UI: Optimize the area border drawing
It is was not really a bottleneck but it was triggering my OCD when 1/3rd of the drawcalls in a normal scene were basically only caused by this.
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fb7fc3be19
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34b3d6e2f8
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@ -24,12 +24,14 @@
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#include "ED_screen.h"
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#include "GPU_batch_presets.h"
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#include "GPU_framebuffer.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "WM_api.h"
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#include "WM_types.h"
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@ -214,7 +216,85 @@ static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
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}
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}
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#define CORNER_RESOLUTION 10
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#define CORNER_RESOLUTION 9
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static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int i)
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{
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float inter[2], exter[2];
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inter[0] = cosf((corner * 2.0f * M_PI / 4.0f) + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
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inter[1] = sinf((corner * 2.0f * M_PI / 4.0f) + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
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/* Snap point to edge */
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float div = 1.0f / max_ff(fabsf(inter[0]), fabsf(inter[1]));
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mul_v2_v2fl(exter, inter, div);
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exter[0] = roundf(exter[0]);
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exter[1] = roundf(exter[1]);
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if (i == 0 || i == (CORNER_RESOLUTION - 1)) {
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copy_v2_v2(inter, exter);
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}
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/* Line width is 20% of the entire corner size. */
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const float line_width = 0.2f;
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mul_v2_fl(inter, 1.0f - line_width);
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mul_v2_fl(exter, 1.0f + line_width);
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switch (corner) {
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case 0:
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add_v2_v2(inter, (float[2]){-1.0f, -1.0f});
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add_v2_v2(exter, (float[2]){-1.0f, -1.0f});
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break;
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case 1:
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add_v2_v2(inter, (float[2]){1.0f, -1.0f});
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add_v2_v2(exter, (float[2]){1.0f, -1.0f});
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break;
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case 2:
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add_v2_v2(inter, (float[2]){1.0f, 1.0f});
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add_v2_v2(exter, (float[2]){1.0f, 1.0f});
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break;
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case 3:
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add_v2_v2(inter, (float[2]){-1.0f, 1.0f});
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add_v2_v2(exter, (float[2]){-1.0f, 1.0f});
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break;
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}
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GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, inter);
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GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, exter);
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}
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static GPUBatch *batch_screen_edges_get(int *corner_len)
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{
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static GPUBatch *screen_edges_batch = NULL;
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if (screen_edges_batch == NULL) {
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GPUVertFormat format = {0};
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uint pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
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GPU_vertbuf_data_alloc(vbo, CORNER_RESOLUTION * 2 * 4 * 8 + 2);
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uint vidx = 0;
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/* Note jitter is applied in the shader. */
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for (int jit = 0; jit < 8; ++jit) {
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for (int corner = 0; corner < 4; ++corner) {
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for (int c = 0; c < CORNER_RESOLUTION; ++c) {
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do_vert_pair(vbo, pos, &vidx, corner, c);
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}
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}
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}
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/* close the loop */
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do_vert_pair(vbo, pos, &vidx, 0, 0);
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screen_edges_batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
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gpu_batch_presets_register(screen_edges_batch);
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}
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if (corner_len) {
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*corner_len = CORNER_RESOLUTION * 2;
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}
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return screen_edges_batch;
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}
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static void drawscredge_corner_geometry(
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int sizex, int sizey,
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int corner_x, int corner_y,
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@ -373,59 +453,47 @@ static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int
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immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
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}
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static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, unsigned int pos)
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static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, float edge_thickness)
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{
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int count = 0;
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if (x2 < sizex - 1) count += 2;
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if (x1 > 0) count += 2;
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if (y2 < sizey - 1) count += 2;
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if (y1 > 0) count += 2;
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if (count == 0) {
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return;
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}
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immBegin(GPU_PRIM_LINES, count);
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rctf rect;
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BLI_rctf_init(&rect, (float)x1, (float)x2, (float)y1, (float)y2);
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/* right border area */
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if (x2 < sizex - 1) {
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immVertex2f(pos, x2, y1);
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immVertex2f(pos, x2, y2);
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if (x2 >= sizex - 1) {
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rect.xmax += edge_thickness * 0.5f;
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}
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/* left border area */
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if (x1 > 0) { /* otherwise it draws the emboss of window over */
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x1, y2);
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if (x1 <= 0) { /* otherwise it draws the emboss of window over */
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rect.xmin -= edge_thickness * 0.5f;
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}
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/* top border area */
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if (y2 < sizey - 1) {
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immVertex2f(pos, x1, y2);
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immVertex2f(pos, x2, y2);
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if (y2 >= sizey - 1) {
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rect.ymax += edge_thickness * 0.5f;
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}
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/* bottom border area */
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if (y1 > 0) {
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x2, y1);
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if (y1 <= 0) {
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rect.ymin -= edge_thickness * 0.5f;
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}
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immEnd();
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GPUBatch *batch = batch_screen_edges_get(NULL);
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GPU_batch_uniform_4fv(batch, "rect", (float *)&rect);
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GPU_batch_draw(batch);
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}
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/**
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* \brief Screen edges drawing.
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*/
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static void drawscredge_area(ScrArea *sa, int sizex, int sizey, unsigned int pos)
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static void drawscredge_area(ScrArea *sa, int sizex, int sizey, float edge_thickness)
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{
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short x1 = sa->v1->vec.x;
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short y1 = sa->v1->vec.y;
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short x2 = sa->v3->vec.x;
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short y2 = sa->v3->vec.y;
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drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, pos);
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drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, edge_thickness);
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}
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/**
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@ -436,34 +504,38 @@ void ED_screen_draw_edges(wmWindow *win)
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bScreen *screen = WM_window_get_active_screen(win);
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const int winsize_x = WM_window_pixels_x(win);
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const int winsize_y = WM_window_pixels_y(win);
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float col[4], corner_scale, edge_thickness;
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int verts_per_corner = 0;
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ScrArea *sa;
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
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col[3] = 1.0f / 8.0f;
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corner_scale = U.pixelsize * 8.0f;
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edge_thickness = corner_scale * 0.21f;
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/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
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if (U.pixelsize > 1.0f) {
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/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
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GPU_line_width((2.0f * U.pixelsize) - 1);
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immUniformThemeColor(TH_EDITOR_OUTLINE);
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GPU_blend(true);
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for (sa = screen->areabase.first; sa; sa = sa->next) {
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drawscredge_area(sa, winsize_x, winsize_y, pos);
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}
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}
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GPU_line_width(1);
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immUniformThemeColor(TH_EDITOR_OUTLINE);
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/* Transparent pass (for AA). */
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GPUBatch *batch = batch_screen_edges_get(&verts_per_corner);
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GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES);
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GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner);
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GPU_batch_uniform_1f(batch, "scale", corner_scale);
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GPU_batch_uniform_4fv(batch, "color", col);
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for (sa = screen->areabase.first; sa; sa = sa->next) {
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drawscredge_area(sa, winsize_x, winsize_y, pos);
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drawscredge_area(sa, winsize_x, winsize_y, edge_thickness);
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}
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immUnbindProgram();
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GPU_blend(false);
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/* Opaque pass. */
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corner_scale -= 2.0f;
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edge_thickness = corner_scale * 0.2f;
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GPU_batch_uniform_1f(batch, "scale", corner_scale);
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for (sa = screen->areabase.first; sa; sa = sa->next) {
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drawscredge_corner(sa, winsize_x, winsize_y);
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drawscredge_area(sa, winsize_x, winsize_y, edge_thickness);
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}
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screen->do_draw = false;
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@ -141,6 +141,7 @@ data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_area_borders_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_base_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_vert.glsl SRC)
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@ -351,6 +351,7 @@ typedef enum GPUBuiltinShader {
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GPU_SHADER_GPENCIL_STROKE,
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GPU_SHADER_GPENCIL_FILL,
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/* specialized for widget drawing */
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GPU_SHADER_2D_AREA_EDGES,
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GPU_SHADER_2D_WIDGET_BASE,
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GPU_SHADER_2D_WIDGET_BASE_INST,
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GPU_SHADER_2D_WIDGET_SHADOW,
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@ -63,6 +63,7 @@ extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_frag_glsl[];
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extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
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extern char datatoc_gpu_shader_flat_id_frag_glsl[];
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extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
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extern char datatoc_gpu_shader_2D_vert_glsl[];
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extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
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@ -878,6 +879,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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datatoc_gpu_shader_flat_color_frag_glsl,
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datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
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[GPU_SHADER_2D_AREA_EDGES] = { datatoc_gpu_shader_2D_area_borders_vert_glsl,
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datatoc_gpu_shader_uniform_color_frag_glsl},
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[GPU_SHADER_2D_WIDGET_BASE] = { datatoc_gpu_shader_2D_widget_base_vert_glsl,
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datatoc_gpu_shader_2D_widget_base_frag_glsl},
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[GPU_SHADER_2D_WIDGET_BASE_INST] = { datatoc_gpu_shader_2D_widget_base_vert_glsl,
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@ -0,0 +1,42 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform vec4 rect;
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uniform int cornerLen;
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uniform float scale;
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in vec2 pos;
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const vec2 jitter_ofs[8] = vec2[8](
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vec2( 0.468813, -0.481430), vec2(-0.155755, -0.352820),
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vec2( 0.219306, -0.238501), vec2(-0.393286, -0.110949),
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vec2(-0.024699, 0.013908), vec2( 0.343805, 0.147431),
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vec2(-0.272855, 0.269918), vec2( 0.095909, 0.388710)
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);
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void main()
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{
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int corner_id = (gl_VertexID / cornerLen) % 4;
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int jitter_id = gl_VertexID / (cornerLen * 4) % 8;
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vec2 final_pos = pos * scale;
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if (corner_id == 0)
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final_pos += rect.yw; /* top right */
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else if (corner_id == 1)
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final_pos += rect.xw; /* top left */
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else if (corner_id == 2)
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final_pos += rect.xz; /* bottom left */
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else
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final_pos += rect.yz; /* bottom right */
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/* Only jitter verts inside the corner (not the one shared with the edges). */
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if ((gl_VertexID % cornerLen) % (cornerLen - 2) != 0) {
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/* Only jitter intern verts not boundaries. */
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if ((gl_VertexID % 2) == 0) {
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final_pos += jitter_ofs[jitter_id];
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}
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}
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gl_Position = (ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0));
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}
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