OpenGL immediate mode: interface_draw.c (cont)

ui_draw_but_TRACKPREVIEW

Changed stipple shader usage to a bunch of GL_LINES with flat color

OpenGL immediate mode: interface_draw.c (end)

Eradicate leftover legacy functions.
Fix a crash with histogram resolution.
This commit is contained in:
Clément Foucault 2017-02-10 17:36:32 +01:00 committed by Julian Eisel
parent 7252049cba
commit af2df36248
1 changed files with 61 additions and 40 deletions

View File

@ -571,6 +571,10 @@ static void histogram_draw_one(
{
float color[4] = {r, g, b, alpha};
/* that can happen */
if (res == 0)
return;
glEnable(GL_LINE_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@ -1015,9 +1019,9 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
immEnd();
}
/* skin tone line */
glColor4f(1.0f, 0.4f, 0.0f, 0.2f);
fdrawline(polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad),
polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad));
immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f);
imm_draw_line(pos, polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad),
polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad));
/* saturation points */
for (int i = 0; i < 6; i++)
vectorscope_draw_target(pos, centerx, centery, diam, colors[i]);
@ -1473,11 +1477,11 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
/* XXX 2.48 */
#if 0
if (cumap->flag & CUMA_DRAW_CFRA) {
glColor3ub(0x60, 0xc0, 0x40);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax);
glEnd();
immUniformColor3ub(0x60, 0xc0, 0x40);
immBegin(GL_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 */
@ -1647,13 +1651,16 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
}
if (!ok && scopes->track_preview) {
glPushMatrix();
gpuMatrixBegin3D_legacy();
gpuPushMatrix();
/* draw content of pattern area */
glScissor(ar->winrct.xmin + rect.xmin, ar->winrct.ymin + rect.ymin, scissor[2], scissor[3]);
if (width > 0 && height > 0) {
ImBuf *drawibuf = scopes->track_preview;
float img_col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float col_sel[4], col_outline[4];
if (scopes->use_track_mask) {
float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
@ -1661,40 +1668,49 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
}
glaDrawPixelsSafe(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y,
drawibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, drawibuf->rect);
immDrawPixelsTex(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, drawibuf->rect, 1.0f, 1.0f, img_col);
/* draw cross for pixel position */
glTranslatef(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1], 0.0f);
gpuTranslate3f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1], 0.0f);
glScissor(ar->winrct.xmin + rect.xmin,
ar->winrct.ymin + rect.ymin,
BLI_rctf_size_x(&rect),
BLI_rctf_size_y(&rect));
GPU_basic_shader_bind_enable(GPU_SHADER_LINE);
VertexFormat *format = immVertexFormat();
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
unsigned int col = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
for (int a = 0; a < 2; a++) {
if (a == 1) {
GPU_basic_shader_bind_enable(GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(3, 0xAAAA);
UI_ThemeColor(TH_SEL_MARKER);
}
else {
UI_ThemeColor(TH_MARKER_OUTLINE);
}
UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel);
UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline);
glBegin(GL_LINES);
glVertex2f(-10.0f, 0.0f);
glVertex2f(10.0f, 0.0f);
glVertex2f(0.0f, -10.0f);
glVertex2f(0.0f, 10.0f);
glEnd();
/* Do stipple cross with geometry */
immBegin(GL_LINES, 7*2*2);
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) {
float x1 = pos_sel[i] * (1 - axe);
float y1 = pos_sel[i] * axe;
float x2 = pos_sel[i+1] * (1 - axe);
float y2 = pos_sel[i+1] * axe;
if (i % 2 == 1)
immAttrib4fv(col, col_sel);
else
immAttrib4fv(col, col_outline);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y2);
}
}
immEnd();
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
immUnbindProgram();
}
glPopMatrix();
gpuPopMatrix();
gpuMatrixEnd();
ok = true;
}
@ -1748,26 +1764,31 @@ void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol
BLI_rcti_size_x(&scissor_new),
BLI_rcti_size_y(&scissor_new));
glColor4ubv(but->col);
float x = 0.5f * (recti->xmin + recti->xmax);
float y = 0.5f * (recti->ymin + recti->ymax);
VertexFormat *format = immVertexFormat();
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(but->col);
glEnable(GL_BLEND);
glBegin(GL_TRIANGLE_FAN);
immBegin(GL_TRIANGLE_FAN, 16);
for (int a = 0; a < 16; a++)
glVertex2f(x + size * si[a], y + size * co[a]);
glEnd();
immVertex2f(pos, x + size * si[a], y + size * co[a]);
immEnd();
glColor4ub(0, 0, 0, 150);
immUniformColor4ub(0, 0, 0, 150);
glLineWidth(1);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_LOOP);
immBegin(GL_LINE_LOOP, 16);
for (int a = 0; a < 16; a++)
glVertex2f(x + size * si[a], y + size * co[a]);
glEnd();
immVertex2f(pos, x + size * si[a], y + size * co[a]);
immEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
immUnbindProgram();
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);