/* * ***** 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. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/screen/screen_draw.c * \ingroup edscr */ #include "ED_screen.h" #include "GPU_framebuffer.h" #include "GPU_immediate.h" #include "GPU_matrix.h" #include "WM_api.h" #include "WM_types.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 *sa, char dir, unsigned int pos) { vec2f points[10]; short i; float w, h; float width = sa->v3->vec.x - sa->v1->vec.x; float height = sa->v3->vec.y - sa->v1->vec.y; if (height < width) { h = height / 8; w = height / 4; } else { h = width / 8; w = width / 4; } points[0].x = sa->v1->vec.x; points[0].y = sa->v1->vec.y + height / 2; points[1].x = sa->v1->vec.x; points[1].y = sa->v1->vec.y; points[2].x = sa->v4->vec.x - w; points[2].y = sa->v4->vec.y; points[3].x = sa->v4->vec.x - w; points[3].y = sa->v4->vec.y + height / 2 - 2 * h; points[4].x = sa->v4->vec.x - 2 * w; points[4].y = sa->v4->vec.y + height / 2; points[5].x = sa->v4->vec.x - w; points[5].y = sa->v4->vec.y + height / 2 + 2 * h; points[6].x = sa->v3->vec.x - w; points[6].y = sa->v3->vec.y; points[7].x = sa->v2->vec.x; points[7].y = sa->v2->vec.y; points[8].x = sa->v4->vec.x; points[8].y = sa->v4->vec.y + height / 2 - h; points[9].x = sa->v4->vec.x; points[9].y = sa->v4->vec.y + height / 2 + h; if (dir == 'l') { /* when direction is left, then we flip direction of arrow */ float cx = sa->v1->vec.x + width; for (i = 0; i < 10; i++) { points[i].x -= cx; points[i].x = -points[i].x; points[i].x += sa->v1->vec.x; } } immBegin(GL_TRIANGLE_FAN, 5); for (i = 0; i < 5; i++) { immVertex2f(pos, points[i].x, points[i].y); } immEnd(); immBegin(GL_TRIANGLE_FAN, 5); for (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 *sa, char dir, unsigned int pos) { vec2f points[10]; short i; float w, h; float width = sa->v3->vec.x - sa->v1->vec.x; float height = sa->v3->vec.y - sa->v1->vec.y; if (height < width) { h = height / 4; w = height / 8; } else { h = width / 4; w = width / 8; } points[0].x = sa->v1->vec.x + width / 2; points[0].y = sa->v3->vec.y; points[1].x = sa->v2->vec.x; points[1].y = sa->v2->vec.y; points[2].x = sa->v1->vec.x; points[2].y = sa->v1->vec.y + h; points[3].x = sa->v1->vec.x + width / 2 - 2 * w; points[3].y = sa->v1->vec.y + h; points[4].x = sa->v1->vec.x + width / 2; points[4].y = sa->v1->vec.y + 2 * h; points[5].x = sa->v1->vec.x + width / 2 + 2 * w; points[5].y = sa->v1->vec.y + h; points[6].x = sa->v4->vec.x; points[6].y = sa->v4->vec.y + h; points[7].x = sa->v3->vec.x; points[7].y = sa->v3->vec.y; points[8].x = sa->v1->vec.x + width / 2 - w; points[8].y = sa->v1->vec.y; points[9].x = sa->v1->vec.x + width / 2 + w; points[9].y = sa->v1->vec.y; if (dir == 'u') { /* when direction is up, then we flip direction of arrow */ float cy = sa->v1->vec.y + height; for (i = 0; i < 10; i++) { points[i].y -= cy; points[i].y = -points[i].y; points[i].y += sa->v1->vec.y; } } immBegin(GL_TRIANGLE_FAN, 5); for (i = 0; i < 5; i++) { immVertex2f(pos, points[i].x, points[i].y); } immEnd(); immBegin(GL_TRIANGLE_FAN, 5); for (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 *sa, char dir, unsigned int pos) { if (dir == 'u' || dir == 'd') { draw_vertical_join_shape(sa, dir, pos); } else { draw_horizontal_join_shape(sa, dir, pos); } } /** * Draw screen area darker with arrow (visualization of future joining). */ static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); immUniformColor4ub(0, 0, 0, 50); draw_join_shape(sa, dir, pos); } /** * Draw screen area ligher with arrow shape ("eraser" of previous dark shape). */ static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int pos) { glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA); /* value 181 was hardly computed: 181~105 */ immUniformColor4ub(255, 255, 255, 50); /* draw_join_shape(sa, dir); */ immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y); } static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, unsigned int pos) { int count = 0; if (x2 < sizex - 1) count += 2; if (x1 > 0) count += 2; if (y2 < sizey - 1) count += 2; if (y1 > 0) count += 2; if (count == 0) { return; } immBegin(GL_LINES, count); /* right border area */ if (x2 < sizex - 1) { immVertex2f(pos, x2, y1); immVertex2f(pos, x2, y2); } /* left border area */ if (x1 > 0) { /* otherwise it draws the emboss of window over */ immVertex2f(pos, x1, y1); immVertex2f(pos, x1, y2); } /* top border area */ if (y2 < sizey - 1) { immVertex2f(pos, x1, y2); immVertex2f(pos, x2, y2); } /* bottom border area */ if (y1 > 0) { immVertex2f(pos, x1, y1); immVertex2f(pos, x2, y1); } immEnd(); } /** * \brief Screen edges drawing. */ static void drawscredge_area(ScrArea *sa, int sizex, int sizey, unsigned int pos) { short x1 = sa->v1->vec.x; short y1 = sa->v1->vec.y; short x2 = sa->v3->vec.x; short y2 = sa->v3->vec.y; drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, pos); } /** * Only for edge lines between areas, and the blended join arrows. */ void ED_screen_draw(wmWindow *win) { const int winsize_x = WM_window_pixels_x(win); const int winsize_y = WM_window_pixels_y(win); ScrArea *sa; ScrArea *sa1 = NULL; ScrArea *sa2 = NULL; ScrArea *sa3 = NULL; wmSubWindowSet(win, win->screen->mainwin); unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); /* Note: first loop only draws if U.pixelsize > 1, skip otherwise */ if (U.pixelsize > 1.0f) { /* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */ glLineWidth((2.0f * U.pixelsize) - 1); immUniformColor3ub(0x50, 0x50, 0x50); for (sa = win->screen->areabase.first; sa; sa = sa->next) { drawscredge_area(sa, winsize_x, winsize_y, pos); } } glLineWidth(1); immUniformColor3ub(0, 0, 0); for (sa = win->screen->areabase.first; sa; sa = sa->next) { drawscredge_area(sa, winsize_x, winsize_y, pos); /* gather area split/join info */ if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa; if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa; if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa; } /* blended join arrow */ if (sa1 && sa2) { 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; } } glEnable(GL_BLEND); scrarea_draw_shape_dark(sa2, dir, pos); scrarea_draw_shape_light(sa1, dira, pos); glDisable(GL_BLEND); } /* splitpoint */ if (sa3) { glEnable(GL_BLEND); immUniformColor4ub(255, 255, 255, 100); immBegin(GL_LINES, 2); if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) { immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y); immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y); immEnd(); immUniformColor4ub(0, 0, 0, 100); immBegin(GL_LINES, 2); immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y + 1); immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y + 1); } else { immVertex2f(pos, win->eventstate->x, sa3->totrct.ymin); immVertex2f(pos, win->eventstate->x, sa3->totrct.ymax); immEnd(); immUniformColor4ub(0, 0, 0, 100); immBegin(GL_LINES, 2); immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymin); immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymax); } immEnd(); glDisable(GL_BLEND); } immUnbindProgram(); win->screen->do_draw = false; } /* -------------------------------------------------------------------- */ /* 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; for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) { max_x = MAX2(max_x, sa->totrct.xmax); max_y = MAX2(max_y, sa->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; unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor4fv(col); for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) { rctf rect = { .xmin = sa->totrct.xmin * scale[0] + ofs_h, .xmax = sa->totrct.xmax * scale[0] - ofs_h, .ymin = sa->totrct.ymin * scale[1] + ofs_h, .ymax = sa->totrct.ymax * scale[1] - ofs_h }; immBegin(PRIM_TRIANGLE_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 */ gpuPushMatrix(); gpuTranslate2f(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); gpuPopMatrix(); } /** * Render the preview for a screen layout in \a screen. */ void ED_screen_preview_render(const bScreen *screen, int size_x, int size_y, unsigned int *r_rect) { char err_out[256] = "unknown"; GPUOffScreen *offscreen = GPU_offscreen_create(size_x, size_y, 0, err_out); GPU_offscreen_bind(offscreen, true); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); screen_preview_draw(screen, size_x, size_y); GPU_offscreen_read_pixels(offscreen, GL_UNSIGNED_BYTE, r_rect); GPU_offscreen_unbind(offscreen, true); GPU_offscreen_free(offscreen); }