/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include "DNA_color_types.h" #include "DNA_object_types.h" #include "DNA_screen_types.h" #include "BLI_math.h" #include "BKE_colortools.h" #include "BKE_texture.h" #include "BKE_utildefines.h" #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "UI_interface.h" #include "interface_intern.h" #define UI_RB_ALPHA 16 #define UI_DISABLED_ALPHA_OFFS -160 static int roundboxtype= 15; void uiSetRoundBox(int type) { /* Not sure the roundbox function is the best place to change this * if this is undone, its not that big a deal, only makes curves edges * square for the */ roundboxtype= type; /* flags to set which corners will become rounded: 1------2 | | 8------4 */ } int uiGetRoundBox(void) { return roundboxtype; } void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad) { float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293}, {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}}; int a; /* mult */ for(a=0; a<7; a++) { vec[a][0]*= rad; vec[a][1]*= rad; } glBegin(mode); /* start with corner right-bottom */ if(roundboxtype & 4) { glVertex2f(maxx-rad, miny); for(a=0; a<7; a++) { glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]); } glVertex2f(maxx, miny+rad); } else glVertex2f(maxx, miny); /* corner right-top */ if(roundboxtype & 2) { glVertex2f(maxx, maxy-rad); for(a=0; a<7; a++) { glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]); } glVertex2f(maxx-rad, maxy); } else glVertex2f(maxx, maxy); /* corner left-top */ if(roundboxtype & 1) { glVertex2f(minx+rad, maxy); for(a=0; a<7; a++) { glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]); } glVertex2f(minx, maxy-rad); } else glVertex2f(minx, maxy); /* corner left-bottom */ if(roundboxtype & 8) { glVertex2f(minx, miny+rad); for(a=0; a<7; a++) { glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]); } glVertex2f(minx+rad, miny); } else glVertex2f(minx, miny); glEnd(); } static void round_box_shade_col(float *col1, float *col2, float fac) { float col[3]; col[0]= (fac*col1[0] + (1.0-fac)*col2[0]); col[1]= (fac*col1[1] + (1.0-fac)*col2[1]); col[2]= (fac*col1[2] + (1.0-fac)*col2[2]); glColor3fv(col); } /* linear horizontal shade within button or in outline */ /* view2d scrollers use it */ void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown) { float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293}, {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}}; float div= maxy-miny; float coltop[3], coldown[3], color[4]; int a; /* mult */ for(a=0; a<7; a++) { vec[a][0]*= rad; vec[a][1]*= rad; } /* get current color, needs to be outside of glBegin/End */ glGetFloatv(GL_CURRENT_COLOR, color); /* 'shade' defines strength of shading */ coltop[0]= color[0]+shadetop; if(coltop[0]>1.0) coltop[0]= 1.0; coltop[1]= color[1]+shadetop; if(coltop[1]>1.0) coltop[1]= 1.0; coltop[2]= color[2]+shadetop; if(coltop[2]>1.0) coltop[2]= 1.0; coldown[0]= color[0]+shadedown; if(coldown[0]<0.0) coldown[0]= 0.0; coldown[1]= color[1]+shadedown; if(coldown[1]<0.0) coldown[1]= 0.0; coldown[2]= color[2]+shadedown; if(coldown[2]<0.0) coldown[2]= 0.0; glShadeModel(GL_SMOOTH); glBegin(mode); /* start with corner right-bottom */ if(roundboxtype & 4) { round_box_shade_col(coltop, coldown, 0.0); glVertex2f(maxx-rad, miny); for(a=0; a<7; a++) { round_box_shade_col(coltop, coldown, vec[a][1]/div); glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]); } round_box_shade_col(coltop, coldown, rad/div); glVertex2f(maxx, miny+rad); } else { round_box_shade_col(coltop, coldown, 0.0); glVertex2f(maxx, miny); } /* corner right-top */ if(roundboxtype & 2) { round_box_shade_col(coltop, coldown, (div-rad)/div); glVertex2f(maxx, maxy-rad); for(a=0; a<7; a++) { round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])/div); glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]); } round_box_shade_col(coltop, coldown, 1.0); glVertex2f(maxx-rad, maxy); } else { round_box_shade_col(coltop, coldown, 1.0); glVertex2f(maxx, maxy); } /* corner left-top */ if(roundboxtype & 1) { round_box_shade_col(coltop, coldown, 1.0); glVertex2f(minx+rad, maxy); for(a=0; a<7; a++) { round_box_shade_col(coltop, coldown, (div-vec[a][1])/div); glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]); } round_box_shade_col(coltop, coldown, (div-rad)/div); glVertex2f(minx, maxy-rad); } else { round_box_shade_col(coltop, coldown, 1.0); glVertex2f(minx, maxy); } /* corner left-bottom */ if(roundboxtype & 8) { round_box_shade_col(coltop, coldown, rad/div); glVertex2f(minx, miny+rad); for(a=0; a<7; a++) { round_box_shade_col(coltop, coldown, (rad-vec[a][1])/div); glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]); } round_box_shade_col(coltop, coldown, 0.0); glVertex2f(minx+rad, miny); } else { round_box_shade_col(coltop, coldown, 0.0); glVertex2f(minx, miny); } glEnd(); glShadeModel(GL_FLAT); } /* linear vertical shade within button or in outline */ /* view2d scrollers use it */ void gl_round_box_vertical_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeLeft, float shadeRight) { float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293}, {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}}; float div= maxx-minx; float colLeft[3], colRight[3], color[4]; int a; /* mult */ for(a=0; a<7; a++) { vec[a][0]*= rad; vec[a][1]*= rad; } /* get current color, needs to be outside of glBegin/End */ glGetFloatv(GL_CURRENT_COLOR, color); /* 'shade' defines strength of shading */ colLeft[0]= color[0]+shadeLeft; if(colLeft[0]>1.0) colLeft[0]= 1.0; colLeft[1]= color[1]+shadeLeft; if(colLeft[1]>1.0) colLeft[1]= 1.0; colLeft[2]= color[2]+shadeLeft; if(colLeft[2]>1.0) colLeft[2]= 1.0; colRight[0]= color[0]+shadeRight; if(colRight[0]<0.0) colRight[0]= 0.0; colRight[1]= color[1]+shadeRight; if(colRight[1]<0.0) colRight[1]= 0.0; colRight[2]= color[2]+shadeRight; if(colRight[2]<0.0) colRight[2]= 0.0; glShadeModel(GL_SMOOTH); glBegin(mode); /* start with corner right-bottom */ if(roundboxtype & 4) { round_box_shade_col(colLeft, colRight, 0.0); glVertex2f(maxx-rad, miny); for(a=0; a<7; a++) { round_box_shade_col(colLeft, colRight, vec[a][0]/div); glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]); } round_box_shade_col(colLeft, colRight, rad/div); glVertex2f(maxx, miny+rad); } else { round_box_shade_col(colLeft, colRight, 0.0); glVertex2f(maxx, miny); } /* corner right-top */ if(roundboxtype & 2) { round_box_shade_col(colLeft, colRight, 0.0); glVertex2f(maxx, maxy-rad); for(a=0; a<7; a++) { round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])/div); glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]); } round_box_shade_col(colLeft, colRight, (div-rad)/div); glVertex2f(maxx-rad, maxy); } else { round_box_shade_col(colLeft, colRight, 0.0); glVertex2f(maxx, maxy); } /* corner left-top */ if(roundboxtype & 1) { round_box_shade_col(colLeft, colRight, (div-rad)/div); glVertex2f(minx+rad, maxy); for(a=0; a<7; a++) { round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])/div); glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]); } round_box_shade_col(colLeft, colRight, 1.0); glVertex2f(minx, maxy-rad); } else { round_box_shade_col(colLeft, colRight, 1.0); glVertex2f(minx, maxy); } /* corner left-bottom */ if(roundboxtype & 8) { round_box_shade_col(colLeft, colRight, 1.0); glVertex2f(minx, miny+rad); for(a=0; a<7; a++) { round_box_shade_col(colLeft, colRight, (vec[a][0])/div); glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]); } round_box_shade_col(colLeft, colRight, 1.0); glVertex2f(minx+rad, miny); } else { round_box_shade_col(colLeft, colRight, 1.0); glVertex2f(minx, miny); } glEnd(); glShadeModel(GL_FLAT); } /* plain antialiased unfilled rectangle */ void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad) { float color[4]; if(roundboxtype & UI_RB_ALPHA) { glGetFloatv(GL_CURRENT_COLOR, color); color[3]= 0.5; glColor4fv(color); glEnable( GL_BLEND ); } /* set antialias line */ glEnable( GL_LINE_SMOOTH ); glEnable( GL_BLEND ); gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad); glDisable( GL_BLEND ); glDisable( GL_LINE_SMOOTH ); } /* plain fake antialiased unfilled round rectangle */ void uiRoundRectFakeAA(float minx, float miny, float maxx, float maxy, float rad, float asp) { float color[4], alpha; float raddiff; int i, passes=4; /* get the colour and divide up the alpha */ glGetFloatv(GL_CURRENT_COLOR, color); alpha = 1; //color[3]; color[3]= 0.5*alpha/(float)passes; glColor4fv(color); /* set the 'jitter amount' */ raddiff = (1/(float)passes) * asp; glEnable( GL_BLEND ); /* draw lots of lines on top of each other */ for (i=passes; i>=(-passes); i--) { gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad+(i*raddiff)); } glDisable( GL_BLEND ); color[3] = alpha; glColor4fv(color); } /* (old, used in outliner) plain antialiased filled box */ void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad) { float color[4]; if(roundboxtype & UI_RB_ALPHA) { glGetFloatv(GL_CURRENT_COLOR, color); color[3]= 0.5; glColor4fv(color); glEnable( GL_BLEND ); } /* solid part */ gl_round_box(GL_POLYGON, minx, miny, maxx, maxy, rad); /* set antialias line */ glEnable( GL_LINE_SMOOTH ); glEnable( GL_BLEND ); gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad); glDisable( GL_BLEND ); glDisable( GL_LINE_SMOOTH ); } /* ************** generic embossed rect, for window sliders etc ************* */ /* text_draw.c uses this */ void uiEmboss(float x1, float y1, float x2, float y2, int sel) { /* below */ if(sel) glColor3ub(200,200,200); else glColor3ub(50,50,50); fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); /* top */ if(sel) glColor3ub(50,50,50); else glColor3ub(200,200,200); fdrawline(x1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); } /* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */ void ui_draw_but_IMAGE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect) { extern char datatoc_splash_png[]; extern int datatoc_splash_png_size; ImBuf *ibuf; //GLint scissor[4]; //int w, h; /* hardcoded to splash, loading and freeing every draw, eek! */ ibuf= IMB_ibImageFromMemory((int *)datatoc_splash_png, datatoc_splash_png_size, IB_rect); if (!ibuf) return; /* scissor doesn't seem to be doing the right thing...? //glColor4f(1.0, 0.f, 0.f, 1.f); //fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax) w = (rect->xmax - rect->xmin); h = (rect->ymax - rect->ymin); // prevent drawing outside widget area glGetIntegerv(GL_SCISSOR_BOX, scissor); glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin + rect->ymin, w, h); */ glEnable(GL_BLEND); glColor4f(0.0, 0.0, 0.0, 0.0); glaDrawPixelsSafe((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); //glaDrawPixelsTex((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect); glDisable(GL_BLEND); /* // restore scissortest glScissor(scissor[0], scissor[1], scissor[2], scissor[3]); */ IMB_freeImBuf(ibuf); } #if 0 #ifdef INTERNATIONAL static void ui_draw_but_CHARTAB(uiBut *but) { /* XXX 2.50 bad global access */ /* Some local variables */ float sx, sy, ex, ey; float width, height; float butw, buth; int x, y, cs; wchar_t wstr[2]; unsigned char ustr[16]; PackedFile *pf; int result = 0; int charmax = G.charmax; /* font in use. There are TTF and non-TTF fonts */ if(!strcmp(G.selfont->name, "")) { if(G.ui_international == TRUE) { charmax = 0xff; } else { charmax = 0xff; } } /* Category list exited without selecting the area */ if(G.charmax == 0) charmax = G.charmax = 0xffff; /* Calculate the size of the button */ width = abs(rect->xmax - rect->xmin); height = abs(rect->ymax - rect->ymin); butw = floor(width / 12); buth = floor(height / 6); /* Initialize variables */ sx = rect->xmin; ex = rect->xmin + butw; sy = rect->ymin + height - buth; ey = rect->ymin + height; cs = G.charstart; /* Set the font, in case it is not font */ if(G.selfont && strcmp(G.selfont->name, "")) { char tmpStr[256]; // Is the font file packed, if so then use the packed file if(G.selfont->packedfile) { pf = G.selfont->packedfile; FTF_SetFont(pf->data, pf->size, 14.0); } else { int err; strcpy(tmpStr, G.selfont->name); BLI_path_abs(tmpStr, G.sce); err = FTF_SetFont((unsigned char *)tmpStr, 0, 14.0); } } else { if(G.ui_international == TRUE) { FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 14.0); } } /* Start drawing the button itself */ glShadeModel(GL_SMOOTH); glColor3ub(200, 200, 200); glRectf((rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax)); glColor3ub(0, 0, 0); for(y = 0; y < 6; y++) { // Do not draw more than the category allows if(cs > charmax) break; for(x = 0; x < 12; x++) { // Do not draw more than the category allows if(cs > charmax) break; // Draw one grid cell glBegin(GL_LINE_LOOP); glVertex2f(sx, sy); glVertex2f(ex, sy); glVertex2f(ex, ey); glVertex2f(sx, ey); glEnd(); // Draw character inside the cell memset(wstr, 0, sizeof(wchar_t)*2); memset(ustr, 0, 16); // Set the font to be either unicode or wstr[0] = cs; if(strcmp(G.selfont->name, "")) { wcs2utf8s((char *)ustr, (wchar_t *)wstr); } else { if(G.ui_international == TRUE) { wcs2utf8s((char *)ustr, (wchar_t *)wstr); } else { ustr[0] = cs; ustr[1] = 0; } } if((G.selfont && strcmp(G.selfont->name, "")) || (G.selfont && !strcmp(G.selfont->name, "") && G.ui_international == TRUE)) { float wid; float llx, lly, llz, urx, ury, urz; float dx, dy; float px, py; // Calculate the position wid = FTF_GetStringWidth((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8); FTF_GetBoundingBox((char *) ustr, &llx,&lly,&llz,&urx,&ury,&urz, FTF_USE_GETTEXT | FTF_INPUT_UTF8); dx = urx-llx; dy = ury-lly; // This isn't fully functional since the but->aspect isn't working like I suspected px = sx + ((butw/but->aspect)-dx)/2; py = sy + ((buth/but->aspect)-dy)/2; // Set the position and draw the character ui_rasterpos_safe(px, py, but->aspect); FTF_DrawString((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8); } else { ui_rasterpos_safe(sx + butw/2, sy + buth/2, but->aspect); UI_DrawString(but->font, (char *) ustr, 0); } // Calculate the next position and character sx += butw; ex +=butw; cs++; } /* Add the y position and reset x position */ sy -= buth; ey -= buth; sx = rect->xmin; ex = rect->xmin + butw; } glShadeModel(GL_FLAT); /* Return Font Settings to original */ if(U.fontsize && U.fontname[0]) { result = FTF_SetFont((unsigned char *)U.fontname, 0, U.fontsize); } else if (U.fontsize) { result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, U.fontsize); } if (result == 0) { result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 11); } /* resets the font size */ if(G.ui_international == TRUE) { // uiSetCurFont(but->block, UI_HELV); } } #endif // INTERNATIONAL #endif void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *recti) { Histogram *hist = (Histogram *)but->poin; int res = hist->x_resolution; rctf rect; int i; int rgb; float w, h; float scaler_x1, scaler_x2; float alpha; GLint scissor[4]; if (hist==NULL) { printf("hist is null \n"); return; } rect.xmin = (float)recti->xmin+1; rect.xmax = (float)recti->xmax-1; rect.ymin = (float)recti->ymin+SCOPE_RESIZE_PAD+2; rect.ymax = (float)recti->ymax-1; w = rect.xmax - rect.xmin; h = rect.ymax - rect.ymin; h *= hist->ymax; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.f, 0.f, 0.f, 0.3f); uiSetRoundBox(15); gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f); glColor4f(1.f, 1.f, 1.f, 0.08f); /* draw grid lines here */ for (i=1; i<4; i++) { fdrawline(rect.xmin, rect.ymin+(i/4.f)*h, rect.xmax, rect.ymin+(i/4.f)*h); fdrawline(rect.xmin+(i/4.f)*w, rect.ymin, rect.xmin+(i/4.f)*w, rect.ymax); } /* need scissor test, histogram can draw outside of boundary */ glGetIntegerv(GL_VIEWPORT, scissor); glScissor(ar->winrct.xmin + (rect.xmin-1), ar->winrct.ymin+(rect.ymin-1), (rect.xmax+1)-(rect.xmin-1), (rect.ymax+1)-(rect.ymin-1)); for (rgb=0; rgb<3; rgb++) { float *data = NULL; if (rgb==0) data = hist->data_r; else if (rgb==1) data = hist->data_g; else if (rgb==2) data = hist->data_b; glBlendFunc(GL_SRC_ALPHA, GL_ONE); alpha = 0.75; if (rgb==0) glColor4f(1.f, 0.f, 0.f, alpha); else if (rgb==1) glColor4f(0.f, 1.f, 0.f, alpha); else if (rgb==2) glColor4f(0.f, 0.f, 1.f, alpha); glShadeModel(GL_FLAT); glBegin(GL_QUAD_STRIP); glVertex2f(rect.xmin, rect.ymin); glVertex2f(rect.xmin, rect.ymin + (data[0]*h)); for (i=1; i < res; i++) { float x = rect.xmin + i * (w/(float)res); glVertex2f(x, rect.ymin + (data[i]*h)); glVertex2f(x, rect.ymin); } glEnd(); glColor4f(0.f, 0.f, 0.f, 0.25f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_LINE_SMOOTH); glBegin(GL_LINE_STRIP); for (i=0; i < res; i++) { float x = rect.xmin + i * (w/(float)res); glVertex2f(x, rect.ymin + (data[i]*h)); } glEnd(); glDisable(GL_LINE_SMOOTH); } /* restore scissortest */ glScissor(scissor[0], scissor[1], scissor[2], scissor[3]); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); /* height scaling widget */ scaler_x1 = rect.xmin + w/2 - SCOPE_RESIZE_PAD; scaler_x2 = rect.xmin + w/2 + SCOPE_RESIZE_PAD; glColor4f(0.f, 0.f, 0.f, 0.25f); fdrawline(scaler_x1, rect.ymin-4, scaler_x2, rect.ymin-4); fdrawline(scaler_x1, rect.ymin-7, scaler_x2, rect.ymin-7); glColor4f(1.f, 1.f, 1.f, 0.25f); fdrawline(scaler_x1, rect.ymin-5, scaler_x2, rect.ymin-5); fdrawline(scaler_x1, rect.ymin-8, scaler_x2, rect.ymin-8); glColor4f(0.f, 0.f, 0.f, 0.5f); uiSetRoundBox(15); gl_round_box(GL_LINE_LOOP, rect.xmin-1, rect.ymin, rect.xmax+1, rect.ymax+1, 3.0f); glDisable(GL_BLEND); } void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *wcol, rcti *rect) { ColorBand *coba; CBData *cbd; float x1, y1, sizex, sizey; float dx, v3[2], v1[2], v2[2], v1a[2], v2a[2]; int a; float pos, colf[4]= {0,0,0,0}; /* initialize incase the colorband isnt valid */ coba= (ColorBand *)(but->editcoba? but->editcoba: but->poin); if(coba==NULL) return; x1= rect->xmin; y1= rect->ymin; sizex= rect->xmax-x1; sizey= rect->ymax-y1; /* first background, to show tranparency */ dx= sizex/12.0; v1[0]= x1; for(a=0; a<12; a++) { if(a & 1) glColor3f(0.3, 0.3, 0.3); else glColor3f(0.8, 0.8, 0.8); glRectf(v1[0], y1, v1[0]+dx, y1+0.5*sizey); if(a & 1) glColor3f(0.8, 0.8, 0.8); else glColor3f(0.3, 0.3, 0.3); glRectf(v1[0], y1+0.5*sizey, v1[0]+dx, y1+sizey); v1[0]+= dx; } glShadeModel(GL_FLAT); glEnable(GL_BLEND); cbd= coba->data; v1[0]= v2[0]= x1; v1[1]= y1; v2[1]= y1+sizey; glBegin(GL_QUAD_STRIP); glColor4fv( &cbd->r ); glVertex2fv(v1); glVertex2fv(v2); for( a = 1; a < sizex; a++ ) { pos = ((float)a) / (sizex-1); do_colorband( coba, pos, colf ); if (but->block->color_profile != BLI_PR_NONE) linearrgb_to_srgb_v3_v3(colf, colf); v1[0]=v2[0]= x1 + a; glColor4fv( colf ); glVertex2fv(v1); glVertex2fv(v2); } glEnd(); glShadeModel(GL_FLAT); glDisable(GL_BLEND); /* outline */ v1[0]= x1; v1[1]= y1; cpack(0x0); glBegin(GL_LINE_LOOP); glVertex2fv(v1); v1[0]+= sizex; glVertex2fv(v1); v1[1]+= sizey; glVertex2fv(v1); v1[0]-= sizex; glVertex2fv(v1); glEnd(); /* help lines */ v1[0]= v2[0]=v3[0]= x1; v1[1]= y1; v1a[1]= y1+0.25*sizey; v2[1]= y1+0.5*sizey; v2a[1]= y1+0.75*sizey; v3[1]= y1+sizey; cbd= coba->data; glBegin(GL_LINES); for(a=0; atot; a++, cbd++) { v1[0]=v2[0]=v3[0]=v1a[0]=v2a[0]= x1+ cbd->pos*sizex; if(a==coba->cur) { glColor3ub(0, 0, 0); glVertex2fv(v1); glVertex2fv(v3); glEnd(); setlinestyle(2); glBegin(GL_LINES); glColor3ub(255, 255, 255); glVertex2fv(v1); glVertex2fv(v3); glEnd(); setlinestyle(0); glBegin(GL_LINES); /* glColor3ub(0, 0, 0); glVertex2fv(v1); glVertex2fv(v1a); glColor3ub(255, 255, 255); glVertex2fv(v1a); glVertex2fv(v2); glColor3ub(0, 0, 0); glVertex2fv(v2); glVertex2fv(v2a); glColor3ub(255, 255, 255); glVertex2fv(v2a); glVertex2fv(v3); */ } else { glColor3ub(0, 0, 0); glVertex2fv(v1); glVertex2fv(v2); glColor3ub(255, 255, 255); glVertex2fv(v2); glVertex2fv(v3); } } glEnd(); } void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, rcti *rect) { static GLuint displist=0; int a, old[8]; GLfloat diff[4], diffn[4]={1.0f, 1.0f, 1.0f, 1.0f}; float vec0[4]={0.0f, 0.0f, 0.0f, 0.0f}; float dir[4], size; /* store stuff */ glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff); /* backdrop */ glColor3ubv((unsigned char*)wcol->inner); uiSetRoundBox(15); gl_round_box(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f); /* sphere color */ glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); /* disable blender light */ for(a=0; a<8; a++) { old[a]= glIsEnabled(GL_LIGHT0+a); glDisable(GL_LIGHT0+a); } /* own light */ glEnable(GL_LIGHT7); glEnable(GL_LIGHTING); ui_get_but_vectorf(but, dir); dir[3]= 0.0f; /* glLight needs 4 args, 0.0 is sun */ glLightfv(GL_LIGHT7, GL_POSITION, dir); glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn); glLightfv(GL_LIGHT7, GL_SPECULAR, vec0); glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f); glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f); /* transform to button */ glPushMatrix(); glTranslatef(rect->xmin + 0.5f*(rect->xmax-rect->xmin), rect->ymin+ 0.5f*(rect->ymax-rect->ymin), 0.0f); if( rect->xmax-rect->xmin < rect->ymax-rect->ymin) size= (rect->xmax-rect->xmin)/200.f; else size= (rect->ymax-rect->ymin)/200.f; glScalef(size, size, size); if(displist==0) { GLUquadricObj *qobj; displist= glGenLists(1); glNewList(displist, GL_COMPILE_AND_EXECUTE); qobj= gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_FILL); glShadeModel(GL_SMOOTH); gluSphere( qobj, 100.0, 32, 24); glShadeModel(GL_FLAT); gluDeleteQuadric(qobj); glEndList(); } else glCallList(displist); /* restore */ glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glMaterialfv(GL_FRONT, GL_DIFFUSE, diff); glDisable(GL_LIGHT7); /* AA circle */ glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH ); glColor3ubv((unsigned char*)wcol->inner); glutil_draw_lined_arc(0.0f, M_PI*2.0, 100.0f, 32); glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH ); /* matrix after circle */ glPopMatrix(); /* enable blender light */ for(a=0; a<8; a++) { if(old[a]) glEnable(GL_LIGHT0+a); } } static void ui_draw_but_curve_grid(rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step) { float dx, dy, fx, fy; glBegin(GL_LINES); dx= step*zoomx; fx= rect->xmin + zoomx*(-offsx); if(fx > rect->xmin) fx -= dx*( floor(fx-rect->xmin)); while(fx < rect->xmax) { glVertex2f(fx, rect->ymin); glVertex2f(fx, rect->ymax); fx+= dx; } dy= step*zoomy; fy= rect->ymin + zoomy*(-offsy); if(fy > rect->ymin) fy -= dy*( floor(fy-rect->ymin)); while(fy < rect->ymax) { glVertex2f(rect->xmin, fy); glVertex2f(rect->xmax, fy); fy+= dy; } glEnd(); } static void glColor3ubvShade(char *col, int shade) { glColor3ub(col[0]-shade>0?col[0]-shade:0, col[1]-shade>0?col[1]-shade:0, col[2]-shade>0?col[2]-shade:0); } void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect) { CurveMapping *cumap; CurveMap *cuma; CurveMapPoint *cmp; float fx, fy, fac[2], zoomx, zoomy, offsx, offsy; GLint scissor[4]; int a; cumap= (CurveMapping *)(but->editcumap? but->editcumap: but->poin); cuma= cumap->cm+cumap->cur; /* need scissor test, curve can draw outside of boundary */ glGetIntegerv(GL_VIEWPORT, scissor); glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin+rect->ymin, rect->xmax-rect->xmin, rect->ymax-rect->ymin); /* calculate offset and zoom */ zoomx= (rect->xmax-rect->xmin-2.0*but->aspect)/(cumap->curr.xmax - cumap->curr.xmin); zoomy= (rect->ymax-rect->ymin-2.0*but->aspect)/(cumap->curr.ymax - cumap->curr.ymin); offsx= cumap->curr.xmin-but->aspect/zoomx; offsy= cumap->curr.ymin-but->aspect/zoomy; /* backdrop */ if(cumap->flag & CUMA_DO_CLIP) { glColor3ubvShade(wcol->inner, -20); glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax); glColor3ubv((unsigned char*)wcol->inner); glRectf(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 { glColor3ubv((unsigned char*)wcol->inner); glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax); } /* grid, every .25 step */ glColor3ubvShade(wcol->inner, -16); ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.25f); /* grid, every 1.0 step */ glColor3ubvShade(wcol->inner, -24); ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 1.0f); /* axes */ glColor3ubvShade(wcol->inner, -50); glBegin(GL_LINES); glVertex2f(rect->xmin, rect->ymin + zoomy*(-offsy)); glVertex2f(rect->xmax, rect->ymin + zoomy*(-offsy)); glVertex2f(rect->xmin + zoomx*(-offsx), rect->ymin); glVertex2f(rect->xmin + zoomx*(-offsx), rect->ymax); glEnd(); /* magic trigger for curve backgrounds */ if (but->a1 != -1) { if (but->a1 == UI_GRAD_H) { rcti grid; float col[3]; grid.xmin = rect->xmin + zoomx*(-offsx); grid.xmax = rect->xmax + zoomx*(-offsx); grid.ymin = rect->ymin + zoomy*(-offsy); grid.ymax = rect->ymax + zoomy*(-offsy); glEnable(GL_BLEND); ui_draw_gradient(&grid, col, UI_GRAD_H, 0.5f); glDisable(GL_BLEND); } } /* cfra option */ /* XXX 2.48 if(cumap->flag & CUMA_DRAW_CFRA) { glColor3ub(0x60, 0xc0, 0x40); glBegin(GL_LINES); glVertex2f(rect->xmin + zoomx*(cumap->sample[0]-offsx), rect->ymin); glVertex2f(rect->xmin + zoomx*(cumap->sample[0]-offsx), rect->ymax); glEnd(); }*/ /* sample option */ /* XXX 2.48 * if(cumap->flag & CUMA_DRAW_SAMPLE) { if(cumap->cur==3) { float lum= cumap->sample[0]*0.35f + cumap->sample[1]*0.45f + cumap->sample[2]*0.2f; glColor3ub(240, 240, 240); glBegin(GL_LINES); glVertex2f(rect->xmin + zoomx*(lum-offsx), rect->ymin); glVertex2f(rect->xmin + zoomx*(lum-offsx), rect->ymax); glEnd(); } else { if(cumap->cur==0) glColor3ub(240, 100, 100); else if(cumap->cur==1) glColor3ub(100, 240, 100); else glColor3ub(100, 100, 240); glBegin(GL_LINES); glVertex2f(rect->xmin + zoomx*(cumap->sample[cumap->cur]-offsx), rect->ymin); glVertex2f(rect->xmin + zoomx*(cumap->sample[cumap->cur]-offsx), rect->ymax); glEnd(); } }*/ /* the curve */ glColor3ubv((unsigned char*)wcol->item); glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glBegin(GL_LINE_STRIP); if(cuma->table==NULL) curvemapping_changed(cumap, 0); /* 0 = no remove doubles */ cmp= cuma->table; /* first point */ if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0) glVertex2f(rect->xmin, rect->ymin + zoomy*(cmp[0].y-offsy)); else { fx= rect->xmin + zoomx*(cmp[0].x-offsx + cuma->ext_in[0]); fy= rect->ymin + zoomy*(cmp[0].y-offsy + cuma->ext_in[1]); glVertex2f(fx, fy); } for(a=0; a<=CM_TABLE; a++) { fx= rect->xmin + zoomx*(cmp[a].x-offsx); fy= rect->ymin + zoomy*(cmp[a].y-offsy); glVertex2f(fx, fy); } /* last point */ if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0) glVertex2f(rect->xmax, rect->ymin + zoomy*(cmp[CM_TABLE].y-offsy)); else { fx= rect->xmin + zoomx*(cmp[CM_TABLE].x-offsx - cuma->ext_out[0]); fy= rect->ymin + zoomy*(cmp[CM_TABLE].y-offsy - cuma->ext_out[1]); glVertex2f(fx, fy); } glEnd(); glDisable(GL_LINE_SMOOTH); glDisable(GL_BLEND); /* the points, use aspect to make them visible on edges */ cmp= cuma->curve; glPointSize(3.0f); bglBegin(GL_POINTS); for(a=0; atotpoint; a++) { if(cmp[a].flag & SELECT) UI_ThemeColor(TH_TEXT_HI); else UI_ThemeColor(TH_TEXT); fac[0]= rect->xmin + zoomx*(cmp[a].x-offsx); fac[1]= rect->ymin + zoomy*(cmp[a].y-offsy); bglVertex2fv(fac); } bglEnd(); glPointSize(1.0f); /* restore scissortest */ glScissor(scissor[0], scissor[1], scissor[2], scissor[3]); /* outline */ glColor3ubv((unsigned char*)wcol->outline); fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax); } /* ****************************************************** */ static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha) { glEnable(GL_BLEND); glShadeModel(GL_SMOOTH); /* right quad */ glBegin(GL_POLYGON); glColor4ub(0, 0, 0, alpha); glVertex2f(maxx, miny); glVertex2f(maxx, maxy-0.3*shadsize); glColor4ub(0, 0, 0, 0); glVertex2f(maxx+shadsize, maxy-0.75*shadsize); glVertex2f(maxx+shadsize, miny); glEnd(); /* corner shape */ glBegin(GL_POLYGON); glColor4ub(0, 0, 0, alpha); glVertex2f(maxx, miny); glColor4ub(0, 0, 0, 0); glVertex2f(maxx+shadsize, miny); glVertex2f(maxx+0.7*shadsize, miny-0.7*shadsize); glVertex2f(maxx, miny-shadsize); glEnd(); /* bottom quad */ glBegin(GL_POLYGON); glColor4ub(0, 0, 0, alpha); glVertex2f(minx+0.3*shadsize, miny); glVertex2f(maxx, miny); glColor4ub(0, 0, 0, 0); glVertex2f(maxx, miny-shadsize); glVertex2f(minx+0.5*shadsize, miny-shadsize); glEnd(); glDisable(GL_BLEND); glShadeModel(GL_FLAT); } void uiDrawBoxShadow(unsigned char alpha, float minx, float miny, float maxx, float maxy) { /* accumulated outline boxes to make shade not linear, is more pleasant */ ui_shadowbox(minx, miny, maxx, maxy, 11.0, (20*alpha)>>8); ui_shadowbox(minx, miny, maxx, maxy, 7.0, (40*alpha)>>8); ui_shadowbox(minx, miny, maxx, maxy, 5.0, (80*alpha)>>8); } void ui_dropshadow(rctf *rct, float radius, float aspect, int select) { float rad; float a; char alpha= 2; glEnable(GL_BLEND); if(radius > (rct->ymax-rct->ymin-10.0f)/2.0f) rad= (rct->ymax-rct->ymin-10.0f)/2.0f; else rad= radius; if(select) a= 12.0f*aspect; else a= 12.0f*aspect; for(; a>0.0f; a-=aspect) { /* alpha ranges from 2 to 20 or so */ glColor4ub(0, 0, 0, alpha); alpha+= 2; gl_round_box(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax-10.0f + a, rad+a); } /* outline emphasis */ glEnable( GL_LINE_SMOOTH ); glColor4ub(0, 0, 0, 100); gl_round_box(GL_LINE_LOOP, rct->xmin-0.5f, rct->ymin-0.5f, rct->xmax+0.5f, rct->ymax+0.5f, radius); glDisable( GL_LINE_SMOOTH ); glDisable(GL_BLEND); }