/* * 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. */ /** \file * \ingroup edscr */ #include "ED_screen.h" #include "GPU_batch_presets.h" #include "GPU_framebuffer.h" #include "GPU_immediate.h" #include "GPU_matrix.h" #include "GPU_platform.h" #include "GPU_state.h" #include "BLI_listbase.h" #include "BLI_math.h" #include "BLI_rect.h" #include "WM_api.h" #include "UI_resources.h" #include "screen_intern.h" /** * Draw horizontal shape visualizing future joining * (left as well right direction of future joining). */ static void draw_horizontal_join_shape(ScrArea *area, char dir, uint pos) { const float width = screen_geom_area_width(area) - 1; const float height = screen_geom_area_height(area) - 1; float w, h; if (height < width) { h = height / 8; w = height / 4; } else { h = width / 8; w = width / 4; } vec2f points[10]; points[0].x = area->v1->vec.x; points[0].y = area->v1->vec.y + height / 2; points[1].x = area->v1->vec.x; points[1].y = area->v1->vec.y; points[2].x = area->v4->vec.x - w; points[2].y = area->v4->vec.y; points[3].x = area->v4->vec.x - w; points[3].y = area->v4->vec.y + height / 2 - 2 * h; points[4].x = area->v4->vec.x - 2 * w; points[4].y = area->v4->vec.y + height / 2; points[5].x = area->v4->vec.x - w; points[5].y = area->v4->vec.y + height / 2 + 2 * h; points[6].x = area->v3->vec.x - w; points[6].y = area->v3->vec.y; points[7].x = area->v2->vec.x; points[7].y = area->v2->vec.y; points[8].x = area->v4->vec.x; points[8].y = area->v4->vec.y + height / 2 - h; points[9].x = area->v4->vec.x; points[9].y = area->v4->vec.y + height / 2 + h; if (dir == 'l') { /* when direction is left, then we flip direction of arrow */ float cx = area->v1->vec.x + width; for (int i = 0; i < 10; i++) { points[i].x -= cx; points[i].x = -points[i].x; points[i].x += area->v1->vec.x; } } immBegin(GPU_PRIM_TRI_FAN, 5); for (int i = 0; i < 5; i++) { immVertex2f(pos, points[i].x, points[i].y); } immEnd(); immBegin(GPU_PRIM_TRI_FAN, 5); for (int i = 4; i < 8; i++) { immVertex2f(pos, points[i].x, points[i].y); } immVertex2f(pos, points[0].x, points[0].y); immEnd(); immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y); immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y); } /** * Draw vertical shape visualizing future joining (up/down direction). */ static void draw_vertical_join_shape(ScrArea *area, char dir, uint pos) { const float width = screen_geom_area_width(area) - 1; const float height = screen_geom_area_height(area) - 1; float w, h; if (height < width) { h = height / 4; w = height / 8; } else { h = width / 4; w = width / 8; } vec2f points[10]; points[0].x = area->v1->vec.x + width / 2; points[0].y = area->v3->vec.y; points[1].x = area->v2->vec.x; points[1].y = area->v2->vec.y; points[2].x = area->v1->vec.x; points[2].y = area->v1->vec.y + h; points[3].x = area->v1->vec.x + width / 2 - 2 * w; points[3].y = area->v1->vec.y + h; points[4].x = area->v1->vec.x + width / 2; points[4].y = area->v1->vec.y + 2 * h; points[5].x = area->v1->vec.x + width / 2 + 2 * w; points[5].y = area->v1->vec.y + h; points[6].x = area->v4->vec.x; points[6].y = area->v4->vec.y + h; points[7].x = area->v3->vec.x; points[7].y = area->v3->vec.y; points[8].x = area->v1->vec.x + width / 2 - w; points[8].y = area->v1->vec.y; points[9].x = area->v1->vec.x + width / 2 + w; points[9].y = area->v1->vec.y; if (dir == 'u') { /* when direction is up, then we flip direction of arrow */ float cy = area->v1->vec.y + height; for (int i = 0; i < 10; i++) { points[i].y -= cy; points[i].y = -points[i].y; points[i].y += area->v1->vec.y; } } immBegin(GPU_PRIM_TRI_FAN, 5); for (int i = 0; i < 5; i++) { immVertex2f(pos, points[i].x, points[i].y); } immEnd(); immBegin(GPU_PRIM_TRI_FAN, 5); for (int i = 4; i < 8; i++) { immVertex2f(pos, points[i].x, points[i].y); } immVertex2f(pos, points[0].x, points[0].y); immEnd(); immRectf(pos, points[2].x, points[2].y, points[8].x, points[8].y); immRectf(pos, points[6].x, points[6].y, points[9].x, points[9].y); } /** * Draw join shape due to direction of joining. */ static void draw_join_shape(ScrArea *area, char dir, uint pos) { if (ELEM(dir, 'u', 'd')) { draw_vertical_join_shape(area, dir, pos); } else { draw_horizontal_join_shape(area, dir, pos); } } #define CORNER_RESOLUTION 3 static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int i) { float inter[2]; inter[0] = cosf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f))); inter[1] = sinf(corner * M_PI_2 + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f))); /* Snap point to edge */ float div = 1.0f / max_ff(fabsf(inter[0]), fabsf(inter[1])); float exter[2]; mul_v2_v2fl(exter, inter, div); exter[0] = roundf(exter[0]); exter[1] = roundf(exter[1]); if (i == 0 || i == (CORNER_RESOLUTION - 1)) { copy_v2_v2(inter, exter); } /* Line width is 20% of the entire corner size. */ const float line_width = 0.2f; /* Keep in sync with shader */ mul_v2_fl(inter, 1.0f - line_width); mul_v2_fl(exter, 1.0f + line_width); switch (corner) { case 0: add_v2_v2(inter, (float[2]){-1.0f, -1.0f}); add_v2_v2(exter, (float[2]){-1.0f, -1.0f}); break; case 1: add_v2_v2(inter, (float[2]){1.0f, -1.0f}); add_v2_v2(exter, (float[2]){1.0f, -1.0f}); break; case 2: add_v2_v2(inter, (float[2]){1.0f, 1.0f}); add_v2_v2(exter, (float[2]){1.0f, 1.0f}); break; case 3: add_v2_v2(inter, (float[2]){-1.0f, 1.0f}); add_v2_v2(exter, (float[2]){-1.0f, 1.0f}); break; } GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, inter); GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, exter); } static GPUBatch *batch_screen_edges_get(int *corner_len) { static GPUBatch *screen_edges_batch = NULL; if (screen_edges_batch == NULL) { GPUVertFormat format = {0}; uint pos = 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, CORNER_RESOLUTION * 2 * 4 + 2); uint vidx = 0; for (int corner = 0; corner < 4; corner++) { for (int c = 0; c < CORNER_RESOLUTION; c++) { do_vert_pair(vbo, pos, &vidx, corner, c); } } /* close the loop */ do_vert_pair(vbo, pos, &vidx, 0, 0); screen_edges_batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); gpu_batch_presets_register(screen_edges_batch); } if (corner_len) { *corner_len = CORNER_RESOLUTION * 2; } return screen_edges_batch; } #undef CORNER_RESOLUTION /** * Draw screen area darker with arrow (visualization of future joining). */ static void scrarea_draw_shape_dark(ScrArea *area, char dir, uint pos) { GPU_blend(GPU_BLEND_ALPHA); immUniformColor4ub(0, 0, 0, 50); draw_join_shape(area, dir, pos); } /** * Draw screen area lighter with arrow shape ("eraser" of previous dark shape). */ static void scrarea_draw_shape_light(ScrArea *area, char UNUSED(dir), uint pos) { GPU_blend(GPU_BLEND_ALPHA); immUniformColor4ub(255, 255, 255, 25); immRectf(pos, area->v1->vec.x, area->v1->vec.y, area->v3->vec.x, area->v3->vec.y); } static void drawscredge_area_draw( int sizex, int sizey, short x1, short y1, short x2, short y2, float edge_thickness) { rctf rect; BLI_rctf_init(&rect, (float)x1, (float)x2, (float)y1, (float)y2); /* right border area */ if (x2 >= sizex - 1) { rect.xmax += edge_thickness * 0.5f; } /* left border area */ if (x1 <= 0) { /* otherwise it draws the emboss of window over */ rect.xmin -= edge_thickness * 0.5f; } /* top border area */ if (y2 >= sizey - 1) { rect.ymax += edge_thickness * 0.5f; } /* bottom border area */ if (y1 <= 0) { rect.ymin -= edge_thickness * 0.5f; } GPUBatch *batch = batch_screen_edges_get(NULL); GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES); GPU_batch_uniform_4fv(batch, "rect", (float *)&rect); GPU_batch_draw(batch); } /** * \brief Screen edges drawing. */ static void drawscredge_area(ScrArea *area, int sizex, int sizey, float edge_thickness) { short x1 = area->v1->vec.x; short y1 = area->v1->vec.y; short x2 = area->v3->vec.x; short y2 = area->v3->vec.y; drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, edge_thickness); } /** * Only for edge lines between areas. */ void ED_screen_draw_edges(wmWindow *win) { bScreen *screen = WM_window_get_active_screen(win); screen->do_draw = false; if (screen->state == SCREENFULL) { return; } if (screen->temp && BLI_listbase_is_single(&screen->areabase)) { return; } const int winsize_x = WM_window_pixels_x(win); const int winsize_y = WM_window_pixels_y(win); float col[4], corner_scale, edge_thickness; int verts_per_corner = 0; rcti scissor_rect; BLI_rcti_init_minmax(&scissor_rect); LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) { BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){area->v1->vec.x, area->v1->vec.y}); BLI_rcti_do_minmax_v(&scissor_rect, (int[2]){area->v3->vec.x, area->v3->vec.y}); } if (GPU_type_matches(GPU_DEVICE_INTEL_UHD, GPU_OS_UNIX, GPU_DRIVER_ANY)) { /* For some reason, on linux + Intel UHD Graphics 620 the driver * hangs if we don't flush before this. (See T57455) */ GPU_flush(); } GPU_scissor(scissor_rect.xmin, scissor_rect.ymin, BLI_rcti_size_x(&scissor_rect) + 1, BLI_rcti_size_y(&scissor_rect) + 1); /* It seems that all areas gets smaller when pixelsize is > 1. * So in order to avoid missing pixels we just disable de scissors. */ if (U.pixelsize <= 1.0f) { GPU_scissor_test(true); } UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col); col[3] = 1.0f; corner_scale = U.pixelsize * 8.0f; edge_thickness = corner_scale * 0.21f; GPU_blend(GPU_BLEND_ALPHA); GPUBatch *batch = batch_screen_edges_get(&verts_per_corner); GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES); GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner); GPU_batch_uniform_1f(batch, "scale", corner_scale); GPU_batch_uniform_4fv(batch, "color", col); LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) { drawscredge_area(area, winsize_x, winsize_y, edge_thickness); } GPU_blend(GPU_BLEND_NONE); if (U.pixelsize <= 1.0f) { GPU_scissor_test(false); } } /** * The blended join arrows. * * \param sa1: Area from which the resultant originates. * \param sa2: Target area that will be replaced. */ void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2) { uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); GPU_line_width(1); /* blended join arrow */ int dir = area_getorientation(sa1, sa2); int dira = -1; if (dir != -1) { switch (dir) { case 0: /* W */ dir = 'r'; dira = 'l'; break; case 1: /* N */ dir = 'd'; dira = 'u'; break; case 2: /* E */ dir = 'l'; dira = 'r'; break; case 3: /* S */ dir = 'u'; dira = 'd'; break; } GPU_blend(GPU_BLEND_ALPHA); scrarea_draw_shape_dark(sa2, dir, pos); scrarea_draw_shape_light(sa1, dira, pos); GPU_blend(GPU_BLEND_NONE); } immUnbindProgram(); } void ED_screen_draw_split_preview(ScrArea *area, const int dir, const float fac) { uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); /* Split-point. */ GPU_blend(GPU_BLEND_ALPHA); immUniformColor4ub(255, 255, 255, 100); immBegin(GPU_PRIM_LINES, 2); if (dir == 'h') { const float y = (1 - fac) * area->totrct.ymin + fac * area->totrct.ymax; immVertex2f(pos, area->totrct.xmin, y); immVertex2f(pos, area->totrct.xmax, y); immEnd(); immUniformColor4ub(0, 0, 0, 100); immBegin(GPU_PRIM_LINES, 2); immVertex2f(pos, area->totrct.xmin, y + 1); immVertex2f(pos, area->totrct.xmax, y + 1); immEnd(); } else { BLI_assert(dir == 'v'); const float x = (1 - fac) * area->totrct.xmin + fac * area->totrct.xmax; immVertex2f(pos, x, area->totrct.ymin); immVertex2f(pos, x, area->totrct.ymax); immEnd(); immUniformColor4ub(0, 0, 0, 100); immBegin(GPU_PRIM_LINES, 2); immVertex2f(pos, x + 1, area->totrct.ymin); immVertex2f(pos, x + 1, area->totrct.ymax); immEnd(); } GPU_blend(GPU_BLEND_NONE); immUnbindProgram(); } /* -------------------------------------------------------------------- */ /* Screen Thumbnail Preview */ /** * Calculates a scale factor to squash the preview for \a screen into a rectangle * of given size and aspect. */ static void screen_preview_scale_get( const bScreen *screen, float size_x, float size_y, const float asp[2], float r_scale[2]) { float max_x = 0, max_y = 0; LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) { max_x = MAX2(max_x, area->totrct.xmax); max_y = MAX2(max_y, area->totrct.ymax); } r_scale[0] = (size_x * asp[0]) / max_x; r_scale[1] = (size_y * asp[1]) / max_y; } static void screen_preview_draw_areas(const bScreen *screen, const float scale[2], const float col[4], const float ofs_between_areas) { const float ofs_h = ofs_between_areas * 0.5f; uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor4fv(col); LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) { rctf rect = { .xmin = area->totrct.xmin * scale[0] + ofs_h, .xmax = area->totrct.xmax * scale[0] - ofs_h, .ymin = area->totrct.ymin * scale[1] + ofs_h, .ymax = area->totrct.ymax * scale[1] - ofs_h, }; immBegin(GPU_PRIM_TRI_FAN, 4); immVertex2f(pos, rect.xmin, rect.ymin); immVertex2f(pos, rect.xmax, rect.ymin); immVertex2f(pos, rect.xmax, rect.ymax); immVertex2f(pos, rect.xmin, rect.ymax); immEnd(); } immUnbindProgram(); } static void screen_preview_draw(const bScreen *screen, int size_x, int size_y) { const float asp[2] = {1.0f, 0.8f}; /* square previews look a bit ugly */ /* could use theme color (tui.wcol_menu_item.text), * but then we'd need to regenerate all previews when changing. */ const float col[4] = {1.0f, 1.0f, 1.0f, 1.0f}; float scale[2]; wmOrtho2(0.0f, size_x, 0.0f, size_y); /* center */ GPU_matrix_push(); GPU_matrix_identity_set(); GPU_matrix_translate_2f(size_x * (1.0f - asp[0]) * 0.5f, size_y * (1.0f - asp[1]) * 0.5f); screen_preview_scale_get(screen, size_x, size_y, asp, scale); screen_preview_draw_areas(screen, scale, col, 1.5f); GPU_matrix_pop(); } /** * Render the preview for a screen layout in \a screen. */ void ED_screen_preview_render(const bScreen *screen, int size_x, int size_y, uint *r_rect) { char err_out[256] = "unknown"; GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, true, false, err_out); GPU_offscreen_bind(offscreen, true); GPU_clear_color(0.0f, 0.0f, 0.0f, 0.0f); GPU_clear_depth(1.0f); screen_preview_draw(screen, size_x, size_y); GPU_offscreen_read_pixels(offscreen, GPU_DATA_UBYTE, r_rect); GPU_offscreen_unbind(offscreen, true); GPU_offscreen_free(offscreen); }