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 * If it has been scaled, then it's no longer valid.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