/* * ***** 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_colortools.h" #include "BKE_node.h" #include "BKE_texture.h" #include "BKE_tracking.h" #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" #include "IMB_colormanagement.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "BLF_api.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; } int UI_draw_roundbox_corner_get(void) { return roundboxtype; } void UI_draw_roundbox_gl_mode(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++) { mul_v2_fl(vec[a], rad); } glBegin(mode); /* start with corner right-bottom */ if (roundboxtype & UI_CNR_BOTTOM_RIGHT) { 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 & UI_CNR_TOP_RIGHT) { 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 & UI_CNR_TOP_LEFT) { 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 & UI_CNR_BOTTOM_LEFT) { 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 UI_draw_roundbox_shade_x( 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++) { mul_v2_fl(vec[a], rad); } /* get current color, needs to be outside of glBegin/End */ glGetFloatv(GL_CURRENT_COLOR, color); /* 'shade' defines strength of shading */ coltop[0] = min_ff(1.0f, color[0] + shadetop); coltop[1] = min_ff(1.0f, color[1] + shadetop); coltop[2] = min_ff(1.0f, color[2] + shadetop); coldown[0] = max_ff(0.0f, color[0] + shadedown); coldown[1] = max_ff(0.0f, color[1] + shadedown); coldown[2] = max_ff(0.0f, color[2] + shadedown); glShadeModel(GL_SMOOTH); glBegin(mode); /* start with corner right-bottom */ if (roundboxtype & UI_CNR_BOTTOM_RIGHT) { 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 & UI_CNR_TOP_RIGHT) { 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 & UI_CNR_TOP_LEFT) { 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 & UI_CNR_BOTTOM_LEFT) { 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 UI_draw_roundbox_shade_y( 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++) { mul_v2_fl(vec[a], rad); } /* get current color, needs to be outside of glBegin/End */ glGetFloatv(GL_CURRENT_COLOR, color); /* 'shade' defines strength of shading */ colLeft[0] = min_ff(1.0f, color[0] + shadeLeft); colLeft[1] = min_ff(1.0f, color[1] + shadeLeft); colLeft[2] = min_ff(1.0f, color[2] + shadeLeft); colRight[0] = max_ff(0.0f, color[0] + shadeRight); colRight[1] = max_ff(0.0f, color[1] + shadeRight); colRight[2] = max_ff(0.0f, color[2] + shadeRight); glShadeModel(GL_SMOOTH); glBegin(mode); /* start with corner right-bottom */ if (roundboxtype & UI_CNR_BOTTOM_RIGHT) { 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 & UI_CNR_TOP_RIGHT) { 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 & UI_CNR_TOP_LEFT) { 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 & UI_CNR_BOTTOM_LEFT) { 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 UI_draw_roundbox_unfilled(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); UI_draw_roundbox_gl_mode(GL_LINE_LOOP, minx, miny, maxx, maxy, rad); glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); } /* (old, used in outliner) plain antialiased filled box */ void UI_draw_roundbox(float minx, float miny, float maxx, float maxy, float rad) { ui_draw_anti_roundbox(GL_POLYGON, minx, miny, maxx, maxy, rad, roundboxtype & UI_RB_ALPHA); } void UI_draw_text_underline(int pos_x, int pos_y, int len, int height) { int ofs_y = 4 * U.pixelsize; glRecti(pos_x, pos_y - ofs_y, pos_x + len, pos_y - ofs_y + (height * U.pixelsize)); } /* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */ 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; //GLint scissor[4]; int w, h; if (!ibuf) return; w = BLI_rcti_size_x(rect); h = BLI_rcti_size_y(rect); /* scissor doesn't seem to be doing the right thing...? */ #if 0 //glColor4f(1.0, 0.f, 0.f, 1.f); //fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax) /* prevent drawing outside widget area */ glGetIntegerv(GL_SCISSOR_BOX, scissor); glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin + rect->ymin, w, h); #endif glEnable(GL_BLEND); glColor4f(0.0, 0.0, 0.0, 0.0); if (w != ibuf->x || h != ibuf->y) { float facx = (float)w / (float)ibuf->x; float facy = (float)h / (float)ibuf->y; glPixelZoom(facx, facy); } glaDrawPixelsAuto((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, ibuf->rect); glPixelZoom(1.0f, 1.0f); glDisable(GL_BLEND); #if 0 // restore scissortest glScissor(scissor[0], scissor[1], scissor[2], scissor[3]); #endif #endif } /** * Draw title and text safe areas. * * The first 4 parameters are the offsets for the view, not the zones. */ void UI_draw_safe_areas( 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}; int i, safe_len = ARRAY_SIZE(safe_areas); bool is_first = true; for (i = 0; i < safe_len; i++) { if (safe_areas[i][0] || safe_areas[i][1]) { float margin_x, margin_y; float minx, miny, maxx, maxy; if (is_first) { UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0); is_first = false; } margin_x = safe_areas[i][0] * size_x_half; margin_y = safe_areas[i][1] * size_y_half; minx = x1 + margin_x; miny = y1 + margin_y; maxx = x2 - margin_x; maxy = y2 - margin_y; glBegin(GL_LINE_LOOP); glVertex2f(maxx, miny); glVertex2f(maxx, maxy); glVertex2f(minx, maxy); glVertex2f(minx, miny); glEnd(); } } } static void draw_scope_end(const rctf *rect, GLint *scissor) { /* restore scissortest */ glScissor(scissor[0], scissor[1], scissor[2], scissor[3]); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* outline */ glColor4f(0.f, 0.f, 0.f, 0.5f); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_gl_mode(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, const float *data, int res, const bool is_line) { int i; if (is_line) { glLineWidth(1.5); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor4f(r, g, b, alpha); /* curve outline */ glBlendFunc(GL_SRC_ALPHA, GL_ONE); 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); glLineWidth(1.0); } else { /* under the curve */ glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor4f(r, g, b, alpha); glShadeModel(GL_FLAT); glBegin(GL_TRIANGLE_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); } } #define HISTOGRAM_TOT_GRID_LINES 4 void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti) { Histogram *hist = (Histogram *)but->poin; int res = hist->x_resolution; rctf rect; int i; float w, h; const bool is_line = (hist->flag & HISTO_FLAG_LINE) != 0; //float alpha; GLint scissor[4]; rect.xmin = (float)recti->xmin + 1; rect.xmax = (float)recti->xmax - 1; rect.ymin = (float)recti->ymin + 1; rect.ymax = (float)recti->ymax - 1; w = BLI_rctf_size_x(&rect); h = BLI_rctf_size_y(&rect) * hist->ymax; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.f, 0.f, 0.f, 0.3f); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f); /* 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)); glColor4f(1.f, 1.f, 1.f, 0.08f); /* draw grid lines here */ for (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) { glColor4f(1.0f, 1.0f, 1.0f, 0.5f); } fdrawline(rect.xmin, rect.ymin + fac * h, rect.xmax, rect.ymin + fac * h); fdrawline(rect.xmin + fac * w, rect.ymin, rect.xmin + fac * w, rect.ymax); } 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); } 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); } 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); 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); 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); } /* outline */ draw_scope_end(&rect, scissor); } #undef HISTOGRAM_TOT_GRID_LINES void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const 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]; 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 + 1; rect.ymax = (float)recti->ymax - 1; if (scopes->wavefrm_yfac < 0.5f) scopes->wavefrm_yfac = 0.98f; w = BLI_rctf_size_x(&rect) - 7; h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac; yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) / 2.0f; w3 = w / 3.0f; /* log scale for alpha */ alpha = scopes->wavefrm_alpha * scopes->wavefrm_alpha; unit_m3(colors); 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); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_gl_mode(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]; BLI_snprintf(str, sizeof(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(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); fdrawline(rect.xmax - 3, min, rect.xmax - 3, max); } /* RGB / YCC (3 channels) */ else if (ELEM(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 */ 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, const float colf[3]) { float y, u, v; float tangle = 0.f, tampli; float dangle, dampli, dangle2, dampli2; rgb_to_yuv(colf[0], colf[1], colf[2], &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 = 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 */ glColor4f(1.0f, 1.0f, 1.0, 0.12f); dangle = DEG2RADF(2.5f); 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 = DEG2RADF(10.0f); dampli = 0.2f * tampli; dangle2 = DEG2RADF(5.0f); 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), const rcti *recti) { const float skin_rad = DEG2RADF(123.0f); /* angle in radians of the skin tone line */ Scopes *scopes = (Scopes *)but->poin; rctf rect; int i, j; float w, h, centerx, centery, diam; float alpha; 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}}; GLint scissor[4]; rect.xmin = (float)recti->xmin + 1; rect.xmax = (float)recti->xmax - 1; rect.ymin = (float)recti->ymin + 1; rect.ymax = (float)recti->ymax - 1; w = BLI_rctf_size_x(&rect); h = BLI_rctf_size_y(&rect); centerx = rect.xmin + w / 2; centery = rect.ymin + h / 2; diam = (w < h) ? w : h; alpha = scopes->vecscope_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); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_gl_mode(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) { const float a = DEG2RADF((float)i); const 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, skin_rad), polar_to_y(centery, diam, 0.5, skin_rad), polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1, skin_rad)); /* saturation points */ for (i = 0; i < 6; i++) vectorscope_draw_target(centerx, centery, diam, colors[i]); 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 */ draw_scope_end(&rect, scissor); glDisable(GL_BLEND); } static void ui_draw_colorband_handle_tri_hlight(float x1, float y1, float halfwidth, float height) { float v[2]; glEnable(GL_LINE_SMOOTH); glBegin(GL_LINE_STRIP); copy_v2_fl2(v, x1 + halfwidth, y1); glVertex2fv(v); copy_v2_fl2(v, x1, y1 + height); glVertex2fv(v); copy_v2_fl2(v, x1 - halfwidth, y1); glVertex2fv(v); glEnd(); glDisable(GL_LINE_SMOOTH); } static void ui_draw_colorband_handle_tri(float x1, float y1, float halfwidth, float height, bool fill) { float v[2]; if (fill) { glPolygonMode(GL_FRONT, GL_FILL); glEnable(GL_POLYGON_SMOOTH); } else { glPolygonMode(GL_FRONT, GL_LINE); glEnable(GL_LINE_SMOOTH); } glBegin(GL_TRIANGLES); copy_v2_fl2(v, x1 + halfwidth, y1); glVertex2fv(v); copy_v2_fl2(v, x1, y1 + height); glVertex2fv(v); copy_v2_fl2(v, x1 - halfwidth, y1); glVertex2fv(v); glEnd(); if (fill) { glDisable(GL_POLYGON_SMOOTH); } else { glDisable(GL_LINE_SMOOTH); glPolygonMode(GL_FRONT, GL_FILL); } } static void ui_draw_colorband_handle_box(float x1, float y1, float x2, float y2, bool fill) { float v[2]; if (fill) { glPolygonMode(GL_FRONT, GL_FILL); } else { glPolygonMode(GL_FRONT, GL_LINE); } glBegin(GL_QUADS); copy_v2_fl2(v, x1, y1); glVertex2fv(v); copy_v2_fl2(v, x1, y2); glVertex2fv(v); copy_v2_fl2(v, x2, y2); glVertex2fv(v); copy_v2_fl2(v, x2, y1); glVertex2fv(v); glEnd(); if (!fill) { glPolygonMode(GL_FRONT, GL_FILL); } } static void ui_draw_colorband_handle( 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 half_width, height, y1, y2; float colf[3] = {UNPACK3(rgb)}; half_width = floorf(sizey / 3.5f); height = half_width * 1.4f; y1 = rect->ymin + (sizey * 0.16f); y2 = rect->ymax; /* align to pixels */ x = floorf(x + 0.5f); y1 = floorf(y1 + 0.5f); if (active || half_width < min_width) { glBegin(GL_LINES); glColor3ub(0, 0, 0); glVertex2f(x, y1); glVertex2f(x, y2); glEnd(); setlinestyle(active ? 2 : 1); glBegin(GL_LINES); glColor3ub(200, 200, 200); glVertex2f(x, y1); glVertex2f(x, y2); glEnd(); setlinestyle(0); /* hide handles when zoomed out too far */ if (half_width < min_width) { return; } } /* shift handle down */ y1 = y1 - half_width; glColor3ub(0, 0, 0); ui_draw_colorband_handle_box(x - half_width, y1 - 1, x + half_width, y1 + height, false); /* draw all triangles blended */ glEnable(GL_BLEND); ui_draw_colorband_handle_tri(x, y1 + height, half_width, half_width, true); if (active) glColor3ub(196, 196, 196); else glColor3ub(96, 96, 96); ui_draw_colorband_handle_tri(x, y1 + height, half_width, half_width, true); if (active) glColor3ub(255, 255, 255); else glColor3ub(128, 128, 128); ui_draw_colorband_handle_tri_hlight(x, y1 + height - 1, (half_width - 1), (half_width - 1)); glColor3ub(0, 0, 0); ui_draw_colorband_handle_tri_hlight(x, y1 + height, half_width, half_width); glDisable(GL_BLEND); glColor3ub(128, 128, 128); ui_draw_colorband_handle_box(x - (half_width - 1), y1, x + (half_width - 1), y1 + height, true); if (display) { IMB_colormanagement_scene_linear_to_display_v3(colf, display); } glColor3fv(colf); ui_draw_colorband_handle_box(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) { ColorBand *coba; CBData *cbd; float x1, y1, sizex, sizey, sizey_solid; float v1[2], v2[2]; int a; float pos, colf[4] = {0, 0, 0, 0}; /* initialize in case the colorband isn't valid */ struct ColorManagedDisplay *display = NULL; 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); x1 = rect->xmin; sizex = rect->xmax - x1; sizey = BLI_rcti_size_y(rect); sizey_solid = sizey / 4; y1 = rect->ymin; /* layer: background, to show tranparency */ glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255); glRectf(x1, y1, x1 + sizex, rect->ymax); glEnable(GL_POLYGON_STIPPLE); glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255); glPolygonStipple(stipple_checker_8px); glRectf(x1, y1, x1 + sizex, rect->ymax); glDisable(GL_POLYGON_STIPPLE); /* layer: color ramp */ glShadeModel(GL_FLAT); glEnable(GL_BLEND); cbd = coba->data; v1[1] = y1 + sizey_solid; v2[1] = rect->ymax; glBegin(GL_TRIANGLE_STRIP); for (a = 0; a <= sizex; a++) { pos = ((float)a) / sizex; do_colorband(coba, pos, colf); if (display) IMB_colormanagement_scene_linear_to_display_v3(colf, display); v1[0] = v2[0] = x1 + a; glColor4fv(colf); glVertex2fv(v1); glVertex2fv(v2); } glEnd(); /* layer: color ramp without alpha for reference when manipulating ramp properties */ v1[1] = y1; v2[1] = y1 + sizey_solid; glBegin(GL_TRIANGLE_STRIP); for (a = 0; a <= sizex; a++) { pos = ((float)a) / sizex; do_colorband(coba, pos, colf); if (display) IMB_colormanagement_scene_linear_to_display_v3(colf, display); v1[0] = v2[0] = x1 + a; glColor4f(colf[0], colf[1], colf[2], 1.0f); glVertex2fv(v1); glVertex2fv(v2); } glEnd(); glDisable(GL_BLEND); glShadeModel(GL_SMOOTH); /* layer: box outline */ glColor4f(0.0, 0.0, 0.0, 1.0); fdrawbox(x1, y1, x1 + sizex, rect->ymax); /* layer: box outline */ glEnable(GL_BLEND); glColor4f(0.0f, 0.0f, 0.0f, 0.5f); fdrawline(x1, y1, x1 + sizex, y1); glColor4f(1.0f, 1.0f, 1.0f, 0.25f); fdrawline(x1, y1 - 1, x1 + sizex, y1 - 1); glDisable(GL_BLEND); /* layer: draw handles */ for (a = 0; a < coba->tot; a++, cbd++) { if (a != coba->cur) { pos = x1 + cbd->pos * (sizex - 1) + 1; ui_draw_colorband_handle(rect, pos, &cbd->r, display, false); } } /* layer: active handle */ if (coba->tot != 0) { cbd = &coba->data[coba->cur]; pos = x1 + cbd->pos * (sizex - 1) + 1; ui_draw_colorband_handle(rect, pos, &cbd->r, display, true); } } void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const 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); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_gl_mode(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_but_v3_get(but, dir); dir[3] = 0.0f; /* glLightfv 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 * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect), 0.0f); if (BLI_rcti_size_x(rect) < BLI_rcti_size_y(rect)) size = BLI_rcti_size_x(rect) / 200.f; else size = BLI_rcti_size_y(rect) / 200.f; glScalef(size, size, size); if (displist == 0) { GLUquadricObj *qobj; displist = glGenLists(1); glNewList(displist, GL_COMPILE); qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_FILL); glShadeModel(GL_SMOOTH); gluSphere(qobj, 100.0, 32, 24); glShadeModel(GL_FLAT); gluDeleteQuadric(qobj); glEndList(); } 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(const 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 gl_shaded_color(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, const 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; if (but->editcumap) { cumap = but->editcumap; } else { cumap = (CurveMapping *)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_rcti_isect(&scissor_new, &ar->winrct, &scissor_new); glScissor(scissor_new.xmin, scissor_new.ymin, BLI_rcti_size_x(&scissor_new), BLI_rcti_size_y(&scissor_new)); /* calculate offset and zoom */ zoomx = (BLI_rcti_size_x(rect) - 2.0f) / BLI_rctf_size_x(&cumap->curr); zoomy = (BLI_rcti_size_y(rect) - 2.0f) / BLI_rctf_size_y(&cumap->curr); offsx = cumap->curr.xmin - (1.0f / zoomx); offsy = cumap->curr.ymin - (1.0f / zoomy); /* backdrop */ if (but->a1 == UI_GRAD_H) { /* magic trigger for curve backgrounds */ rcti grid; float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */ grid.xmin = rect->xmin + zoomx * (-offsx); grid.xmax = grid.xmin + zoomx; grid.ymin = rect->ymin + zoomy * (-offsy); grid.ymax = grid.ymin + zoomy; ui_draw_gradient(&grid, col, UI_GRAD_H, 1.0f); /* grid, hsv uses different grid */ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4ub(0, 0, 0, 48); ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.1666666f); glDisable(GL_BLEND); } else { if (cumap->flag & CUMA_DO_CLIP) { gl_shaded_color((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 0.25 step */ gl_shaded_color((unsigned char *)wcol->inner, -16); ui_draw_but_curve_grid(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(rect, zoomx, zoomy, offsx, offsy, 1.0f); /* axes */ gl_shaded_color((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(); } /* cfra option */ /* XXX 2.48 */ #if 0 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(); } #endif /* sample option */ if (cumap->flag & CUMA_DRAW_SAMPLE) { 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); glColor3ub(240, 240, 240); glBegin(GL_LINES); glVertex2f(rect->xmin + zoomx * (hsv[0] - offsx), rect->ymin); glVertex2f(rect->xmin + zoomx * (hsv[0] - offsx), rect->ymax); glEnd(); } else if (cumap->cur == 3) { float lum = rgb_to_bw(cumap->sample); 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, false); 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; a < cuma->totpoint; a++) { if (cmp[a].flag & CUMA_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); } void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti) { rctf rect; bool ok = false; int width, height; GLint scissor[4]; MovieClipScopes *scopes = (MovieClipScopes *)but->poin; rect.xmin = (float)recti->xmin + 1; rect.xmax = (float)recti->xmax - 1; rect.ymin = (float)recti->ymin + 1; rect.ymax = (float)recti->ymax - 1; width = BLI_rctf_size_x(&rect) + 1; height = BLI_rctf_size_y(&rect); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* need scissor test, preview image 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 (scopes->track_disabled) { glColor4f(0.7f, 0.3f, 0.3f, 0.3f); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f); ok = 1; } else if ((scopes->track_search) && ((!scopes->track_preview) || (scopes->track_preview->x != width || scopes->track_preview->y != height))) { ImBuf *tmpibuf; if (scopes->track_preview) IMB_freeImBuf(scopes->track_preview); 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) { float track_pos[2]; int a; ImBuf *drawibuf; glPushMatrix(); track_pos[0] = scopes->track_pos[0]; track_pos[1] = scopes->track_pos[1]; /* draw content of pattern area */ glScissor(ar->winrct.xmin + rect.xmin, ar->winrct.ymin + rect.ymin, scissor[2], scissor[3]); if (width > 0 && height > 0) { drawibuf = scopes->track_preview; if (scopes->use_track_mask) { glColor4f(0.0f, 0.0f, 0.0f, 0.3f); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f); } glaDrawPixelsSafe(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y, drawibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, drawibuf->rect); /* draw cross for pizel position */ glTranslatef(rect.xmin + track_pos[0], rect.ymin + track_pos[1], 0.f); glScissor(ar->winrct.xmin + rect.xmin, ar->winrct.ymin + rect.ymin, BLI_rctf_size_x(&rect), BLI_rctf_size_y(&rect)); for (a = 0; a < 2; a++) { if (a == 1) { glLineStipple(3, 0xaaaa); glEnable(GL_LINE_STIPPLE); UI_ThemeColor(TH_SEL_MARKER); } else { UI_ThemeColor(TH_MARKER_OUTLINE); } glBegin(GL_LINES); glVertex2f(-10.0f, 0.0f); glVertex2f(10.0f, 0.0f); glVertex2f(0.0f, -10.0f); glVertex2f(0.0f, 10.0f); glEnd(); } } glDisable(GL_LINE_STIPPLE); glPopMatrix(); ok = 1; } if (!ok) { glColor4f(0.f, 0.f, 0.f, 0.3f); UI_draw_roundbox_corner_set(UI_CNR_ALL); UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f); } /* outline */ draw_scope_end(&rect, scissor); glDisable(GL_BLEND); } 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, }; unsigned char *col = but->col; int a; GLint scissor[4]; rcti scissor_new; float x, y; x = 0.5f * (recti->xmin + recti->xmax); y = 0.5f * (recti->ymin + recti->ymax); /* need scissor test, can draw outside of boundary */ glGetIntegerv(GL_VIEWPORT, scissor); scissor_new.xmin = ar->winrct.xmin + recti->xmin; scissor_new.ymin = ar->winrct.ymin + recti->ymin; scissor_new.xmax = ar->winrct.xmin + recti->xmax; scissor_new.ymax = ar->winrct.ymin + recti->ymax; BLI_rcti_isect(&scissor_new, &ar->winrct, &scissor_new); glScissor(scissor_new.xmin, scissor_new.ymin, BLI_rcti_size_x(&scissor_new), BLI_rcti_size_y(&scissor_new)); glColor4ubv(col); glEnable(GL_BLEND); glBegin(GL_POLYGON); for (a = 0; a < 16; a++) glVertex2f(x + size * si[a], y + size * co[a]); glEnd(); glDisable(GL_BLEND); glColor4ub(0, 0, 0, 150); glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); glBegin(GL_LINE_LOOP); for (a = 0; a < 16; a++) glVertex2f(x + size * si[a], y + size * co[a]); glEnd(); glDisable(GL_LINE_SMOOTH); glDisable(GL_BLEND); glLineWidth(1.0f); /* restore scissortest */ glScissor(scissor[0], scissor[1], scissor[2], scissor[3]); } /* ****************************************************** */ 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 UI_draw_box_shadow(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_draw_dropshadow(const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select)) { int i; float rad; float a; float dalpha = alpha * 2.0f / 255.0f, calpha; glEnable(GL_BLEND); if (radius > (BLI_rctf_size_y(rct) - 10.0f) / 2.0f) rad = (BLI_rctf_size_y(rct) - 10.0f) / 2.0f; else rad = radius; i = 12; #if 0 if (select) { a = i * aspect; /* same as below */ } else #endif { a = i * aspect; } calpha = dalpha; for (; i--; a -= aspect) { /* alpha ranges from 2 to 20 or so */ glColor4f(0.0f, 0.0f, 0.0f, calpha); calpha += dalpha; UI_draw_roundbox_gl_mode(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); UI_draw_roundbox_gl_mode(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); }