/* * ***** 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_screen_types.h" #include "DNA_movieclip_types.h" #include "BLI_math.h" #include "BLI_rect.h" #include "BLI_string.h" #include "BLI_utildefines.h" #include "BKE_colorband.h" #include "BKE_colortools.h" #include "BKE_node.h" #include "BKE_tracking.h" #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" #include "IMB_colormanagement.h" #include "BIF_glutil.h" #include "BLF_api.h" #include "GPU_batch.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_3ubAlpha(bool filled, float minx, float miny, float maxx, float maxy, float rad, const unsigned char col[3], unsigned char alpha) { float colv[4]; colv[0] = ((float)col[0]) / 255; colv[1] = ((float)col[1]) / 255; colv[2] = ((float)col[2]) / 255; colv[3] = ((float)alpha) / 255; UI_draw_roundbox_4fv(filled, minx, miny, maxx, maxy, rad, colv); } void UI_draw_roundbox_3fvAlpha(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float col[3], float alpha) { float colv[4]; colv[0] = col[0]; colv[1] = col[1]; colv[2] = col[2]; colv[3] = alpha; UI_draw_roundbox_4fv(filled, minx, miny, maxx, maxy, rad, colv); } void UI_draw_roundbox_aa(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float color[4]) { uiWidgetBaseParameters widget_params = { .recti.xmin = minx, .recti.ymin = miny, .recti.xmax = maxx, .recti.ymax = maxy, .radi = rad, .round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f, .round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f, .round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f, .round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f, .color_inner1[0] = color[0], .color_inner2[0] = color[0], .color_inner1[1] = color[1], .color_inner2[1] = color[1], .color_inner1[2] = color[2], .color_inner2[2] = color[2], .color_inner1[3] = color[3], .color_inner2[3] = color[3], .alpha_discard = 1.0f, }; GPU_blend(true); if (filled) { /* plain antialiased filled box */ widget_params.color_inner1[3] *= 0.125f; widget_params.color_inner2[3] *= 0.125f; /* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space. * If it has been scaled, then it's no longer valid. */ Gwn_Batch *batch = ui_batch_roundbox_get(filled, true); GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); GWN_batch_draw(batch); } else { /* plain antialiased unfilled box */ GPU_line_smooth(true); Gwn_Batch *batch = ui_batch_roundbox_get(filled, false); GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); GWN_batch_draw(batch); GPU_line_smooth(false); } GPU_blend(false); } void UI_draw_roundbox_4fv(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float col[4]) { #if 0 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; Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); /* mult */ for (a = 0; a < 7; a++) { mul_v2_fl(vec[a], rad); } unsigned int vert_ct = 0; vert_ct += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1; vert_ct += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1; vert_ct += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1; vert_ct += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1; immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor4fv(col); immBegin(filled ? GWN_PRIM_TRI_FAN : GWN_PRIM_LINE_LOOP, vert_ct); /* start with corner right-bottom */ if (roundboxtype & UI_CNR_BOTTOM_RIGHT) { immVertex2f(pos, maxx - rad, miny); for (a = 0; a < 7; a++) { immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]); } immVertex2f(pos, maxx, miny + rad); } else { immVertex2f(pos, maxx, miny); } /* corner right-top */ if (roundboxtype & UI_CNR_TOP_RIGHT) { immVertex2f(pos, maxx, maxy - rad); for (a = 0; a < 7; a++) { immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]); } immVertex2f(pos, maxx - rad, maxy); } else { immVertex2f(pos, maxx, maxy); } /* corner left-top */ if (roundboxtype & UI_CNR_TOP_LEFT) { immVertex2f(pos, minx + rad, maxy); for (a = 0; a < 7; a++) { immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]); } immVertex2f(pos, minx, maxy - rad); } else { immVertex2f(pos, minx, maxy); } /* corner left-bottom */ if (roundboxtype & UI_CNR_BOTTOM_LEFT) { immVertex2f(pos, minx, miny + rad); for (a = 0; a < 7; a++) { immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]); } immVertex2f(pos, minx + rad, miny); } else { immVertex2f(pos, minx, miny); } immEnd(); immUnbindProgram(); #endif uiWidgetBaseParameters widget_params = { .recti.xmin = minx, .recti.ymin = miny, .recti.xmax = maxx, .recti.ymax = maxy, .radi = rad, .round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f, .round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f, .round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f, .round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f, .color_inner1[0] = col[0], .color_inner2[0] = col[0], .color_inner1[1] = col[1], .color_inner2[1] = col[1], .color_inner1[2] = col[2], .color_inner2[2] = col[2], .color_inner1[3] = col[3], .color_inner2[3] = col[3], .alpha_discard = 1.0f, }; Gwn_Batch *batch = ui_batch_roundbox_get(filled, false); GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); GWN_batch_draw(batch); } #if 0 static void round_box_shade_col(unsigned attrib, const float col1[3], float const col2[3], const float fac) { float col[4] = { fac * col1[0] + (1.0f - fac) * col2[0], fac * col1[1] + (1.0f - fac) * col2[1], fac * col1[2] + (1.0f - fac) * col2[2], 1.0f }; immAttrib4fv(attrib, col); } #endif /* linear horizontal shade within button or in outline */ /* view2d scrollers use it */ void UI_draw_roundbox_shade_x( bool filled, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown, const float col[4]) { #if 0 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]; int vert_count = 0; int a; Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); /* mult */ for (a = 0; a < 7; a++) { mul_v2_fl(vec[a], rad); } /* 'shade' defines strength of shading */ coltop[0] = min_ff(1.0f, col[0] + shadetop); coltop[1] = min_ff(1.0f, col[1] + shadetop); coltop[2] = min_ff(1.0f, col[2] + shadetop); coldown[0] = max_ff(0.0f, col[0] + shadedown); coldown[1] = max_ff(0.0f, col[1] + shadedown); coldown[2] = max_ff(0.0f, col[2] + shadedown); vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1; vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1; vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1; vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1; immBegin(filled ? GWN_PRIM_TRI_FAN : GWN_PRIM_LINE_LOOP, vert_count); /* start with corner right-bottom */ if (roundboxtype & UI_CNR_BOTTOM_RIGHT) { round_box_shade_col(color, coltop, coldown, 0.0); immVertex2f(pos, maxx - rad, miny); for (a = 0; a < 7; a++) { round_box_shade_col(color, coltop, coldown, vec[a][1] * idiv); immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]); } round_box_shade_col(color, coltop, coldown, rad * idiv); immVertex2f(pos, maxx, miny + rad); } else { round_box_shade_col(color, coltop, coldown, 0.0); immVertex2f(pos, maxx, miny); } /* corner right-top */ if (roundboxtype & UI_CNR_TOP_RIGHT) { round_box_shade_col(color, coltop, coldown, (div - rad) * idiv); immVertex2f(pos, maxx, maxy - rad); for (a = 0; a < 7; a++) { round_box_shade_col(color, coltop, coldown, (div - rad + vec[a][1]) * idiv); immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]); } round_box_shade_col(color, coltop, coldown, 1.0); immVertex2f(pos, maxx - rad, maxy); } else { round_box_shade_col(color, coltop, coldown, 1.0); immVertex2f(pos, maxx, maxy); } /* corner left-top */ if (roundboxtype & UI_CNR_TOP_LEFT) { round_box_shade_col(color, coltop, coldown, 1.0); immVertex2f(pos, minx + rad, maxy); for (a = 0; a < 7; a++) { round_box_shade_col(color, coltop, coldown, (div - vec[a][1]) * idiv); immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]); } round_box_shade_col(color, coltop, coldown, (div - rad) * idiv); immVertex2f(pos, minx, maxy - rad); } else { round_box_shade_col(color, coltop, coldown, 1.0); immVertex2f(pos, minx, maxy); } /* corner left-bottom */ if (roundboxtype & UI_CNR_BOTTOM_LEFT) { round_box_shade_col(color, coltop, coldown, rad * idiv); immVertex2f(pos, minx, miny + rad); for (a = 0; a < 7; a++) { round_box_shade_col(color, coltop, coldown, (rad - vec[a][1]) * idiv); immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]); } round_box_shade_col(color, coltop, coldown, 0.0); immVertex2f(pos, minx + rad, miny); } else { round_box_shade_col(color, coltop, coldown, 0.0); immVertex2f(pos, minx, miny); } immEnd(); immUnbindProgram(); #endif uiWidgetBaseParameters widget_params = { .recti.xmin = minx, .recti.ymin = miny, .recti.xmax = maxx, .recti.ymax = maxy, .radi = rad, .round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f, .round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f, .round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f, .round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f, .color_inner1[0] = min_ff(1.0f, col[0] + shadetop), .color_inner2[0] = max_ff(0.0f, col[0] + shadedown), .color_inner1[1] = min_ff(1.0f, col[1] + shadetop), .color_inner2[1] = max_ff(0.0f, col[1] + shadedown), .color_inner1[2] = min_ff(1.0f, col[2] + shadetop), .color_inner2[2] = max_ff(0.0f, col[2] + shadedown), .color_inner1[3] = 1.0f, .color_inner2[3] = 1.0f, .alpha_discard = 1.0f, }; Gwn_Batch *batch = ui_batch_roundbox_get(filled, false); GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE); GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params); GWN_batch_draw(batch); } #if 0 /* unused */ /* linear vertical shade within button or in outline */ /* view2d scrollers use it */ void UI_draw_roundbox_shade_y( bool filled, float minx, float miny, float maxx, float maxy, float rad, float shadeleft, float shaderight, const float col[4]) { 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]; int vert_count = 0; int a; /* mult */ for (a = 0; a < 7; a++) { mul_v2_fl(vec[a], rad); } Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); /* 'shade' defines strength of shading */ colLeft[0] = min_ff(1.0f, col[0] + shadeleft); colLeft[1] = min_ff(1.0f, col[1] + shadeleft); colLeft[2] = min_ff(1.0f, col[2] + shadeleft); colRight[0] = max_ff(0.0f, col[0] + shaderight); colRight[1] = max_ff(0.0f, col[1] + shaderight); colRight[2] = max_ff(0.0f, col[2] + shaderight); vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1; vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1; vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1; vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1; immBegin(filled ? GWN_PRIM_TRI_FAN : GWN_PRIM_LINE_LOOP, vert_count); /* start with corner right-bottom */ if (roundboxtype & UI_CNR_BOTTOM_RIGHT) { round_box_shade_col(color, colLeft, colRight, 0.0); immVertex2f(pos, maxx - rad, miny); for (a = 0; a < 7; a++) { round_box_shade_col(color, colLeft, colRight, vec[a][0] * idiv); immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]); } round_box_shade_col(color, colLeft, colRight, rad * idiv); immVertex2f(pos, maxx, miny + rad); } else { round_box_shade_col(color, colLeft, colRight, 0.0); immVertex2f(pos, maxx, miny); } /* corner right-top */ if (roundboxtype & UI_CNR_TOP_RIGHT) { round_box_shade_col(color, colLeft, colRight, 0.0); immVertex2f(pos, maxx, maxy - rad); for (a = 0; a < 7; a++) { round_box_shade_col(color, colLeft, colRight, (div - rad - vec[a][0]) * idiv); immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]); } round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv); immVertex2f(pos, maxx - rad, maxy); } else { round_box_shade_col(color, colLeft, colRight, 0.0); immVertex2f(pos, maxx, maxy); } /* corner left-top */ if (roundboxtype & UI_CNR_TOP_LEFT) { round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv); immVertex2f(pos, minx + rad, maxy); for (a = 0; a < 7; a++) { round_box_shade_col(color, colLeft, colRight, (div - rad + vec[a][0]) * idiv); immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]); } round_box_shade_col(color, colLeft, colRight, 1.0); immVertex2f(pos, minx, maxy - rad); } else { round_box_shade_col(color, colLeft, colRight, 1.0); immVertex2f(pos, minx, maxy); } /* corner left-bottom */ if (roundboxtype & UI_CNR_BOTTOM_LEFT) { round_box_shade_col(color, colLeft, colRight, 1.0); immVertex2f(pos, minx, miny + rad); for (a = 0; a < 7; a++) { round_box_shade_col(color, colLeft, colRight, (vec[a][0]) * idiv); immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]); } round_box_shade_col(color, colLeft, colRight, 1.0); immVertex2f(pos, minx + rad, miny); } else { round_box_shade_col(color, colLeft, colRight, 1.0); immVertex2f(pos, minx, miny); } immEnd(); immUnbindProgram(); } #endif /* unused */ void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4]) { int ofs_y = 4 * U.pixelsize; Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_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, unsigned char highlight[3], unsigned char highlight_fade[3]) { Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_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(GWN_PRIM_LINE_STRIP, 25); immAttrib3ubv(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); } immAttrib3ubv(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); } immAttrib3ubv(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(ar), uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *rect) { #ifdef WITH_HEADLESS (void)rect; (void)but; #else ImBuf *ibuf = (ImBuf *)but->poin; if (!ibuf) return; float facx = 1.0f; float facy = 1.0f; int w = BLI_rcti_size_x(rect); 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_geti(scissor); GPU_scissor(rect->xmin, rect->ymin, w, h); #endif GPU_blend(true); if (w != ibuf->x || h != ibuf->y) { facx = (float)w / (float)ibuf->x; facy = (float)h / (float)ibuf->y; } IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR); immDrawPixelsTex(&state, (float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, ibuf->rect, facx, facy, NULL); GPU_blend(false); #if 0 // restore scissortest GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); #endif #endif } /** * Draw title and text safe areas. * * \Note This functionn is to be used with the 2D dashed shader enabled. * * \param pos is a PRIM_FLOAT, 2, GWN_FETCH_FLOAT vertex attrib * \param line_origin is a PRIM_FLOAT, 2, GWN_FETCH_FLOAT vertex attrib * * The next 4 parameters are the offsets for the view, not the zones. */ void UI_draw_safe_areas( uint pos, float x1, float x2, float y1, float y2, const float title_aspect[2], const float action_aspect[2]) { const float size_x_half = (x2 - x1) * 0.5f; const float size_y_half = (y2 - y1) * 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]) { float margin_x = safe_areas[i][0] * size_x_half; float margin_y = safe_areas[i][1] * size_y_half; float minx = x1 + margin_x; float miny = y1 + margin_y; float maxx = x2 - margin_x; float maxy = y2 - margin_y; imm_draw_box_wire_2d(pos, minx, miny, maxx, maxy); } } } static void draw_scope_end(const rctf *rect, GLint *scissor) { /* restore scissortest */ GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); /* outline */ UI_draw_roundbox_corner_set(UI_CNR_ALL); float color[4] = {0.0f, 0.0f, 0.0f, 0.5f}; UI_draw_roundbox_4fv(false, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 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, unsigned int pos_attrib) { float color[4] = {r, g, b, alpha}; /* that can happen */ if (res == 0) return; GPU_line_smooth(true); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE); immUniformColor4fv(color); if (is_line) { /* curve outline */ GPU_line_width(1.5); immBegin(GWN_PRIM_LINE_STRIP, res); for (int i = 0; i < res; i++) { float x2 = x + i * (w / (float)res); immVertex2f(pos_attrib, x2, y + (data[i] * h)); } immEnd(); } else { /* under the curve */ immBegin(GWN_PRIM_TRI_STRIP, res * 2); immVertex2f(pos_attrib, x, y); immVertex2f(pos_attrib, x, y + (data[0] * h)); for (int i = 1; i < res; i++) { float x2 = x + i * (w / (float)res); immVertex2f(pos_attrib, x2, y + (data[i] * h)); immVertex2f(pos_attrib, x2, y); } immEnd(); /* curve outline */ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.25f); GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); immBegin(GWN_PRIM_LINE_STRIP, res); for (int i = 0; i < res; i++) { float x2 = x + i * (w / (float)res); immVertex2f(pos_attrib, x2, y + (data[i] * h)); } immEnd(); } GPU_line_smooth(false); } #define HISTOGRAM_TOT_GRID_LINES 4 void ui_draw_but_HISTOGRAM(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti) { Histogram *hist = (Histogram *)but->poin; int res = hist->x_resolution; const bool is_line = (hist->flag & HISTO_FLAG_LINE) != 0; rctf rect = { .xmin = (float)recti->xmin + 1, .xmax = (float)recti->xmax - 1, .ymin = (float)recti->ymin + 1, .ymax = (float)recti->ymax - 1 }; float w = BLI_rctf_size_x(&rect); float h = BLI_rctf_size_y(&rect) * hist->ymax; GPU_blend(true); GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); float color[4]; UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color); /* need scissor test, histogram can draw outside of boundary */ int scissor[4]; GPU_scissor_geti(scissor); GPU_scissor((rect.xmin - 1), (rect.ymin - 1), (rect.xmax + 1) - (rect.xmin - 1), (rect.ymax + 1) - (rect.ymin - 1)); Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); 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(GWN_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 (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, is_line, pos); 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, is_line, pos); 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, is_line, pos); } immUnbindProgram(); /* outline */ draw_scope_end(&rect, scissor); } #undef HISTOGRAM_TOT_GRID_LINES static void waveform_draw_one(float *waveform, int nbr, const float col[3]) { Gwn_VertFormat format = {0}; unsigned int pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format); GWN_vertbuf_data_alloc(vbo, nbr); GWN_vertbuf_attr_fill(vbo, pos_id, waveform); /* TODO store the Gwn_Batch inside the scope */ Gwn_Batch *batch = GWN_batch_create_ex(GWN_PRIM_POINTS, vbo, NULL, GWN_BATCH_OWNS_VBO); GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR); GWN_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f); GWN_batch_draw(batch); GWN_batch_discard(batch); } void ui_draw_but_WAVEFORM(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti) { Scopes *scopes = (Scopes *)but->poin; int scissor[4]; float colors[3][3]; 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; rctf rect = { .xmin = (float)recti->xmin + 1, .xmax = (float)recti->xmax - 1, .ymin = (float)recti->ymin + 1, .ymax = (float)recti->ymax - 1 }; if (scopes->wavefrm_yfac < 0.5f) scopes->wavefrm_yfac = 0.98f; float w = BLI_rctf_size_x(&rect) - 7; float h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac; float yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) * 0.5f; float w3 = w / 3.0f; /* log scale for alpha */ 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(true); GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); float color[4]; UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color); /* need scissor test, waveform can draw outside of boundary */ GPU_scissor_geti(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(true); GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); /* draw grid lines here */ immBegin(GWN_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(GWN_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(GWN_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(GWN_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(GWN_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) { glBlendFunc(GL_ONE, GL_ONE); GPU_point_size(1.0); /* LUMA (1 channel) */ if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) { float col[3] = {alpha, alpha, alpha}; gpuPushMatrix(); gpuTranslate2f(rect.xmin, yofs); gpuScale2f(w, h); waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, col); gpuPopMatrix(); /* 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(GWN_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) { gpuPushMatrix(); gpuTranslate2f(rect.xmin, yofs); gpuScale2f(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]); gpuPopMatrix(); } /* 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 )) { int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB_PARADE); gpuPushMatrix(); gpuTranslate2f(rect.xmin, yofs); gpuScale2f(w3, h); waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, (rgb) ? colors_alpha[0] : colorsycc_alpha[0]); gpuTranslate2f(1.0f, 0.0f); waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, (rgb) ? colors_alpha[1] : colorsycc_alpha[1]); gpuTranslate2f(1.0f, 0.0f); waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, (rgb) ? colors_alpha[2] : colorsycc_alpha[2]); gpuPopMatrix(); } /* 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(GWN_PRIM_LINES, 2); immVertex2f(pos, rect.xmin + w + 2 + c * 2, min); immVertex2f(pos, rect.xmin + w + 2 + c * 2, max); immEnd(); } } } immUnbindProgram(); /* outline */ draw_scope_end(&rect, scissor); GPU_blend(false); } 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(unsigned int 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(GWN_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(GWN_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(GWN_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(GWN_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(GWN_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(ar), uiBut *but, 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 = { .xmin = (float)recti->xmin + 1, .xmax = (float)recti->xmax - 1, .ymin = (float)recti->ymin + 1, .ymax = (float)recti->ymax - 1 }; float w = BLI_rctf_size_x(&rect); float h = BLI_rctf_size_y(&rect); float centerx = rect.xmin + w * 0.5f; float centery = rect.ymin + h * 0.5f; float diam = (w < h) ? w : h; float alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha; GPU_blend(true); GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); float color[4]; UI_GetThemeColor4fv(TH_PREVIEW_BACK, color); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f, color); /* need scissor test, hvectorscope can draw outside of boundary */ int scissor[4]; GPU_scissor_geti(scissor); GPU_scissor((rect.xmin - 1), (rect.ymin - 1), (rect.xmax + 1) - (rect.xmin - 1), (rect.ymax + 1) - (rect.ymin - 1)); Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f); /* draw grid elements */ /* cross */ immBegin(GWN_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(GWN_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(GWN_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 */ float col[3] = {alpha, alpha, alpha}; glBlendFunc(GL_ONE, GL_ONE); GPU_point_size(1.0); gpuPushMatrix(); gpuTranslate2f(centerx, centery); gpuScaleUniform(diam); waveform_draw_one(scopes->vecscope, scopes->waveform_tot, col); gpuPopMatrix(); } immUnbindProgram(); /* outline */ draw_scope_end(&rect, scissor); GPU_blend(false); } static void ui_draw_colorband_handle_tri_hlight(unsigned int pos, float x1, float y1, float halfwidth, float height) { GPU_line_smooth(true); immBegin(GWN_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(unsigned int pos, float x1, float y1, float halfwidth, float height, bool fill) { glEnable(fill ? GL_POLYGON_SMOOTH : GL_LINE_SMOOTH); immBegin(fill ? GWN_PRIM_TRIS : GWN_PRIM_LINE_LOOP, 3); immVertex2f(pos, x1 + halfwidth, y1); immVertex2f(pos, x1, y1 + height); immVertex2f(pos, x1 - halfwidth, y1); immEnd(); glDisable(fill ? GL_POLYGON_SMOOTH : GL_LINE_SMOOTH); } static void ui_draw_colorband_handle_box(unsigned int pos, float x1, float y1, float x2, float y2, bool fill) { immBegin(fill ? GWN_PRIM_TRI_FAN : GWN_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)}; float half_width = floorf(sizey / 3.5f); float height = half_width * 1.4f; float y1 = rect->ymin + (sizey * 0.16f); 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_getf(viewport_size); immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC); immUniform1i("num_colors", 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); immBegin(GWN_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(true); 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(false); 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, uiWidgetColors *UNUSED(wcol), const rcti *rect) { struct ColorManagedDisplay *display = NULL; unsigned int position, color; ColorBand *coba = (ColorBand *)(but->editcoba ? but->editcoba : but->poin); if (coba == NULL) return; if (but->block->color_profile) display = ui_block_cm_display_get(but->block); float x1 = rect->xmin; float sizex = rect->xmax - x1; float sizey = BLI_rcti_size_y(rect); float sizey_solid = sizey * 0.25f; float y1 = rect->ymin; Gwn_VertFormat *format = immVertexFormat(); position = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_CHECKER); /* Drawing the checkerboard. */ immUniform4f("color1", UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_DARK / 255.0f, UI_ALPHA_CHECKER_DARK / 255.0f, 1.0f); immUniform4f("color2", UI_ALPHA_CHECKER_LIGHT / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, UI_ALPHA_CHECKER_LIGHT / 255.0f, 1.0f); immUniform1i("size", 8); immRectf(position, x1, y1, x1 + sizex, rect->ymax); immUnbindProgram(); /* New format */ format = immVertexFormat(); position = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); /* layer: color ramp */ GPU_blend(true); 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(GWN_PRIM_TRI_STRIP, (sizex + 1) * 2); for (int a = 0; a <= sizex; a++) { 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; immAttrib4fv(color, colf); immVertex2fv(position, v1); immVertex2fv(position, v2); } immEnd(); /* layer: color ramp without alpha for reference when manipulating ramp properties */ v1[1] = y1; v2[1] = y1 + sizey_solid; immBegin(GWN_PRIM_TRI_STRIP, (sizex + 1) * 2); for (int a = 0; a <= sizex; a++) { 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; immAttrib4f(color, colf[0], colf[1], colf[2], 1.0f); immVertex2fv(position, v1); immVertex2fv(position, v2); } immEnd(); immUnbindProgram(); GPU_blend(false); /* New format */ format = immVertexFormat(); position = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_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(position, x1, y1, x1 + sizex, rect->ymax); /* layer: box outline */ GPU_blend(true); immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f); immBegin(GWN_PRIM_LINES, 2); immVertex2f(position, x1, y1); immVertex2f(position, x1 + sizex, y1); immEnd(); immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f); immBegin(GWN_PRIM_LINES, 2); immVertex2f(position, x1, y1 - 1); immVertex2f(position, x1 + sizex, y1 - 1); immEnd(); GPU_blend(false); /* layer: draw handles */ for (int a = 0; a < coba->tot; a++, cbd++) { if (a != coba->cur) { float pos = x1 + cbd->pos * (sizex - 1) + 1; ui_draw_colorband_handle(position, rect, pos, &cbd->r, display, false); } } /* layer: active handle */ if (coba->tot != 0) { cbd = &coba->data[coba->cur]; float pos = x1 + cbd->pos * (sizex - 1) + 1; ui_draw_colorband_handle(position, rect, pos, &cbd->r, display, true); } immUnbindProgram(); } void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect) { /* sphere color */ float diffuse[3] = {1.0f, 1.0f, 1.0f}; float light[3]; float size; /* backdrop */ UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_3ubAlpha(true, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, (unsigned char *)wcol->inner, 255); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); /* setup lights */ ui_but_v3_get(but, light); /* transform to button */ gpuPushMatrix(); if (BLI_rcti_size_x(rect) < BLI_rcti_size_y(rect)) size = 0.5f * BLI_rcti_size_x(rect); else size = 0.5f * BLI_rcti_size_y(rect); gpuTranslate2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect)); gpuScaleUniform(size); Gwn_Batch *sphere = GPU_batch_preset_sphere(2); GWN_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING); GWN_batch_uniform_4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f); GWN_batch_uniform_3fv(sphere, "light", light); GWN_batch_draw(sphere); /* restore */ glDisable(GL_CULL_FACE); /* AA circle */ Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor3ubv((unsigned char *)wcol->inner); GPU_blend(true); GPU_line_smooth(true); imm_draw_circle_wire_2d(pos, 0.0f, 0.0f, 1.0f, 32); GPU_blend(false); GPU_line_smooth(false); /* matrix after circle */ gpuPopMatrix(); immUnbindProgram(); } static void ui_draw_but_curve_grid(unsigned int pos, const rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step) { float dx = step * zoomx; float fx = rect->xmin + zoomx * (-offsx); if (fx > rect->xmin) fx -= dx * (floorf(fx - rect->xmin)); float dy = step * zoomy; float fy = rect->ymin + zoomy * (-offsy); if (fy > rect->ymin) fy -= dy * (floorf(fy - rect->ymin)); float line_count = floorf((rect->xmax - fx) / dx) + 1.0f + floorf((rect->ymax - fy) / dy) + 1.0f; immBegin(GWN_PRIM_LINES, (int)line_count * 2); while (fx < rect->xmax) { immVertex2f(pos, fx, rect->ymin); immVertex2f(pos, fx, rect->ymax); fx += dx; } while (fy < rect->ymax) { immVertex2f(pos, rect->xmin, fy); immVertex2f(pos, rect->xmax, fy); fy += dy; } immEnd(); } static void gl_shaded_color(unsigned char *col, int shade) { immUniformColor3ub(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, const rcti *rect) { CurveMapping *cumap; if (but->editcumap) { cumap = but->editcumap; } else { cumap = (CurveMapping *)but->poin; } CurveMap *cuma = &cumap->cm[cumap->cur]; /* need scissor test, curve can draw outside of boundary */ int scissor[4]; GPU_scissor_geti(scissor); rcti scissor_new = { .xmin = rect->xmin, .ymin = rect->ymin, .xmax = rect->xmax, .ymax = rect->ymax }; rcti scissor_region = {0, ar->winx, 0, ar->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)); /* calculate offset and zoom */ float zoomx = (BLI_rcti_size_x(rect) - 2.0f) / BLI_rctf_size_x(&cumap->curr); float zoomy = (BLI_rcti_size_y(rect) - 2.0f) / BLI_rctf_size_y(&cumap->curr); float offsx = cumap->curr.xmin - (1.0f / zoomx); float offsy = cumap->curr.ymin - (1.0f / zoomy); /* Do this first to not mess imm context */ if (but->a1 == UI_GRAD_H) { /* magic trigger for curve backgrounds */ float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */ rcti grid = { .xmin = rect->xmin + zoomx * (-offsx), .xmax = grid.xmin + zoomx, .ymin = rect->ymin + zoomy * (-offsy), .ymax = grid.ymin + zoomy }; ui_draw_gradient(&grid, col, UI_GRAD_H, 1.0f); } GPU_line_width(1.0f); Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); /* backdrop */ if (but->a1 == UI_GRAD_H) { /* grid, hsv uses different grid */ GPU_blend(true); GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); immUniformColor4ub(0, 0, 0, 48); ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.1666666f); GPU_blend(false); } else { if (cumap->flag & CUMA_DO_CLIP) { gl_shaded_color((unsigned char *)wcol->inner, -20); immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); immUniformColor3ubv((unsigned char *)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 { immUniformColor3ubv((unsigned char *)wcol->inner); immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); } /* grid, every 0.25 step */ gl_shaded_color((unsigned char *)wcol->inner, -16); ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f); /* grid, every 1.0 step */ gl_shaded_color((unsigned char *)wcol->inner, -24); ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f); /* axes */ gl_shaded_color((unsigned char *)wcol->inner, -50); immBegin(GWN_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(GWN_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(GWN_PRIM_LINES, 2); /* will draw one of the following 3 lines */ if (but->a1 == 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) { 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(); } /* the curve */ immUniformColor3ubv((unsigned char *)wcol->item); GPU_line_smooth(true); GPU_blend(true); immBegin(GWN_PRIM_LINE_STRIP, (CM_TABLE + 1) + 2); if (cuma->table == NULL) curvemapping_changed(cumap, false); CurveMapPoint *cmp = cuma->table; /* first point */ if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) { immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (cmp[0].y - offsy)); } else { float fx = rect->xmin + zoomx * (cmp[0].x - offsx + cuma->ext_in[0]); float fy = rect->ymin + zoomy * (cmp[0].y - offsy + cuma->ext_in[1]); immVertex2f(pos, fx, fy); } for (int a = 0; a <= CM_TABLE; a++) { float fx = rect->xmin + zoomx * (cmp[a].x - offsx); float fy = rect->ymin + zoomy * (cmp[a].y - offsy); immVertex2f(pos, fx, fy); } /* last point */ if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0) { immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy)); } else { float fx = rect->xmin + zoomx * (cmp[CM_TABLE].x - offsx - cuma->ext_out[0]); float fy = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]); immVertex2f(pos, fx, fy); } immEnd(); GPU_line_smooth(false); GPU_blend(false); immUnbindProgram(); /* the points, use aspect to make them visible on edges */ format = immVertexFormat(); pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); cmp = cuma->curve; GPU_point_size(3.0f); immBegin(GWN_PRIM_POINTS, cuma->totpoint); for (int a = 0; a < cuma->totpoint; a++) { float color[4]; if (cmp[a].flag & CUMA_SELECT) UI_GetThemeColor4fv(TH_TEXT_HI, color); else UI_GetThemeColor4fv(TH_TEXT, color); float fx = rect->xmin + zoomx * (cmp[a].x - offsx); float fy = rect->ymin + zoomy * (cmp[a].y - offsy); immAttrib4fv(col, color); immVertex2f(pos, fx, fy); } immEnd(); immUnbindProgram(); /* restore scissortest */ GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); /* outline */ format = immVertexFormat(); pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor3ubv((unsigned char *)wcol->outline); imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax); immUnbindProgram(); } void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti) { bool ok = false; MovieClipScopes *scopes = (MovieClipScopes *)but->poin; rctf rect = { .xmin = (float)recti->xmin + 1, .xmax = (float)recti->xmax - 1, .ymin = (float)recti->ymin + 1, .ymax = (float)recti->ymax - 1 }; int width = BLI_rctf_size_x(&rect) + 1; int height = BLI_rctf_size_y(&rect); GPU_blend(true); GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); /* need scissor test, preview image can draw outside of boundary */ int scissor[4]; GPU_scissor_geti(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) { float color[4] = {0.7f, 0.3f, 0.3f, 0.3f}; UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 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) { gpuPushMatrix(); /* 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) { float color[4] = {0.0f, 0.0f, 0.0f, 0.3f}; UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color); } IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR); immDrawPixelsTex(&state, rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, drawibuf->rect, 1.0f, 1.0f, NULL); /* draw cross for pixel position */ gpuTranslate2f(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)); Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_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(GWN_PRIM_LINES, 7 * 2 * 2); 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) { float x1 = pos_sel[i] * (1 - axe); float y1 = pos_sel[i] * axe; float x2 = pos_sel[i + 1] * (1 - axe); float y2 = pos_sel[i + 1] * axe; if (i % 2 == 1) immAttrib4fv(col, col_sel); else immAttrib4fv(col, col_outline); immVertex2f(pos, x1, y1); immVertex2f(pos, x2, y2); } } immEnd(); immUnbindProgram(); } gpuPopMatrix(); ok = true; } if (!ok) { float color[4] = {0.0f, 0.0f, 0.0f, 0.3f}; UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color); } /* outline */ draw_scope_end(&rect, scissor); GPU_blend(false); } void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti) { static const float size = 5.0f; /* 16 values of sin function */ const float si[16] = { 0.00000000f, 0.39435585f, 0.72479278f, 0.93775213f, 0.99871650f, 0.89780453f, 0.65137248f, 0.29936312f, -0.10116832f, -0.48530196f, -0.79077573f, -0.96807711f, -0.98846832f, -0.84864425f, -0.57126821f, -0.20129852f }; /* 16 values of cos function */ const float co[16] = { 1.00000000f, 0.91895781f, 0.68896691f, 0.34730525f, -0.05064916f, -0.44039415f, -0.75875812f, -0.95413925f, -0.99486932f, -0.87434661f, -0.61210598f, -0.25065253f, 0.15142777f, 0.52896401f, 0.82076344f, 0.97952994f, }; int scissor[4]; /* need scissor test, can draw outside of boundary */ GPU_scissor_geti(scissor); rcti scissor_new = { .xmin = recti->xmin, .ymin = recti->ymin, .xmax = recti->xmax, .ymax = recti->ymax }; rcti scissor_region = {0, ar->winx, 0, ar->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)); float x = 0.5f * (recti->xmin + recti->xmax); float y = 0.5f * (recti->ymin + recti->ymax); Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor4ubv(but->col); GPU_blend(true); immBegin(GWN_PRIM_TRI_FAN, 16); for (int a = 0; a < 16; a++) immVertex2f(pos, x + size * si[a], y + size * co[a]); immEnd(); immUniformColor4ub(0, 0, 0, 150); GPU_line_width(1); GPU_line_smooth(true); immBegin(GWN_PRIM_LINE_LOOP, 16); for (int a = 0; a < 16; a++) immVertex2f(pos, x + size * si[a], y + size * co[a]); immEnd(); GPU_line_smooth(false); GPU_blend(false); immUnbindProgram(); /* restore scissortest */ GPU_scissor(scissor[0], scissor[1], scissor[2], scissor[3]); } /* ****************************************************** */ /* 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(unsigned pos, unsigned color, float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha) { /* v1-_ * | -_v2 * | | * | | * | | * v7_______v3____v4 * \ | / * \ | _v5 * v8______v6_- */ const float v1[2] = {maxx, maxy - 0.3f * shadsize}; const float v2[2] = {maxx + shadsize, maxy - 0.75f * shadsize}; const float v3[2] = {maxx, miny}; const float v4[2] = {maxx + shadsize, miny}; const float v5[2] = {maxx + 0.7f * shadsize, miny - 0.7f * shadsize}; const float v6[2] = {maxx, miny - shadsize}; const float v7[2] = {minx + 0.3f * shadsize, miny}; const float v8[2] = {minx + 0.5f * shadsize, miny - shadsize}; /* right quad */ immAttrib4ub(color, 0, 0, 0, alpha); immVertex2fv(pos, v3); immVertex2fv(pos, v1); immAttrib4ub(color, 0, 0, 0, 0); immVertex2fv(pos, v2); immVertex2fv(pos, v2); immVertex2fv(pos, v4); immAttrib4ub(color, 0, 0, 0, alpha); immVertex2fv(pos, v3); /* corner shape */ /* immAttrib4ub(color, 0, 0, 0, alpha); */ /* Not needed, done above in previous tri */ immVertex2fv(pos, v3); immAttrib4ub(color, 0, 0, 0, 0); immVertex2fv(pos, v4); immVertex2fv(pos, v5); immVertex2fv(pos, v5); immVertex2fv(pos, v6); immAttrib4ub(color, 0, 0, 0, alpha); immVertex2fv(pos, v3); /* bottom quad */ /* immAttrib4ub(color, 0, 0, 0, alpha); */ /* Not needed, done above in previous tri */ immVertex2fv(pos, v3); immAttrib4ub(color, 0, 0, 0, 0); immVertex2fv(pos, v6); immVertex2fv(pos, v8); immVertex2fv(pos, v8); immAttrib4ub(color, 0, 0, 0, alpha); immVertex2fv(pos, v7); immVertex2fv(pos, v3); } void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx, float maxy) { GPU_blend(true); Gwn_VertFormat *format = immVertexFormat(); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); immBegin(GWN_PRIM_TRIS, 54); /* accumulated outline boxes to make shade not linear, is more pleasant */ ui_shadowbox(pos, color, minx, miny, maxx, maxy, 11.0, (20 * alpha) >> 8); ui_shadowbox(pos, color, minx, miny, maxx, maxy, 7.0, (40 * alpha) >> 8); ui_shadowbox(pos, color, minx, miny, maxx, maxy, 5.0, (80 * alpha) >> 8); immEnd(); immUnbindProgram(); GPU_blend(false); } 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(true); 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 = { .recti.xmin = rct->xmin, .recti.ymin = rct->ymin, .recti.xmax = rct->xmax, .recti.ymax = rct->ymax - 10.0f, .rect.xmin = rct->xmin - a, .rect.ymin = rct->ymin - a, .rect.xmax = rct->xmax + a, .rect.ymax = rct->ymax - 10.0f + a, .radi = rad, .rad = rad + a, .round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f, .round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f, .round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f, .round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f, .alpha_discard = 1.0f, }; Gwn_Batch *batch = ui_batch_roundbox_shadow_get(); GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_SHADOW); GWN_batch_uniform_4fv_array(batch, "parameters", 4, (float *)&widget_params); GWN_batch_uniform_1f(batch, "alpha", 1.0f - visibility); GWN_batch_draw(batch); /* outline emphasis */ GPU_line_smooth(true); float color[4] = {0.0f, 0.0f, 0.0f, 0.4f}; UI_draw_roundbox_4fv(false, rct->xmin - 0.5f, rct->ymin - 0.5f, rct->xmax + 0.5f, rct->ymax + 0.5f, radius + 0.5f, color); GPU_line_smooth(false); GPU_blend(false); }