/* * $Id$ * * ***** 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 ***** */ /** \file blender/editors/interface/interface_draw.c * \ingroup edinterface */ #include #include #include "DNA_color_types.h" #include "DNA_object_types.h" #include "DNA_screen_types.h" #include "BLI_math.h" #include "BLI_rect.h" #include "BLI_utildefines.h" #include "BKE_colortools.h" #include "BKE_texture.h" #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "BLF_api.h" #include "UI_interface.h" /* own include */ #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 uiDrawBox(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(const float col1[3], float const col2[3], const float fac) { float col[3]; col[0]= (fac*col1[0] + (1.0f-fac)*col2[0]); col[1]= (fac*col1[1] + (1.0f-fac)*col2[1]); col[2]= (fac*col1[2] + (1.0f-fac)*col2[2]); glColor3fv(col); } /* linear horizontal shade within button or in outline */ /* view2d scrollers use it */ void uiDrawBoxShade(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}}; const float div= maxy - miny; const float idiv= 1.0f / div; 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]>1.0f) coltop[0]= 1.0f; coltop[1]= color[1]+shadetop; if(coltop[1]>1.0f) coltop[1]= 1.0f; coltop[2]= color[2]+shadetop; if(coltop[2]>1.0f) coltop[2]= 1.0f; coldown[0]= color[0]+shadedown; if(coldown[0]<0.0f) coldown[0]= 0.0f; coldown[1]= color[1]+shadedown; if(coldown[1]<0.0f) coldown[1]= 0.0f; coldown[2]= color[2]+shadedown; if(coldown[2]<0.0f) coldown[2]= 0.0f; 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]*idiv); glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]); } round_box_shade_col(coltop, coldown, rad*idiv); 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)*idiv); glVertex2f(maxx, maxy-rad); for(a=0; a<7; a++) { round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])*idiv); 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])*idiv); glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]); } round_box_shade_col(coltop, coldown, (div-rad)*idiv); 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*idiv); glVertex2f(minx, miny+rad); for(a=0; a<7; a++) { round_box_shade_col(coltop, coldown, (rad-vec[a][1])*idiv); 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 uiDrawBoxVerticalShade(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}}; const float div= maxx - minx; const float idiv= 1.0f / div; 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]>1.0f) colLeft[0]= 1.0f; colLeft[1]= color[1]+shadeLeft; if(colLeft[1]>1.0f) colLeft[1]= 1.0f; colLeft[2]= color[2]+shadeLeft; if(colLeft[2]>1.0f) colLeft[2]= 1.0f; colRight[0]= color[0]+shadeRight; if(colRight[0]<0.0f) colRight[0]= 0.0f; colRight[1]= color[1]+shadeRight; if(colRight[1]<0.0f) colRight[1]= 0.0f; colRight[2]= color[2]+shadeRight; if(colRight[2]<0.0f) colRight[2]= 0.0f; 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]*idiv); glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]); } round_box_shade_col(colLeft, colRight, rad*idiv); 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])*idiv); glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]); } round_box_shade_col(colLeft, colRight, (div-rad)*idiv); 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)*idiv); glVertex2f(minx+rad, maxy); for(a=0; a<7; a++) { round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])*idiv); 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])*idiv); 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 ); uiDrawBox(GL_LINE_LOOP, minx, miny, maxx, maxy, rad); glDisable( GL_BLEND ); glDisable( GL_LINE_SMOOTH ); } /* plain fake antialiased unfilled round rectangle */ #if 0 /* UNUSED 2.5 */ static 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 color 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--) { uiDrawBox(GL_LINE_LOOP, minx, miny, maxx, maxy, rad+(i*raddiff)); } glDisable( GL_BLEND ); color[3] = alpha; glColor4fv(color); } #endif /* (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 */ uiDrawBox(GL_POLYGON, minx, miny, maxx, maxy, rad); /* set antialias line */ glEnable( GL_LINE_SMOOTH ); glEnable( GL_BLEND ); uiDrawBox(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 *UNUSED(ar), uiBut *UNUSED(but), uiWidgetColors *UNUSED(wcol), rcti *rect) { #ifdef WITH_HEADLESS (void)rect; #else 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((unsigned char*)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); #endif } #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; /* FO_BUILTIN_NAME font in use. There are TTF FO_BUILTIN_NAME and non-TTF FO_BUILTIN_NAME fonts */ if(!strcmp(G.selfont->name, FO_BUILTIN_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 FO_BUILTIN_NAME font */ if(G.selfont && strcmp(G.selfont->name, FO_BUILTIN_NAME)) { // 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 { char tmpStr[256]; int err; BLI_strncpy(tmpStr, G.selfont->name, sizeof(tmpStr)); BLI_path_abs(tmpStr, G.main->name); 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 FO_BUILTIN_NAME wstr[0] = cs; if(strcmp(G.selfont->name, FO_BUILTIN_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, FO_BUILTIN_NAME)) || (G.selfont && !strcmp(G.selfont->name, FO_BUILTIN_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 static void draw_scope_end(rctf *rect, GLint *scissor) { float scaler_x1, scaler_x2; /* restore scissortest */ glScissor(scissor[0], scissor[1], scissor[2], scissor[3]); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); /* scale widget */ scaler_x1 = rect->xmin + (rect->xmax - rect->xmin)/2 - SCOPE_RESIZE_PAD; scaler_x2 = rect->xmin + (rect->xmax - rect->xmin)/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); /* outline */ glColor4f(0.f, 0.f, 0.f, 0.5f); uiSetRoundBox(15); uiDrawBox(GL_LINE_LOOP, rect->xmin-1, rect->ymin, rect->xmax+1, rect->ymax+1, 3.0f); } static void histogram_draw_one(float r, float g, float b, float alpha, float x, float y, float w, float h, float *data, int res) { int i; /* under the curve */ glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor4f(r, g, b, alpha); glShadeModel(GL_FLAT); glBegin(GL_QUAD_STRIP); glVertex2f(x, y); glVertex2f(x, y + (data[0]*h)); for (i=1; i < res; i++) { float x2 = x + i * (w/(float)res); glVertex2f(x2, y + (data[i]*h)); glVertex2f(x2, y); } glEnd(); /* curve outline */ 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 x2 = x + i * (w/(float)res); glVertex2f(x2, y + (data[i]*h)); } glEnd(); glDisable(GL_LINE_SMOOTH); } void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti) { Histogram *hist = (Histogram *)but->poin; int res = hist->x_resolution; rctf rect; int i; float w, h; //float alpha; GLint scissor[4]; 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) * 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); uiDrawBox(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)); 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); else { if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_R) histogram_draw_one(1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res); if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_G) histogram_draw_one(0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res); if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_B) histogram_draw_one(0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res); } /* outline, scale gripper */ draw_scope_end(&rect, scissor); } void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti) { Scopes *scopes = (Scopes *)but->poin; rctf rect; int i, c; float w, w3, h, alpha, yofs; GLint scissor[4]; float colors[3][3]= MAT3_UNITY; float colorsycc[3][3] = {{1,0,1},{1,1,0},{0,1,1}}; float colors_alpha[3][3], colorsycc_alpha[3][3]; /* colors pre multiplied by alpha for speed up */ float min, max; if (scopes==NULL) 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; if (scopes->wavefrm_yfac < 0.5f ) scopes->wavefrm_yfac =0.98f; w = rect.xmax - rect.xmin-7; h = (rect.ymax - rect.ymin)*scopes->wavefrm_yfac; yofs= rect.ymin + (rect.ymax - rect.ymin -h)/2.0f; w3=w/3.0f; /* log scale for alpha */ alpha = scopes->wavefrm_alpha*scopes->wavefrm_alpha; for(c=0; c<3; c++) { for(i=0; i<3; i++) { colors_alpha[c][i] = colors[c][i] * alpha; colorsycc_alpha[c][i] = colorsycc[c][i] * alpha; } } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.f, 0.f, 0.f, 0.3f); uiSetRoundBox(15); uiDrawBox(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f); /* need scissor test, waveform 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)); glColor4f(1.f, 1.f, 1.f, 0.08f); /* draw grid lines here */ for (i=0; i<6; i++) { char str[4]; sprintf(str,"%-3d",i*20); str[3]='\0'; fdrawline(rect.xmin+22, yofs+(i/5.f)*h, rect.xmax+1, yofs+(i/5.f)*h); BLF_draw_default(rect.xmin+1, yofs-5+(i/5.f)*h, 0, str, sizeof(str)-1); /* in the loop because blf_draw reset it */ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); } /* 3 vertical separation */ if (scopes->wavefrm_mode!= SCOPES_WAVEFRM_LUMA) { for (i=1; i<3; i++) { fdrawline(rect.xmin+i*w3, rect.ymin, rect.xmin+i*w3, rect.ymax); } } /* separate min max zone on the right */ fdrawline(rect.xmin+w, rect.ymin, rect.xmin+w, rect.ymax); /* 16-235-240 level in case of ITU-R BT601/709 */ glColor4f(1.f, 0.4f, 0.f, 0.2f); if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)){ fdrawline(rect.xmin+22, yofs+h*16.0f/255.0f, rect.xmax+1, yofs+h*16.0f/255.0f); fdrawline(rect.xmin+22, yofs+h*235.0f/255.0f, rect.xmin+w3, yofs+h*235.0f/255.0f); fdrawline(rect.xmin+3*w3, yofs+h*235.0f/255.0f, rect.xmax+1, yofs+h*235.0f/255.0f); fdrawline(rect.xmin+w3, yofs+h*240.0f/255.0f, rect.xmax+1, yofs+h*240.0f/255.0f); } /* 7.5 IRE black point level for NTSC */ if (scopes->wavefrm_mode== SCOPES_WAVEFRM_LUMA) fdrawline(rect.xmin, yofs+h*0.075f, rect.xmax+1, yofs+h*0.075f); if (scopes->ok && scopes->waveform_1 != NULL) { /* LUMA (1 channel) */ glBlendFunc(GL_ONE,GL_ONE); glColor3f(alpha, alpha, alpha); if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA){ glBlendFunc(GL_ONE,GL_ONE); glPushMatrix(); glEnableClientState(GL_VERTEX_ARRAY); glTranslatef(rect.xmin, yofs, 0.f); glScalef(w, h, 0.f); glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1); glDrawArrays(GL_POINTS, 0, scopes->waveform_tot); glDisableClientState(GL_VERTEX_ARRAY); glPopMatrix(); /* min max */ glColor3f(.5f, .5f, .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); fdrawline(rect.xmax-3,min,rect.xmax-3,max); } /* RGB / YCC (3 channels) */ else if (ELEM4(scopes->wavefrm_mode, SCOPES_WAVEFRM_RGB, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709, SCOPES_WAVEFRM_YCC_JPEG)) { int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB); glBlendFunc(GL_ONE,GL_ONE); glPushMatrix(); glEnableClientState(GL_VERTEX_ARRAY); glTranslatef(rect.xmin, yofs, 0.f); glScalef(w3, h, 0.f); glColor3fv((rgb)?colors_alpha[0]:colorsycc_alpha[0]); glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1); glDrawArrays(GL_POINTS, 0, scopes->waveform_tot); glTranslatef(1.f, 0.f, 0.f); glColor3fv((rgb)?colors_alpha[1]:colorsycc_alpha[1]); glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_2); glDrawArrays(GL_POINTS, 0, scopes->waveform_tot); glTranslatef(1.f, 0.f, 0.f); glColor3fv((rgb)?colors_alpha[2]:colorsycc_alpha[2]); glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_3); glDrawArrays(GL_POINTS, 0, scopes->waveform_tot); glDisableClientState(GL_VERTEX_ARRAY); glPopMatrix(); /* min max */ for (c=0; c<3; c++) { if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB) glColor3f(colors[c][0]*0.75f, colors[c][1]*0.75f, colors[c][2]*0.75f); else glColor3f(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); fdrawline(rect.xmin+w+2+c*2,min,rect.xmin+w+2+c*2,max); } } } /* outline, scale gripper */ draw_scope_end(&rect, scissor); } 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(float centerx, float centery, float diam, float r, float g, float b) { float y,u,v; float tangle=0.f, tampli; float dangle, dampli, dangle2, dampli2; rgb_to_yuv(r,g,b, &y, &u, &v); 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= (float)M_PI/2.0f; else if (u==0 && v < 0.0f) tangle=-(float)M_PI/2.0f; tampli= sqrtf(u*u+v*v); /* small target vary by 2.5 degree and 2.5 IRE unit */ glColor4f(1.0f, 1.0f, 1.0, 0.12f); dangle= 2.5f*(float)M_PI/180.0f; dampli= 2.5f/200.0f; glBegin(GL_LINE_STRIP); glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle), polar_to_y(centery,diam,tampli+dampli,tangle+dangle)); glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle+dangle), polar_to_y(centery,diam,tampli-dampli,tangle+dangle)); glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle-dangle), polar_to_y(centery,diam,tampli-dampli,tangle-dangle)); glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle-dangle), polar_to_y(centery,diam,tampli+dampli,tangle-dangle)); glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle), polar_to_y(centery,diam,tampli+dampli,tangle+dangle)); glEnd(); /* big target vary by 10 degree and 20% amplitude */ glColor4f(1.0f, 1.0f, 1.0, 0.12f); dangle= 10.0f*(float)M_PI/180.0f; dampli= 0.2f*tampli; dangle2= 5.0f*(float)M_PI/180.0f; dampli2= 0.5f*dampli; glBegin(GL_LINE_STRIP); glVertex2f(polar_to_x(centerx,diam,tampli+dampli-dampli2,tangle+dangle), polar_to_y(centery,diam,tampli+dampli-dampli2,tangle+dangle)); glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle), polar_to_y(centery,diam,tampli+dampli,tangle+dangle)); glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle+dangle-dangle2), polar_to_y(centery,diam,tampli+dampli,tangle+dangle-dangle2)); glEnd(); glBegin(GL_LINE_STRIP); glVertex2f(polar_to_x(centerx,diam,tampli-dampli+dampli2,tangle+dangle), polar_to_y(centery ,diam,tampli-dampli+dampli2,tangle+dangle)); glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle+dangle), polar_to_y(centery,diam,tampli-dampli,tangle+dangle)); glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle+dangle-dangle2), polar_to_y(centery,diam,tampli-dampli,tangle+dangle-dangle2)); glEnd(); glBegin(GL_LINE_STRIP); glVertex2f(polar_to_x(centerx,diam,tampli-dampli+dampli2,tangle-dangle), polar_to_y(centery,diam,tampli-dampli+dampli2,tangle-dangle)); glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle-dangle), polar_to_y(centery,diam,tampli-dampli,tangle-dangle)); glVertex2f(polar_to_x(centerx,diam,tampli-dampli,tangle-dangle+dangle2), polar_to_y(centery,diam,tampli-dampli,tangle-dangle+dangle2)); glEnd(); glBegin(GL_LINE_STRIP); glVertex2f(polar_to_x(centerx,diam,tampli+dampli-dampli2,tangle-dangle), polar_to_y(centery,diam,tampli+dampli-dampli2,tangle-dangle)); glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle-dangle), polar_to_y(centery,diam,tampli+dampli,tangle-dangle)); glVertex2f(polar_to_x(centerx,diam,tampli+dampli,tangle-dangle+dangle2), polar_to_y(centery,diam,tampli+dampli,tangle-dangle+dangle2)); glEnd(); } void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti) { Scopes *scopes = (Scopes *)but->poin; rctf rect; int i, j; int skina= 123; /* angle in degree of the skin tone line */ float w, h, centerx, centery, diam; float alpha; float colors[6][3]={{.75,0,0},{.75,.75,0},{0,.75,0},{0,.75,.75},{0,0,.75},{.75,0,.75}}; GLint scissor[4]; 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; centerx = rect.xmin + w/2; centery = rect.ymin + h/2; diam= (wvecscope_alpha*scopes->vecscope_alpha*scopes->vecscope_alpha; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.f, 0.f, 0.f, 0.3f); uiSetRoundBox(15); uiDrawBox(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f); /* need scissor test, hvectorscope 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)); glColor4f(1.f, 1.f, 1.f, 0.08f); /* draw grid elements */ /* cross */ fdrawline(centerx - (diam/2)-5, centery, centerx + (diam/2)+5, centery); fdrawline(centerx, centery - (diam/2)-5, centerx, centery + (diam/2)+5); /* circles */ for(j=0; j<5; j++) { glBegin(GL_LINE_STRIP); for(i=0; i<=360; i=i+15) { float a= i*M_PI/180.0; float r= (j+1)/10.0f; glVertex2f( polar_to_x(centerx,diam,r,a), polar_to_y(centery,diam,r,a)); } glEnd(); } /* skin tone line */ glColor4f(1.f, 0.4f, 0.f, 0.2f); fdrawline( polar_to_x(centerx, diam, 0.5f, skina*M_PI/180.0), polar_to_y(centery,diam,0.5,skina*M_PI/180.0), polar_to_x(centerx, diam, 0.1f, skina*M_PI/180.0), polar_to_y(centery,diam,0.1,skina*M_PI/180.0)); /* saturation points */ for(i=0; i<6; i++) vectorscope_draw_target(centerx, centery, diam, colors[i][0], colors[i][1], colors[i][2]); if (scopes->ok && scopes->vecscope != NULL) { /* pixel point cloud */ glBlendFunc(GL_ONE,GL_ONE); glColor3f(alpha, alpha, alpha); glPushMatrix(); glEnableClientState(GL_VERTEX_ARRAY); glTranslatef(centerx, centery, 0.f); glScalef(diam, diam, 0.f); glVertexPointer(2, GL_FLOAT, 0, scopes->vecscope); glDrawArrays(GL_POINTS, 0, scopes->waveform_tot); glDisableClientState(GL_VERTEX_ARRAY); glPopMatrix(); } /* outline, scale gripper */ draw_scope_end(&rect, scissor); glDisable(GL_BLEND); } void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect) { ColorBand *coba; CBData *cbd; float x1, y1, sizex, sizey; float 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 */ glColor4ub(UI_TRANSP_DARK, UI_TRANSP_DARK, UI_TRANSP_DARK, 255); glRectf(x1, y1, x1+sizex, y1+sizey); glEnable(GL_POLYGON_STIPPLE); glColor4ub(UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, 255); glPolygonStipple(checker_stipple_sml); glRectf(x1, y1, x1+sizex, y1+sizey); glDisable(GL_POLYGON_STIPPLE); 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 */ glColor4f(0.0, 0.0, 0.0, 1.0); fdrawbox(x1, y1, x1+sizex, y1+sizey); /* help lines */ v1[0]= v2[0]=v3[0]= x1; v1[1]= y1; v1a[1]= y1+0.25f*sizey; v2[1]= y1+0.5f*sizey; v2a[1]= y1+0.75f*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); uiDrawBox(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*(floorf(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*(floorf(fy-rect->ymin)); while(fy < rect->ymax) { glVertex2f(rect->xmin, fy); glVertex2f(rect->xmax, fy); fy+= dy; } glEnd(); } static void glColor3ubvShade(unsigned 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]; rcti scissor_new; 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); scissor_new.xmin= ar->winrct.xmin + rect->xmin; scissor_new.ymin= ar->winrct.ymin + rect->ymin; scissor_new.xmax= ar->winrct.xmin + rect->xmax; scissor_new.ymax= ar->winrct.ymin + rect->ymax; BLI_isect_rcti(&scissor_new, &ar->winrct, &scissor_new); glScissor(scissor_new.xmin, scissor_new.ymin, scissor_new.xmax-scissor_new.xmin, scissor_new.ymax-scissor_new.ymin); /* calculate offset and zoom */ zoomx= (rect->xmax-rect->xmin-2.0f*but->aspect)/(cumap->curr.xmax - cumap->curr.xmin); zoomy= (rect->ymax-rect->ymin-2.0f*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((unsigned char *)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((unsigned char *)wcol->inner, -16); ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.25f); /* grid, every 1.0 step */ glColor3ubvShade((unsigned char *)wcol->inner, -24); ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 1.0f); /* axes */ glColor3ubvShade((unsigned char *)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]= {0.0f, 0.0f, 0.0f}; /* dummy arg */ 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-0.3f*shadsize); glColor4ub(0, 0, 0, 0); glVertex2f(maxx+shadsize, maxy-0.75f*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+0.7f*shadsize, miny-0.7f*shadsize); glVertex2f(maxx, miny-shadsize); glEnd(); /* bottom quad */ glBegin(GL_POLYGON); glColor4ub(0, 0, 0, alpha); glVertex2f(minx+0.3f*shadsize, miny); glVertex2f(maxx, miny); glColor4ub(0, 0, 0, 0); glVertex2f(maxx, miny-shadsize); glVertex2f(minx+0.5f*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 UNUSED(select)) { int i; 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; i= 12; #if 0 if(select) { a= i*aspect; /* same as below */ } else #endif { a= i*aspect; } for(; i--; a-=aspect) { /* alpha ranges from 2 to 20 or so */ glColor4ub(0, 0, 0, alpha); alpha+= 2; uiDrawBox(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); uiDrawBox(GL_LINE_LOOP, rct->xmin-0.5f, rct->ymin-0.5f, rct->xmax+0.5f, rct->ymax+0.5f, radius+0.5f); glDisable( GL_LINE_SMOOTH ); glDisable(GL_BLEND); }