Immediate mode: use new util functions, and border draw functions

Part of T49043

Reviewers: merwin
This commit is contained in:
Dalai Felinto 2016-10-13 23:28:11 +00:00
parent 11653f85ff
commit e1e97bbb98
4 changed files with 86 additions and 90 deletions

View File

@ -321,7 +321,7 @@ void UI_draw_roundbox_shade_y(int mode, float minx, float miny, float maxx, floa
void UI_draw_text_underline(int pos_x, int pos_y, int len, int height);
void UI_draw_safe_areas(
float x1, float x2, float y1, float y2,
unsigned pos, float x1, float x2, float y1, float y2,
const float title_aspect[2], const float action_aspect[2]);
/* state for scrolldrawing */

View File

@ -481,10 +481,11 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(w
/**
* Draw title and text safe areas.
*
* The first 4 parameters are the offsets for the view, not the zones.
* The first parameter is a GL_FLOAT, 2, KEEP_FLOAT vertex attrib
* The next 4 parameters are the offsets for the view, not the zones.
*/
void UI_draw_safe_areas(
float x1, float x2, float y1, float y2,
unsigned pos, float x1, float x2, float y1, float y2,
const float title_aspect[2], const float action_aspect[2])
{
const float size_x_half = (x2 - x1) * 0.5f;
@ -512,12 +513,7 @@ void UI_draw_safe_areas(
maxx = x2 - margin_x;
maxy = y2 - margin_y;
glBegin(GL_LINE_LOOP);
glVertex2f(maxx, miny);
glVertex2f(maxx, maxy);
glVertex2f(minx, maxy);
glVertex2f(minx, miny);
glEnd();
imm_draw_line_box(pos, minx, miny, maxx, maxy);
}
}
}

View File

@ -59,6 +59,7 @@
#include "BIF_glutil.h"
#include "GPU_basic_shader.h"
#include "GPU_immediate.h"
#include "ED_anim_api.h"
#include "ED_gpencil.h"
@ -1048,30 +1049,31 @@ static void sequencer_draw_borders(const SpaceSeq *sseq, const View2D *v2d, cons
/* border */
setlinestyle(3);
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
glBegin(GL_LINE_LOOP);
glVertex2f(x1 - 0.5f, y1 - 0.5f);
glVertex2f(x1 - 0.5f, y2 + 0.5f);
glVertex2f(x2 + 0.5f, y2 + 0.5f);
glVertex2f(x2 + 0.5f, y1 - 0.5f);
glEnd();
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_BACK);
imm_draw_line_box(pos, x1 - 0.5f, y1 - 0.5f, x2 + 0.5f, y2 + 0.5f);
/* safety border */
if (sseq->flag & SEQ_SHOW_SAFE_MARGINS) {
UI_draw_safe_areas(
x1, x2, y1, y2,
pos, x1, x2, y1, y2,
scene->safe_areas.title,
scene->safe_areas.action);
if (sseq->flag & SEQ_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(
x1, x2, y1, y2,
pos, x1, x2, y1, y2,
scene->safe_areas.title_center,
scene->safe_areas.action_center);
}
}
immUnbindProgram();
setlinestyle(0);
}

View File

@ -725,7 +725,7 @@ void ED_view3d_calc_camera_border(
view3d_camera_border(scene, ar, v3d, rv3d, r_viewborder, no_shift, false);
}
static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float fac)
static void drawviewborder_grid3(unsigned pos, float x1, float x2, float y1, float y2, float fac)
{
float x3, y3, x4, y4;
@ -734,29 +734,29 @@ static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float f
x4 = x1 + (1.0f - fac) * (x2 - x1);
y4 = y1 + (1.0f - fac) * (y2 - y1);
glBegin(GL_LINES);
glVertex2f(x1, y3);
glVertex2f(x2, y3);
immBegin(GL_LINES, 8);
immVertex2f(pos, x1, y3);
immVertex2f(pos, x2, y3);
glVertex2f(x1, y4);
glVertex2f(x2, y4);
immVertex2f(pos, x1, y4);
immVertex2f(pos, x2, y4);
glVertex2f(x3, y1);
glVertex2f(x3, y2);
immVertex2f(pos, x3, y1);
immVertex2f(pos, x3, y2);
glVertex2f(x4, y1);
glVertex2f(x4, y2);
glEnd();
immVertex2f(pos, x4, y1);
immVertex2f(pos, x4, y2);
immEnd();
}
/* harmonious triangle */
static void drawviewborder_triangle(float x1, float x2, float y1, float y2, const char golden, const char dir)
static void drawviewborder_triangle(unsigned pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
{
float ofs;
float w = x2 - x1;
float h = y2 - y1;
glBegin(GL_LINES);
immBegin(GL_LINES, 6);
if (w > h) {
if (golden) {
ofs = w * (1.0f - (1.0f / 1.61803399f));
@ -766,14 +766,14 @@ static void drawviewborder_triangle(float x1, float x2, float y1, float y2, cons
}
if (dir == 'B') SWAP(float, y1, y2);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y2);
glVertex2f(x2, y1);
glVertex2f(x1 + (w - ofs), y2);
immVertex2f(pos, x2, y1);
immVertex2f(pos, x1 + (w - ofs), y2);
glVertex2f(x1, y2);
glVertex2f(x1 + ofs, y1);
immVertex2f(pos, x1, y2);
immVertex2f(pos, x1 + ofs, y1);
}
else {
if (golden) {
@ -784,16 +784,16 @@ static void drawviewborder_triangle(float x1, float x2, float y1, float y2, cons
}
if (dir == 'B') SWAP(float, x1, x2);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y2);
glVertex2f(x2, y1);
glVertex2f(x1, y1 + ofs);
immVertex2f(pos, x2, y1);
immVertex2f(pos, x1, y1 + ofs);
glVertex2f(x1, y2);
glVertex2f(x2, y1 + (h - ofs));
immVertex2f(pos, x1, y2);
immVertex2f(pos, x2, y1 + (h - ofs));
}
glEnd();
immEnd();
}
static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
@ -830,43 +830,49 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
y1i = (int)(y1 - 1.0001f);
x2i = (int)(x2 + (1.0f - 0.0001f));
y2i = (int)(y2 + (1.0f - 0.0001f));
/* use the same program for everything */
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* passepartout, specified in camera edit buttons */
if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
const float winx = (ar->winx + 1);
const float winy = (ar->winy + 1);
if (ca->passepartalpha == 1.0f) {
glColor3f(0, 0, 0);
}
else {
float alpha = 1.0f;
if (ca->passepartalpha != 1.0f) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(0, 0, 0, ca->passepartalpha);
alpha = ca->passepartalpha;
}
immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
if (x1i > 0.0f)
glRectf(0.0, winy, x1i, 0.0);
immRectf(pos, 0.0f, winy, x1i, 0.0f);
if (x2i < winx)
glRectf(x2i, winy, winx, 0.0);
immRectf(pos, x2i, winy, winx, 0.0f);
if (y2i < winy)
glRectf(x1i, winy, x2i, y2i);
immRectf(pos, x1i, winy, x2i, y2i);
if (y2i > 0.0f)
glRectf(x1i, y1i, x2i, 0.0);
immRectf(pos, x1i, y1i, x2i, 0.0f);
glDisable(GL_BLEND);
}
setlinestyle(0);
UI_ThemeColor(TH_BACK);
fdrawbox(x1i, y1i, x2i, y2i);
immUniformThemeColor(TH_BACK);
imm_draw_line_box(pos, x1i, y1i, x2i, y2i);
#ifdef VIEW3D_CAMERA_BORDER_HACK
if (view3d_camera_border_hack_test == true) {
glColor3ubv(view3d_camera_border_hack_col);
fdrawbox(x1i + 1, y1i + 1, x2i - 1, y2i - 1);
immUniformColor3ubv(view3d_camera_border_hack_col);
imm_draw_line_box(pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
view3d_camera_border_hack_test = false;
}
#endif
@ -875,12 +881,12 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
/* outer line not to confuse with object selecton */
if (v3d->flag2 & V3D_LOCK_CAMERA) {
UI_ThemeColor(TH_REDALERT);
fdrawbox(x1i - 1, y1i - 1, x2i + 1, y2i + 1);
immUniformThemeColor(TH_REDALERT);
imm_draw_line_box(pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
}
UI_ThemeColor(TH_VIEW_OVERLAY);
fdrawbox(x1i, y1i, x2i, y2i);
immUniformThemeColor(TH_VIEW_OVERLAY);
imm_draw_line_box(pos, x1i, y1i, x2i, y2i);
/* border */
if (scene->r.mode & R_BORDER) {
@ -891,8 +897,8 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
cpack(0x4040FF);
sdrawbox(x3, y3, x4, y4);
imm_cpack(0x4040FF);
imm_draw_line_box(pos, x3, y3, x4, y4);
}
/* safety border */
@ -903,10 +909,6 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
x3 = x1 + 0.5f * (x2 - x1);
y3 = y1 + 0.5f * (y2 - y1);
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
immBegin(GL_LINES, 4);
@ -917,15 +919,10 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
immVertex2f(pos, x3, y2);
immEnd();
immUnbindProgram();
}
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
immBegin(GL_LINES, 4);
@ -936,48 +933,47 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
immVertex2f(pos, x2, y1);
immEnd();
immUnbindProgram();
}
if (ca->dtx & CAM_DTX_THIRDS) {
UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_grid3(x1, x2, y1, y2, 1.0f / 3.0f);
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
drawviewborder_grid3(pos, x1, x2, y1, y2, 1.0f / 3.0f);
}
if (ca->dtx & CAM_DTX_GOLDEN) {
UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_grid3(x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
drawviewborder_grid3(pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 0, 'A');
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
drawviewborder_triangle(pos, x1, x2, y1, y2, 0, 'A');
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 0, 'B');
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
drawviewborder_triangle(pos, x1, x2, y1, y2, 0, 'B');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 1, 'A');
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
drawviewborder_triangle(pos, x1, x2, y1, y2, 1, 'A');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 1, 'B');
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
drawviewborder_triangle(pos, x1, x2, y1, y2, 1, 'B');
}
if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
UI_draw_safe_areas(
x1, x2, y1, y2,
pos, x1, x2, y1, y2,
scene->safe_areas.title,
scene->safe_areas.action);
if (ca->flag & CAM_SHOW_SAFE_CENTER) {
UI_draw_safe_areas(
x1, x2, y1, y2,
pos, x1, x2, y1, y2,
scene->safe_areas.title_center,
scene->safe_areas.action_center);
}
@ -1030,6 +1026,8 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
x1i, y1i - (0.7f * U.widget_unit), 0.0f,
v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
}
immUnbindProgram();
}
/* *********************** backdraw for selection *************** */