UI: Number slider uniform filling

Now we always fill the slider with a vertical boundary. A bit hard to explain,
but very easy to see the difference.

I split the widget in three parts and used fragment shader discard to remove the
undesired bits. That means all the widget program is doing a bit extra
calculation.

Reviewers: fclem

Subscribers: billreynish

Differential Revision: https://developer.blender.org/D3186
This commit is contained in:
Dalai Felinto 2018-04-28 02:51:27 +02:00
parent c06bfe9d09
commit 9b0ea92be7
4 changed files with 94 additions and 47 deletions

View File

@ -717,7 +717,11 @@ typedef struct uiWidgetBaseParameters {
float color_tria[4];
float tria1_center[2], tria2_center[2];
float tria1_size, tria2_size;
float shade_dir, do_alpha_check;
float shade_dir;
/* We pack alpha check and discard factor in alpha_discard.
* If the value is negative then we do alpha check.
* The absolute value itself is the discard factor. */
float alpha_discard;
} uiWidgetBaseParameters;
enum {

View File

@ -579,6 +579,7 @@ static void widget_init(uiWidgetBase *wtb)
wtb->draw_emboss = true;
wtb->uniform_params.shade_dir = 1.0f;
wtb->uniform_params.alpha_discard = 1.0f;
}
/* helper call, makes shadow rect, with 'sun' above menu, so only shadow to left/right/bottom */
@ -1014,6 +1015,35 @@ static void widgetbase_outline(uiWidgetBase *wtb, unsigned int pos)
widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_STRIP, triangle_strip, NULL, wtb->totvert * 2 + 2);
}
static void widgetbase_set_uniform_alpha_discard(
uiWidgetBase *wtb,
const bool alpha_check,
const float discard_factor)
{
if (alpha_check) {
wtb->uniform_params.alpha_discard = -discard_factor;
}
else {
wtb->uniform_params.alpha_discard = discard_factor;
}
}
static void widgetbase_set_uniform_alpha_check(
uiWidgetBase *wtb,
const bool alpha_check)
{
const float discard_factor = fabs(wtb->uniform_params.alpha_discard);
widgetbase_set_uniform_alpha_discard(wtb, alpha_check, discard_factor);
}
static void widgetbase_set_uniform_discard_factor(
uiWidgetBase *wtb,
const float discard_factor)
{
bool alpha_check = wtb->uniform_params.alpha_discard < 0.0f;
widgetbase_set_uniform_alpha_discard(wtb, alpha_check, discard_factor);
}
static void widgetbase_set_uniform_colors_ubv(
uiWidgetBase *wtb,
const unsigned char *col1, const unsigned char *col2,
@ -1022,7 +1052,7 @@ static void widgetbase_set_uniform_colors_ubv(
const unsigned char *tria,
const bool alpha_check)
{
wtb->uniform_params.do_alpha_check = (float)alpha_check;
widgetbase_set_uniform_alpha_check(wtb, alpha_check);
rgba_float_args_set_ch(wtb->uniform_params.color_inner1, col1[0], col1[1], col1[2], col1[3]);
rgba_float_args_set_ch(wtb->uniform_params.color_inner2, col2[0], col2[1], col2[2], col2[3]);
rgba_float_args_set_ch(wtb->uniform_params.color_outline, outline[0], outline[1], outline[2], outline[3]);
@ -3544,74 +3574,74 @@ static void widget_numslider(uiBut *but, uiWidgetColors *wcol, rcti *rect, int s
{
uiWidgetBase wtb, wtb1;
rcti rect1;
double value;
float offs, toffs, fac = 0;
float offs, toffs;
char outline[3];
widget_init(&wtb);
widget_init(&wtb1);
/* backdrop first */
/* Backdrop first. */
offs = wcol->roundness * BLI_rcti_size_y(rect);
toffs = offs * 0.75f;
round_box_edges(&wtb, roundboxalign, rect, offs);
wtb.draw_outline = false;
widgetbase_draw(&wtb, wcol);
/* draw left/right parts only when not in text editing */
/* Draw slider part only when not in text editing. */
if (!(state & UI_STATE_TEXT_INPUT)) {
int roundboxalign_slider;
/* slider part */
int roundboxalign_slider = roundboxalign;
copy_v3_v3_char(outline, wcol->outline);
copy_v3_v3_char(wcol->outline, wcol->item);
copy_v3_v3_char(wcol->inner, wcol->item);
if (!(state & UI_SELECT))
if (!(state & UI_SELECT)) {
SWAP(short, wcol->shadetop, wcol->shadedown);
rect1 = *rect;
value = ui_but_value_get(but);
if ((but->softmax - but->softmin) > 0) {
fac = ((float)value - but->softmin) * (BLI_rcti_size_x(&rect1) - offs) / (but->softmax - but->softmin);
}
/* left part of slider, always rounded */
rect1.xmax = rect1.xmin + ceil(offs + U.pixelsize);
round_box_edges(&wtb1, roundboxalign & ~(UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_RIGHT), &rect1, offs);
wtb1.draw_outline = false;
widgetbase_draw(&wtb1, wcol);
/* right part of slider, interpolate roundness */
rect1.xmax = rect1.xmin + fac + offs;
rect1.xmin += floor(offs - U.pixelsize);
if (rect1.xmax + offs > rect->xmax) {
roundboxalign_slider = roundboxalign & ~(UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT);
offs *= (rect1.xmax + offs - rect->xmax) / offs;
rect1 = *rect;
float factor, factor_ui;
float factor_discard = 1.0f; /* No discard. */
float value = (float)ui_but_value_get(but);
factor = (value - but->softmin) / (but->softmax - but->softmin);
factor_ui = factor * (float)BLI_rcti_size_x(rect);
if (factor_ui <= offs) {
/* Left part only. */
roundboxalign_slider &= ~(UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_RIGHT);
rect1.xmax = rect1.xmin + offs;
factor_discard = factor_ui / offs;
}
else if (factor_ui <= rect->xmax - offs) {
/* Left part + middle part. */
roundboxalign_slider &= ~(UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_RIGHT);
rect1.xmax = rect1.xmin + factor_ui;
}
else {
roundboxalign_slider = 0;
offs = 0.0f;
/* Left part + middle part + right part. */
factor_discard = factor;
}
round_box_edges(&wtb1, roundboxalign_slider, &rect1, offs);
wtb1.draw_outline = false;
widgetbase_set_uniform_discard_factor(&wtb1, factor_discard);
widgetbase_draw(&wtb1, wcol);
copy_v3_v3_char(wcol->outline, outline);
if (!(state & UI_SELECT))
if (!(state & UI_SELECT)) {
SWAP(short, wcol->shadetop, wcol->shadedown);
}
}
/* outline */
/* Outline. */
wtb.draw_outline = true;
wtb.draw_inner = false;
widgetbase_draw(&wtb, wcol);
/* add space at either side of the button so text aligns with numbuttons (which have arrow icons) */
/* Add space at either side of the button so text aligns with numbuttons (which have arrow icons). */
if (!(state & UI_STATE_TEXT_INPUT)) {
rect->xmax -= toffs;
rect->xmin += toffs;

View File

@ -2,6 +2,7 @@ uniform vec3 checkerColorAndSize;
noperspective in vec4 finalColor;
noperspective in float butCo;
flat in float discardFac;
out vec4 fragColor;
@ -22,6 +23,10 @@ vec4 do_checkerboard()
void main()
{
if (min(1.0, -butCo) > discardFac) {
discard;
}
fragColor = finalColor;
if (butCo > 0.5) {

View File

@ -103,12 +103,17 @@ uniform vec4 parameters[MAX_PARAM];
#define tria1Size parameters[gl_InstanceID * MAX_PARAM + 10].x
#define tria2Size parameters[gl_InstanceID * MAX_PARAM + 10].y
#define shadeDir parameters[gl_InstanceID * MAX_PARAM + 10].z
#define doAlphaCheck parameters[gl_InstanceID * MAX_PARAM + 10].w
#define alphaDiscard parameters[gl_InstanceID * MAX_PARAM + 10].w
/* We encode alpha check and discard factor together. */
#define doAlphaCheck (alphaDiscard < 0.0)
#define discardFactor abs(alphaDiscard)
in uint vflag;
noperspective out vec4 finalColor;
noperspective out float butCo;
flat out float discardFac;
vec2 do_widget(void)
{
@ -133,27 +138,29 @@ vec2 do_widget(void)
else /* (cflag == TOP_LEFT) */
v += rct.xw;
vec2 uv = faci * (v - recti.xz);
/* compute uv and color gradient */
uint color_id = (vflag >> COLOR_OFS) & COLOR_RANGE;
if (color_id == COLOR_INNER) {
vec2 uv = faci * (v - recti.xz);
float fac = clamp((shadeDir > 0.0) ? uv.y : uv.x, 0.0, 1.0);
if (doAlphaCheck != 0.0) {
if (doAlphaCheck) {
finalColor = colorInner1;
butCo = uv.x;
}
else {
finalColor = mix(colorInner2, colorInner1, fac);
butCo = -1.0;
butCo = -abs(uv.x);
}
}
else if (color_id == COLOR_EDGE) {
finalColor = colorEdge;
butCo = -1.0;
butCo = -abs(uv.x);
}
else /* (color_id == COLOR_EMBOSS) */ {
finalColor = colorEmboss;
butCo = -1.0;
butCo = -abs(uv.x);
}
bool is_emboss = (vflag & EMBOSS_FLAG) != 0u;
@ -183,6 +190,7 @@ vec2 do_tria()
void main()
{
discardFac = discardFactor;
bool is_tria = (vflag & TRIA_FLAG) != 0u;
vec2 v = (is_tria) ? do_tria() : do_widget();