width, half_width); + + GPU_blend(GPU_BLEND_NONE); + + immUniformColor3ub(128, 128, 128); + ui_draw_colorband_handle_box( + shdr_pos, x - (half_width - 1), y1, x + (half_width - 1), y1 + height, true); + + if (display) { + IMB_colormanagement_scene_linear_to_display_v3(colf, display); + } + + immUniformColor3fv(colf); + ui_draw_colorband_handle_box( + shdr_pos, x - (half_width - 2), y1 + 1, x + (half_width - 2), y1 + height - 2, true); +} + +void ui_draw_but_COLORBAND(uiBut *but, const uiWidgetColors *UNUSED(wcol), const rcti *rect) +{ + struct ColorManagedDisplay *display = ui_block_cm_display_get(but->block); + uint pos_id, col_id; + + uiButColorBand *but_coba = (uiButColorBand *)but; + ColorBand *coba = (but_coba->edit_coba == NULL) ? (ColorBand *)but->poin : but_coba->edit_coba; + + if (coba == NULL) { + return; + } + + const float x1 = rect->xmin; + const float sizex = rect->xmax - x1; + const float sizey = BLI_rcti_size_y(rect); + const float sizey_solid = sizey * 0.25f; + const float y1 = rect->ymin; + + /* exit early if too narrow */ + if (sizex <= 0) { + return; + } + + GPUVertFormat *format = immVertexFormat(); + pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_CHECKER); + + /* Drawing the checkerboard. */ + const float checker_dark = UI_ALPHA_CHECKER_DARK / 255.0f; + const float checker_light = UI_ALPHA_CHECKER_LIGHT / 255.0f; + immUniform4f("color1", checker_dark, checker_dark, checker_dark, 1.0f); + immUniform4f("color2", checker_light, checker_light, checker_light, 1.0f); + immUniform1i("size", 8); + immRectf(pos_id, x1, y1, x1 + sizex, rect->ymax); + immUnbindProgram(); + + /* New format */ + format = immVertexFormat(); + pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + col_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); + + /* layer: color ramp */ + GPU_blend(GPU_BLEND_ALPHA); + + CBData *cbd = coba->data; + + float v1[2], v2[2]; + float colf[4] = {0, 0, 0, 0}; /* initialize in case the colorband isn't valid */ + + v1[1] = y1 + sizey_solid; + v2[1] = rect->ymax; + + immBegin(GPU_PRIM_TRI_STRIP, (sizex + 1) * 2); + for (int a = 0; a <= sizex; a++) { + const float pos = ((float)a) / sizex; + BKE_colorband_evaluate(coba, pos, colf); + if (display) { + IMB_colormanagement_scene_linear_to_display_v3(colf, display); + } + + v1[0] = v2[0] = x1 + a; + + immAttr4fv(col_id, colf); + immVertex2fv(pos_id, v1); + immVertex2fv(pos_id, v2); + } + immEnd(); + + /* layer: color ramp without alpha for reference when manipulating ramp properties */ + v1[1] = y1; + v2[1] = y1 + sizey_solid; + + immBegin(GPU_PRIM_TRI_STRIP, (sizex + 1) * 2); + for (int a = 0; a <= sizex; a++) { + const float pos = ((float)a) / sizex; + BKE_colorband_evaluate(coba, pos, colf); + if (display) { + IMB_colormanagement_scene_linear_to_display_v3(colf, display); + } + + v1[0] = v2[0] = x1 + a; + + immAttr4f(col_id, colf[0], colf[1], colf[2], 1.0f); + immVertex2fv(pos_id, v1); + immVertex2fv(pos_id, v2); + } + immEnd(); + + immUnbindProgram(); + + GPU_blend(GPU_BLEND_NONE); + + /* New format */ + format = immVertexFormat(); + pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + /* layer: box outline */ + immUniformColor4f(0.0f, 0.0f, 0.0f, 1.0f); + imm_draw_box_wire_2d(pos_id, x1, y1, x1 + sizex, rect->ymax); + + /* layer: box outline */ + GPU_blend(GPU_BLEND_ALPHA); + immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos_id, x1, y1); + immVertex2f(pos_id, x1 + sizex, y1); + immEnd(); + + immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f); + + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos_id, x1, y1 - 1); + immVertex2f(pos_id, x1 + sizex, y1 - 1); + immEnd(); + + GPU_blend(GPU_BLEND_NONE); + + /* layer: draw handles */ + for (int a = 0; a < coba->tot; a++, cbd++) { + if (a != coba->cur) { + const float pos = x1 + cbd->pos * (sizex - 1) + 1; + ui_draw_colorband_handle(pos_id, rect, pos, &cbd->r, display, false); + } + } + + /* layer: active handle */ + if (coba->tot != 0) { + cbd = &coba->data[coba->cur]; + const float pos = x1 + cbd->pos * (sizex - 1) + 1; + ui_draw_colorband_handle(pos_id, rect, pos, &cbd->r, display, true); + } + + immUnbindProgram(); +} + +void ui_draw_but_UNITVEC(uiBut *but, const uiWidgetColors *wcol, const rcti *rect) +{ + /* sphere color */ + const float diffuse[3] = {1.0f, 1.0f, 1.0f}; + float light[3]; + const float size = 0.5f * min_ff(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)); + + /* backdrop */ + UI_draw_roundbox_corner_set(UI_CNR_ALL); + + { + const rctf box_rect{ + rect->xmin, + rect->xmax, + rect->ymin, + rect->ymax, + }; + UI_draw_roundbox_3ub_alpha(&box_rect, true, 5.0f, wcol->inner, 255); + } + GPU_face_culling(GPU_CULL_BACK); + + /* setup lights */ + ui_but_v3_get(but, light); + + /* transform to button */ + GPU_matrix_push(); + + const bool use_project_matrix = (size >= -GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT); + if (use_project_matrix) { + GPU_matrix_push_projection(); + GPU_matrix_ortho_set_z(-size, size); + } + + GPU_matrix_translate_2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect), + rect->ymin + 0.5f * BLI_rcti_size_y(rect)); + GPU_matrix_scale_1f(size); + + GPUBatch *sphere = GPU_batch_preset_sphere(2); + GPU_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING); + GPU_batch_uniform_4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f); + GPU_batch_uniform_3fv(sphere, "light", light); + GPU_batch_draw(sphere); + + /* Restore. */ + GPU_face_culling(GPU_CULL_NONE); + + /* AA circle */ + GPUVertFormat *format = immVertexFormat(); + const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immUniformColor3ubv(wcol->inner); + + GPU_blend(GPU_BLEND_ALPHA); + GPU_line_smooth(true); + imm_draw_circle_wire_2d(pos, 0.0f, 0.0f, 1.0f, 32); + GPU_blend(GPU_BLEND_NONE); + GPU_line_smooth(false); + + if (use_project_matrix) { + GPU_matrix_pop_projection(); + } + + /* matrix after circle */ + GPU_matrix_pop(); + + immUnbindProgram(); +} + +static void ui_draw_but_curve_grid(const uint pos, + const rcti *rect, + const float zoom_x, + const float zoom_y, + const float offset_x, + const float offset_y, + const float step) +{ + const float start_x = (ceilf(offset_x / step) * step - offset_x) * zoom_x + rect->xmin; + const float start_y = (ceilf(offset_y / step) * step - offset_y) * zoom_y + rect->ymin; + + const int line_count_x = ceilf((rect->xmax - start_x) / (step * zoom_x)); + const int line_count_y = ceilf((rect->ymax - start_y) / (step * zoom_y)); + + if (line_count_x + line_count_y == 0) { + return; + } + + immBegin(GPU_PRIM_LINES, (line_count_x + line_count_y) * 2); + for (int i = 0; i < line_count_x; i++) { + const float x = start_x + i * step * zoom_x; + immVertex2f(pos, x, rect->ymin); + immVertex2f(pos, x, rect->ymax); + } + for (int i = 0; i < line_count_y; i++) { + const float y = start_y + i * step * zoom_y; + immVertex2f(pos, rect->xmin, y); + immVertex2f(pos, rect->xmax, y); + } + immEnd(); +} + +static void gl_shaded_color_get(const uchar color[3], int shade, uchar r_color[3]) +{ + r_color[0] = color[0] - shade > 0 ? color[0] - shade : 0; + r_color[1] = color[1] - shade > 0 ? color[1] - shade : 0; + r_color[2] = color[2] - shade > 0 ? color[2] - shade : 0; +} + +static void gl_shaded_color_get_fl(const uchar *color, int shade, float r_color[3]) +{ + uchar color_shaded[3]; + gl_shaded_color_get(color, shade, color_shaded); + rgb_uchar_to_float(r_color, color_shaded); +} + +static void gl_shaded_color(const uchar *color, int shade) +{ + uchar color_shaded[3]; + gl_shaded_color_get(color, shade, color_shaded); + immUniformColor3ubv(color_shaded); +} + +void ui_draw_but_CURVE(ARegion *region, uiBut *but, const uiWidgetColors *wcol, const rcti *rect) +{ + uiButCurveMapping *but_cumap = (uiButCurveMapping *)but; + CurveMapping *cumap = (but_cumap->edit_cumap == NULL) ? (CurveMapping *)but->poin : + but_cumap->edit_cumap; + + const float clip_size_x = BLI_rctf_size_x(&cumap->curr); + const float clip_size_y = BLI_rctf_size_y(&cumap->curr); + + /* zero-sized curve */ + if (clip_size_x == 0.0f || clip_size_y == 0.0f) { + return; + } + + /* calculate offset and zoom */ + const float zoomx = (BLI_rcti_size_x(rect) - 2.0f) / clip_size_x; + const float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / clip_size_y; + const float offsx = cumap->curr.xmin - (1.0f / zoomx); + const float offsy = cumap->curr.ymin - (1.0f / zoomy); + + /* exit early if too narrow */ + if (zoomx == 0.0f) { + return; + } + + CurveMap *cuma = &cumap->cm[cumap->cur]; + + /* need scissor test, curve can draw outside of boundary */ + int scissor[4]; + GPU_scissor_get(scissor); + rcti scissor_new = { + rect->xmin, + rect->xmax, + rect->ymin, + rect->ymax, + }; + const rcti scissor_region = {0, region->winx, 0, region->winy}; + BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new); + GPU_scissor(scissor_new.xmin, + scissor_new.ymin, + BLI_rcti_size_x(&scissor_new), + BLI_rcti_size_y(&scissor_new)); + + /* Do this first to not mess imm context */ + if (but_cumap->gradient_type == UI_GRAD_H) { + /* magic trigger for curve backgrounds */ + const float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */ + + rcti grid = { + rect->xmin + zoomx * (-offsx), + grid.xmin + zoomx, + rect->ymin + zoomy * (-offsy), + grid.ymin + zoomy, + }; + + ui_draw_gradient(&grid, col, UI_GRAD_H, 1.0f); + } + + GPU_line_width(1.0f); + + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + /* backdrop */ + float color_backdrop[4] = {0, 0, 0, 1}; + + if (but_cumap->gradient_type == UI_GRAD_H) { + /* grid, hsv uses different grid */ + GPU_blend(GPU_BLEND_ALPHA); + ARRAY_SET_ITEMS(color_backdrop, 0, 0, 0, 48.0 / 255.0); + immUniformColor4fv(color_backdrop); + ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.1666666f); + GPU_blend(GPU_BLEND_NONE); + } + else { + if (cumap->flag & CUMA_DO_CLIP) { + gl_shaded_color_get_fl(wcol->inner, -20, color_backdrop); + immUniformColor3fv(color_backdrop); + immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); + immUniformColor3ubv(wcol->inner); + immRectf(pos, + rect->xmin + zoomx * (cumap->clipr.xmin - offsx), + rect->ymin + zoomy * (cumap->clipr.ymin - offsy), + rect->xmin + zoomx * (cumap->clipr.xmax - offsx), + rect->ymin + zoomy * (cumap->clipr.ymax - offsy)); + } + else { + rgb_uchar_to_float(color_backdrop, wcol->inner); + immUniformColor3fv(color_backdrop); + immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); + } + + /* grid, every 0.25 step */ + gl_shaded_color(wcol->inner, -16); + ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f); + /* grid, every 1.0 step */ + gl_shaded_color(wcol->inner, -24); + ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f); + /* axes */ + gl_shaded_color(wcol->inner, -50); + immBegin(GPU_PRIM_LINES, 4); + immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (-offsy)); + immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (-offsy)); + immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymin); + immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymax); + immEnd(); + } + + /* cfra option */ + /* XXX 2.48 */ +#if 0 + if (cumap->flag & CUMA_DRAW_CFRA) { + immUniformColor3ub(0x60, 0xc0, 0x40); + immBegin(GPU_PRIM_LINES, 2); + immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin); + immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax); + immEnd(); + } +#endif + /* sample option */ + + if (cumap->flag & CUMA_DRAW_SAMPLE) { + immBegin(GPU_PRIM_LINES, 2); /* will draw one of the following 3 lines */ + if (but_cumap->gradient_type == UI_GRAD_H) { + float tsample[3]; + float hsv[3]; + linearrgb_to_srgb_v3_v3(tsample, cumap->sample); + rgb_to_hsv_v(tsample, hsv); + immUniformColor3ub(240, 240, 240); + + immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymin); + immVertex2f(pos, rect->xmin + zoomx * (hsv[0] - offsx), rect->ymax); + } + else if (cumap->cur == 3) { + const float lum = IMB_colormanagement_get_luminance(cumap->sample); + immUniformColor3ub(240, 240, 240); + + immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymin); + immVertex2f(pos, rect->xmin + zoomx * (lum - offsx), rect->ymax); + } + else { + if (cumap->cur == 0) { + immUniformColor3ub(240, 100, 100); + } + else if (cumap->cur == 1) { + immUniformColor3ub(100, 240, 100); + } + else { + immUniformColor3ub(100, 100, 240); + } + + immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymin); + immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymax); + } + immEnd(); + } + immUnbindProgram(); + + if (cuma->table == NULL) { + BKE_curvemapping_changed(cumap, false); + } + + CurveMapPoint *cmp = cuma->table; + rctf line_range; + + /* First curve point. */ + if ((cumap->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) { + line_range.xmin = rect->xmin; + line_range.ymin = rect->ymin + zoomy * (cmp[0].y - offsy); + } + else { + line_range.xmin = rect->xmin + zoomx * (cmp[0].x - offsx + cuma->ext_in[0]); + line_range.ymin = rect->ymin + zoomy * (cmp[0].y - offsy + cuma->ext_in[1]); + } + /* Last curve point. */ + if ((cumap->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) { + line_range.xmax = rect->xmax; + line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy); + } + else { + line_range.xmax = rect->xmin + zoomx * (cmp[CM_TABLE].x - offsx - cuma->ext_out[0]); + line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]); + } + + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + GPU_blend(GPU_BLEND_ALPHA); + + /* Curve filled. */ + immUniformColor3ubvAlpha(wcol->item, 128); + immBegin(GPU_PRIM_TRI_STRIP, (CM_TABLE * 2 + 2) + 4); + immVertex2f(pos, line_range.xmin, rect->ymin); + immVertex2f(pos, line_range.xmin, line_range.ymin); + for (int a = 0; a <= CM_TABLE; a++) { + const float fx = rect->xmin + zoomx * (cmp[a].x - offsx); + const float fy = rect->ymin + zoomy * (cmp[a].y - offsy); + immVertex2f(pos, fx, rect->ymin); + immVertex2f(pos, fx, fy); + } + immVertex2f(pos, line_range.xmax, rect->ymin); + immVertex2f(pos, line_range.xmax, line_range.ymax); + immEnd(); + + /* Curve line. */ + GPU_line_width(1.0f); + immUniformColor3ubvAlpha(wcol->item, 255); + GPU_line_smooth(true); + immBegin(GPU_PRIM_LINE_STRIP, (CM_TABLE + 1) + 2); + immVertex2f(pos, line_range.xmin, line_range.ymin); + for (int a = 0; a <= CM_TABLE; a++) { + const float fx = rect->xmin + zoomx * (cmp[a].x - offsx); + const float fy = rect->ymin + zoomy * (cmp[a].y - offsy); + immVertex2f(pos, fx, fy); + } + immVertex2f(pos, line_range.xmax, line_range.ymax); + immEnd(); + + /* Reset state for fill & line. */ + GPU_line_smooth(false); + GPU_blend(GPU_BLEND_NONE); + immUnbindProgram(); + + /* The points, use aspect to make them visible on edges. */ + format = immVertexFormat(); + pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + + /* Calculate vertex colors based on text theme. */ + float color_vert[4], color_vert_select[4]; + UI_GetThemeColor4fv(TH_TEXT_HI, color_vert); + UI_GetThemeColor4fv(TH_TEXT, color_vert_select); + if (len_squared_v3v3(color_vert, color_vert_select) < 0.1f) { + interp_v3_v3v3(color_vert, color_vert_select, color_backdrop, 0.75f); + } + if (len_squared_v3(color_vert) > len_squared_v3(color_vert_select)) { + /* Ensure brightest text color is used for selection. */ + swap_v3_v3(color_vert, color_vert_select); + } + + cmp = cuma->curve; + GPU_point_size(max_ff(1.0f, min_ff(UI_DPI_FAC / but->block->aspect * 4.0f, 4.0f))); + immBegin(GPU_PRIM_POINTS, cuma->totpoint); + for (int a = 0; a < cuma->totpoint; a++) { + const float fx = rect->xmin + zoomx * (cmp[a].x - offsx); + const float fy = rect->ymin + zoomy * (cmp[a].y - offsy); + immAttr4fv(col, (cmp[a].flag & CUMA_SELECT) ? color_vert_select : color_vert); + immVertex2f(pos, fx, fy); + } + immEnd(); + immUnbindProgram(); + + /* Restore scissor-test. */ + GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); + + /* outline */ + format = immVertexFormat(); + pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + immUniformColor3ubv(wcol->outline); + imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); + + immUnbindProgram(); +} + +/** + * Helper for #ui_draw_but_CURVEPROFILE. Used to tell whether to draw a control point's handles. + */ +static bool point_draw_handles(CurveProfilePoint *point) +{ + return (point->flag & PROF_SELECT && + (ELEM(point->h1, HD_FREE, HD_ALIGN) || ELEM(point->h2, HD_FREE, HD_ALIGN))) || + ELEM(point->flag, PROF_H1_SELECT, PROF_H2_SELECT); +} + +/** + * Draws the curve profile widget. Somewhat similar to ui_draw_but_CURVE. + */ +void ui_draw_but_CURVEPROFILE(ARegion *region, + uiBut *but, + const uiWidgetColors *wcol, + const rcti *rect) +{ + float fx, fy; + + uiButCurveProfile *but_profile = (uiButCurveProfile *)but; + CurveProfile *profile = (but_profile->edit_profile == NULL) ? (CurveProfile *)but->poin : + but_profile->edit_profile; + + /* Calculate offset and zoom. */ + const float zoomx = (BLI_rcti_size_x(rect) - 2.0f) / BLI_rctf_size_x(&profile->view_rect); + const float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / BLI_rctf_size_y(&profile->view_rect); + const float offsx = profile->view_rect.xmin - (1.0f / zoomx); + const float offsy = profile->view_rect.ymin - (1.0f / zoomy); + + /* Exit early if too narrow. */ + if (zoomx == 0.0f) { + return; + } + + /* Test needed because path can draw outside of boundary. */ + int scissor[4]; + GPU_scissor_get(scissor); + rcti scissor_new = { + rect->xmin, + rect->ymin, + rect->xmax, + rect->ymax, + }; + const rcti scissor_region = {0, region->winx, 0, region->winy}; + BLI_rcti_isect(&scissor_new, &scissor_region, &scissor_new); + GPU_scissor(scissor_new.xmin, + scissor_new.ymin, + BLI_rcti_size_x(&scissor_new), + BLI_rcti_size_y(&scissor_new)); + + GPU_line_width(1.0f); + + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + /* Draw the backdrop. */ + float color_backdrop[4] = {0, 0, 0, 1}; + if (profile->flag & PROF_USE_CLIP) { + gl_shaded_color_get_fl((uchar *)wcol->inner, -20, color_backdrop); + immUniformColor3fv(color_backdrop); + immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); + immUniformColor3ubv((uchar *)wcol->inner); + immRectf(pos, + rect->xmin + zoomx * (profile->clip_rect.xmin - offsx), + rect->ymin + zoomy * (profile->clip_rect.ymin - offsy), + rect->xmin + zoomx * (profile->clip_rect.xmax - offsx), + rect->ymin + zoomy * (profile->clip_rect.ymax - offsy)); + } + else { + rgb_uchar_to_float(color_backdrop, (uchar *)wcol->inner); + immUniformColor3fv(color_backdrop); + immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); + } + + /* 0.25 step grid. */ + gl_shaded_color((uchar *)wcol->inner, -16); + ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f); + /* 1.0 step grid. */ + gl_shaded_color((uchar *)wcol->inner, -24); + ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f); + + /* Draw the path's fill. */ + if (profile->table == NULL) { + BKE_curveprofile_update(profile, PROF_UPDATE_NONE); + } + CurveProfilePoint *pts = profile->table; + /* Also add the last points on the right and bottom edges to close off the fill polygon. */ + const bool add_left_tri = profile->view_rect.xmin < 0.0f; + const bool add_bottom_tri = profile->view_rect.ymin < 0.0f; + uint tot_points = (uint)PROF_TABLE_LEN(profile->path_len) + 1 + add_left_tri + add_bottom_tri; + const uint tot_triangles = tot_points - 2; + + /* Create array of the positions of the table's points. */ + float(*table_coords)[2] = (float(*)[2])MEM_mallocN(sizeof(*table_coords) * tot_points, + "table x coords"); + for (uint i = 0; i < (uint)PROF_TABLE_LEN(profile->path_len); + i++) { /* Only add the points from the table here. */ + table_coords[i][0] = pts[i].x; + table_coords[i][1] = pts[i].y; + } + /* Using some extra margin (-1.0f) for the coordinates used to complete the polygon + * avoids the profile line crossing itself in some common situations, which can lead to + * incorrect triangulation. See T841183. */ + if (add_left_tri && add_bottom_tri) { + /* Add left side, bottom left corner, and bottom side points. */ + table_coords[tot_points - 3][0] = profile->view_rect.xmin - 1.0f; + table_coords[tot_points - 3][1] = 1.0f; + table_coords[tot_points - 2][0] = profile->view_rect.xmin - 1.0f; + table_coords[tot_points - 2][1] = profile->view_rect.ymin - 1.0f; + table_coords[tot_points - 1][0] = 1.0f; + table_coords[tot_points - 1][1] = profile->view_rect.ymin - 1.0f; + } + else if (add_left_tri) { + /* Add the left side and bottom left corner points. */ + table_coords[tot_points - 2][0] = profile->view_rect.xmin - 1.0f; + table_coords[tot_points - 2][1] = 1.0f; + table_coords[tot_points - 1][0] = profile->view_rect.xmin - 1.0f; + table_coords[tot_points - 1][1] = -1.0f; + } + else if (add_bottom_tri) { + /* Add the bottom side and bottom left corner points. */ + table_coords[tot_points - 2][0] = -1.0f; + table_coords[tot_points - 2][1] = profile->view_rect.ymin - 1.0f; + table_coords[tot_points - 1][0] = 1.0f; + table_coords[tot_points - 1][1] = profile->view_rect.ymin - 1.0f; + } + else { + /* Just add the bottom corner point. Side points would be redundant anyway. */ + table_coords[tot_points - 1][0] = -1.0f; + table_coords[tot_points - 1][1] = -1.0f; + } + + /* Calculate the table point indices of the triangles for the profile's fill. */ + uint(*tri_indices)[3] = (uint(*)[3])MEM_mallocN(sizeof(*tri_indices) * tot_triangles, + "return tri indices"); + BLI_polyfill_calc(table_coords, tot_points, -1, tri_indices); + + /* Draw the triangles for the profile fill. */ + immUniformColor3ubvAlpha((const uchar *)wcol->item, 128); + GPU_blend(GPU_BLEND_ALPHA); + GPU_polygon_smooth(false); + immBegin(GPU_PRIM_TRIS, 3 * tot_triangles); + for (uint i = 0; i < tot_triangles; i++) { + for (uint j = 0; j < 3; j++) { + uint *tri = tri_indices[i]; + fx = rect->xmin + zoomx * (table_coords[tri[j]][0] - offsx); + fy = rect->ymin + zoomy * (table_coords[tri[j]][1] - offsy); + immVertex2f(pos, fx, fy); + } + } + immEnd(); + MEM_freeN(tri_indices); + + /* Draw the profile's path so the edge stands out a bit. */ + tot_points -= (add_left_tri + add_left_tri); + GPU_line_width(1.0f); + immUniformColor3ubvAlpha((const uchar *)wcol->item, 255); + GPU_line_smooth(true); + immBegin(GPU_PRIM_LINE_STRIP, tot_points - 1); + for (uint i = 0; i < tot_points - 1; i++) { + fx = rect->xmin + zoomx * (table_coords[i][0] - offsx); + fy = rect->ymin + zoomy * (table_coords[i][1] - offsy); + immVertex2f(pos, fx, fy); + } + immEnd(); + MEM_freeN(table_coords); + + /* Draw the handles for the selected control points. */ + pts = profile->path; + tot_points = (uint)profile->path_len; + int selected_free_points = 0; + for (uint i = 0; i < tot_points; i++) { + if (point_draw_handles(&pts[i])) { + selected_free_points++; + } + } + /* Draw the lines to the handles from the points. */ + if (selected_free_points > 0) { + GPU_line_width(1.0f); + gl_shaded_color((uchar *)wcol->inner, -24); + GPU_line_smooth(true); + immBegin(GPU_PRIM_LINES, selected_free_points * 4); + float ptx, pty; + for (uint i = 0; i < tot_points; i++) { + if (point_draw_handles(&pts[i])) { + ptx = rect->xmin + zoomx * (pts[i].x - offsx); + pty = rect->ymin + zoomy * (pts[i].y - offsy); + + fx = rect->xmin + zoomx * (pts[i].h1_loc[0] - offsx); + fy = rect->ymin + zoomy * (pts[i].h1_loc[1] - offsy); + immVertex2f(pos, ptx, pty); + immVertex2f(pos, fx, fy); + + fx = rect->xmin + zoomx * (pts[i].h2_loc[0] - offsx); + fy = rect->ymin + zoomy * (pts[i].h2_loc[1] - offsy); + immVertex2f(pos, ptx, pty); + immVertex2f(pos, fx, fy); + } + } + immEnd(); + } + immUnbindProgram(); + + /* New GPU instructions for control points and sampled points. */ + format = immVertexFormat(); + pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + + /* Calculate vertex colors based on text theme. */ + float color_vert[4], color_vert_select[4], color_sample[4]; + UI_GetThemeColor4fv(TH_TEXT_HI, color_vert); + UI_GetThemeColor4fv(TH_TEXT, color_vert_select); + color_sample[0] = (float)wcol->item[0] / 255.0f; + color_sample[1] = (float)wcol->item[1] / 255.0f; + color_sample[2] = (float)wcol->item[2] / 255.0f; + color_sample[3] = (float)wcol->item[3] / 255.0f; + if (len_squared_v3v3(color_vert, color_vert_select) < 0.1f) { + interp_v3_v3v3(color_vert, color_vert_select, color_backdrop, 0.75f); + } + if (len_squared_v3(color_vert) > len_squared_v3(color_vert_select)) { + /* Ensure brightest text color is used for selection. */ + swap_v3_v3(color_vert, color_vert_select); + } + + /* Draw the control points. */ + GPU_line_smooth(false); + GPU_blend(GPU_BLEND_NONE); + GPU_point_size(max_ff(3.0f, min_ff(UI_DPI_FAC / but->block->aspect * 5.0f, 5.0f))); + immBegin(GPU_PRIM_POINTS, tot_points); + for (uint i = 0; i < tot_points; i++) { + fx = rect->xmin + zoomx * (pts[i].x - offsx); + fy = rect->ymin + zoomy * (pts[i].y - offsy); + immAttr4fv(col, (pts[i].flag & PROF_SELECT) ? color_vert_select : color_vert); + immVertex2f(pos, fx, fy); + } + immEnd(); + + /* Draw the handle points. */ + if (selected_free_points > 0) { + GPU_line_smooth(false); + GPU_blend(GPU_BLEND_NONE); + GPU_point_size(max_ff(2.0f, min_ff(UI_DPI_FAC / but->block->aspect * 4.0f, 4.0f))); + immBegin(GPU_PRIM_POINTS, selected_free_points * 2); + for (uint i = 0; i < tot_points; i++) { + if (point_draw_handles(&pts[i])) { + fx = rect->xmin + zoomx * (pts[i].h1_loc[0] - offsx); + fy = rect->ymin + zoomy * (pts[i].h1_loc[1] - offsy); + immAttr4fv(col, (pts[i].flag & PROF_H1_SELECT) ? color_vert_select : color_vert); + immVertex2f(pos, fx, fy); + + fx = rect->xmin + zoomx * (pts[i].h2_loc[0] - offsx); + fy = rect->ymin + zoomy * (pts[i].h2_loc[1] - offsy); + immAttr4fv(col, (pts[i].flag & PROF_H2_SELECT) ? color_vert_select : color_vert); + immVertex2f(pos, fx, fy); + } + } + immEnd(); + } + + /* Draw the sampled points in addition to the control points if they have been created */ + pts = profile->segments; + tot_points = (uint)profile->segments_len; + if (tot_points > 0 && pts) { + GPU_point_size(max_ff(2.0f, min_ff(UI_DPI_FAC / but->block->aspect * 3.0f, 3.0f))); + immBegin(GPU_PRIM_POINTS, tot_points); + for (uint i = 0; i < tot_points; i++) { + fx = rect->xmin + zoomx * (pts[i].x - offsx); + fy = rect->ymin + zoomy * (pts[i].y - offsy); + immAttr4fv(col, color_sample); + immVertex2f(pos, fx, fy); + } + immEnd(); + } + immUnbindProgram(); + + /* Restore scissor-test. */ + GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); + + /* Outline */ + format = immVertexFormat(); + pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + + immUniformColor3ubv((const uchar *)wcol->outline); + imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); + immUnbindProgram(); +} + +void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(region), + uiBut *but, + const uiWidgetColors *UNUSED(wcol), + const rcti *recti) +{ + bool ok = false; + MovieClipScopes *scopes = (MovieClipScopes *)but->poin; + + rctf rect = { + (float)recti->xmin + 1, + (float)recti->xmax - 1, + (float)recti->ymin + 1, + (float)recti->ymax - 1, + }; + + const int width = BLI_rctf_size_x(&rect) + 1; + const int height = BLI_rctf_size_y(&rect); + + GPU_blend(GPU_BLEND_ALPHA); + + /* need scissor test, preview image can draw outside of boundary */ + int scissor[4]; + GPU_scissor_get(scissor); + GPU_scissor((rect.xmin - 1), + (rect.ymin - 1), + (rect.xmax + 1) - (rect.xmin - 1), + (rect.ymax + 1) - (rect.ymin - 1)); + + if (scopes->track_disabled) { + const float color[4] = {0.7f, 0.3f, 0.3f, 0.3f}; + UI_draw_roundbox_corner_set(UI_CNR_ALL); + const rctf box_rect{ + rect.xmin - 1, + rect.xmax + 1, + rect.ymin, + rect.ymax + 1, + }; + UI_draw_roundbox_4fv(&box_rect, true, 3.0f, color); + + ok = true; + } + else if ((scopes->track_search) && + ((!scopes->track_preview) || + (scopes->track_preview->x != width || scopes->track_preview->y != height))) { + if (scopes->track_preview) { + IMB_freeImBuf(scopes->track_preview); + } + + ImBuf *tmpibuf = BKE_tracking_sample_pattern(scopes->frame_width, + scopes->frame_height, + scopes->track_search, + scopes->track, + &scopes->undist_marker, + true, + scopes->use_track_mask, + width, + height, + scopes->track_pos); + if (tmpibuf) { + if (tmpibuf->rect_float) { + IMB_rect_from_float(tmpibuf); + } + + if (tmpibuf->rect) { + scopes->track_preview = tmpibuf; + } + else { + IMB_freeImBuf(tmpibuf); + } + } + } + + if (!ok && scopes->track_preview) { + GPU_matrix_push(); + + /* draw content of pattern area */ + GPU_scissor(rect.xmin, rect.ymin, scissor[2], scissor[3]); + + if (width > 0 && height > 0) { + ImBuf *drawibuf = scopes->track_preview; + float col_sel[4], col_outline[4]; + + if (scopes->use_track_mask) { + const float color[4] = {0.0f, 0.0f, 0.0f, 0.3f}; + UI_draw_roundbox_corner_set(UI_CNR_ALL); + UI_draw_roundbox_4fv( + &(const rctf){ + rect.xmin - 1, + rect.xmax + 1, + rect.ymin, + rect.ymax + 1, + }, + true, + 3.0f, + color); + } + + IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR); + immDrawPixelsTex(&state, + rect.xmin, + rect.ymin + 1, + drawibuf->x, + drawibuf->y, + GPU_RGBA8, + true, + drawibuf->rect, + 1.0f, + 1.0f, + NULL); + + /* draw cross for pixel position */ + GPU_matrix_translate_2f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1]); + GPU_scissor(rect.xmin, rect.ymin, BLI_rctf_size_x(&rect), BLI_rctf_size_y(&rect)); + + GPUVertFormat *format = immVertexFormat(); + const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + + UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel); + UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline); + + /* Do stipple cross with geometry */ + immBegin(GPU_PRIM_LINES, 7 * 2 * 2); + const float pos_sel[8] = {-10.0f, -7.0f, -4.0f, -1.0f, 2.0f, 5.0f, 8.0f, 11.0f}; + for (int axe = 0; axe < 2; axe++) { + for (int i = 0; i < 7; i++) { + const float x1 = pos_sel[i] * (1 - axe); + const float y1 = pos_sel[i] * axe; + const float x2 = pos_sel[i + 1] * (1 - axe); + const float y2 = pos_sel[i + 1] * axe; + + if (i % 2 == 1) { + immAttr4fv(col, col_sel); + } + else { + immAttr4fv(col, col_outline); + } + + immVertex2f(pos, x1, y1); + immVertex2f(pos, x2, y2); + } + } + immEnd(); + + immUnbindProgram(); + } + + GPU_matrix_pop(); + + ok = true; + } + + if (!ok) { + const float color[4] = {0.0f, 0.0f, 0.0f, 0.3f}; + UI_draw_roundbox_corner_set(UI_CNR_ALL); + const rctf box_rect{ + rect.xmin - 1, + rect.xmax + 1, + rect.ymin, + rect.ymax + 1, + }; + UI_draw_roundbox_4fv(&box_rect, true, 3.0f, color); + } + + /* Restore scissor test. */ + GPU_scissor(UNPACK4(scissor)); + /* outline */ + draw_scope_end(&rect); + + GPU_blend(GPU_BLEND_NONE); +} + +/* ****************************************************** */ + +/* TODO: high quality UI drop shadows using GLSL shader and single draw call + * would replace / modify the following 3 functions - merwin + */ + +static void ui_shadowbox(const rctf *rect, uint pos, uint color, float shadsize, uchar alpha) +{ + /** + *
+   *          v1-_
+   *          |   -_v2
+   *          |     |
+   *          |     |
+   *          |     |
+   * v7_______v3____v4
+   * \        |     /
+   *  \       |   _v5
+   *  v8______v6_-
+   * 
+ */ + const float v1[2] = {rect->xmax, rect->ymax - 0.3f * shadsize}; + const float v2[2] = {rect->xmax + shadsize, rect->ymax - 0.75f * shadsize}; + const float v3[2] = {rect->xmax, rect->ymin}; + const float v4[2] = {rect->xmax + shadsize, rect->ymin}; + + const float v5[2] = {rect->xmax + 0.7f * shadsize, rect->ymin - 0.7f * shadsize}; + + const float v6[2] = {rect->xmax, rect->ymin - shadsize}; + const float v7[2] = {rect->xmin + 0.3f * shadsize, rect->ymin}; + const float v8[2] = {rect->xmin + 0.5f * shadsize, rect->ymin - shadsize}; + + /* right quad */ + immAttr4ub(color, 0, 0, 0, alpha); + immVertex2fv(pos, v3); + immVertex2fv(pos, v1); + immAttr4ub(color, 0, 0, 0, 0); + immVertex2fv(pos, v2); + + immVertex2fv(pos, v2); + immVertex2fv(pos, v4); + immAttr4ub(color, 0, 0, 0, alpha); + immVertex2fv(pos, v3); + + /* corner shape */ + /* immAttr4ub(color, 0, 0, 0, alpha); */ /* Not needed, done above in previous tri */ + immVertex2fv(pos, v3); + immAttr4ub(color, 0, 0, 0, 0); + immVertex2fv(pos, v4); + immVertex2fv(pos, v5); + + immVertex2fv(pos, v5); + immVertex2fv(pos, v6); + immAttr4ub(color, 0, 0, 0, alpha); + immVertex2fv(pos, v3); + + /* bottom quad */ + /* immAttr4ub(color, 0, 0, 0, alpha); */ /* Not needed, done above in previous tri */ + immVertex2fv(pos, v3); + immAttr4ub(color, 0, 0, 0, 0); + immVertex2fv(pos, v6); + immVertex2fv(pos, v8); + + immVertex2fv(pos, v8); + immAttr4ub(color, 0, 0, 0, alpha); + immVertex2fv(pos, v7); + immVertex2fv(pos, v3); +} + +void UI_draw_box_shadow(const rctf *rect, uchar alpha) +{ + GPU_blend(GPU_BLEND_ALPHA); + + GPUVertFormat *format = immVertexFormat(); + const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + uint color = GPU_vertformat_attr_add( + format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT); + + immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); + + immBegin(GPU_PRIM_TRIS, 54); + + /* accumulated outline boxes to make shade not linear, is more pleasant */ + ui_shadowbox(rect, pos, color, 11.0, (20 * alpha) >> 8); + ui_shadowbox(rect, pos, color, 7.0, (40 * alpha) >> 8); + ui_shadowbox(rect, pos, color, 5.0, (80 * alpha) >> 8); + + immEnd(); + + immUnbindProgram(); + + GPU_blend(GPU_BLEND_NONE); +} + +void ui_draw_dropshadow( + const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select)) +{ + float rad; + + if (radius > (BLI_rctf_size_y(rct) - 10.0f) * 0.5f) { + rad = (BLI_rctf_size_y(rct) - 10.0f) * 0.5f; + } + else { + rad = radius; + } + + int a, i = 12; +#if 0 + if (select) { + a = i * aspect; /* same as below */ + } + else +#endif + { + a = i * aspect; + } + + GPU_blend(GPU_BLEND_ALPHA); + const float dalpha = alpha * 2.0f / 255.0f; + float calpha = dalpha; + float visibility = 1.0f; + for (; i--;) { + /* alpha ranges from 2 to 20 or so */ +#if 0 /* Old Method (pre 2.8) */ + float color[4] = {0.0f, 0.0f, 0.0f, calpha}; + UI_draw_roundbox_4fv( + true, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a, color); +#endif + /* Compute final visibility to match old method result. */ + /* TODO we could just find a better fit function inside the shader instead of this. */ + visibility = visibility * (1.0f - calpha); + calpha += dalpha; + } + + uiWidgetBaseParameters widget_params; + widget_params.recti.xmin = rct->xmin; + widget_params.recti.ymin = rct->ymin; + widget_params.recti.xmax = rct->xmax; + widget_params.recti.ymax = rct->ymax - 10.0f; + widget_params.rect.xmin = rct->xmin - a; + widget_params.rect.ymin = rct->ymin - a; + widget_params.rect.xmax = rct->xmax + a; + widget_params.rect.ymax = rct->ymax - 10.0f + a; + widget_params.radi = rad; + widget_params.rad = rad + a; + widget_params.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f; + widget_params.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f; + widget_params.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f; + widget_params.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f; + widget_params.alpha_discard = 1.0f; + + GPUBatch *batch = ui_batch_roundbox_shadow_get(); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_SHADOW); + GPU_batch_uniform_4fv_array(batch, "parameters", 4, (const float(*)[4]) & widget_params); + GPU_batch_uniform_1f(batch, "alpha", 1.0f - visibility); + GPU_batch_draw(batch); + + /* outline emphasis */ + const float color[4] = {0.0f, 0.0f, 0.0f, 0.4f}; + UI_draw_roundbox_4fv( + &(const rctf){ + rct->xmin - 0.5f, + rct->xmax + 0.5f, + rct->ymin - 0.5f, + rct->ymax + 0.5f, + }, + false, + radius + 0.5f, + color); + + GPU_blend(GPU_BLEND_NONE); +} -- cgit v1.2.3