Files
test/source/blender/editors/interface/interface_draw.c
Sergey Sharybin 039acbbfef Homography correction for track preview widget
Use homography transformation for pattern displayed in track preview widget.
Sampling of this pattern happens to resolution of preview widget itself,
which implied some bigger changes in how scopes are working:

- Instead of real pattern store search area in BKE_movieclip_update_scopes,
  which is later used for sampling pattern.
- Sampling of pattern happens in ui_draw_but_TRACKPREVIEW from search area
  which allows to sample it to actual resolution of preview widget.
- If size of preview widget is not changing, this sampled pattern wouldn't
  be re-sampled until scopes are tagged to update.

There are some issues with pattern sampling which seems to happen SamplePlanarPatch,
changing linear sampling to nearest removes that unwanted 1px offset.

Left commented saving of sampled image in ui_draw_but_TRACKPREVIEW which should
help figuring the issue out.
2012-06-09 11:14:36 +00:00

1699 lines
48 KiB
C

/*
* ***** 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/interface/interface_draw.c
* \ingroup edinterface
*/
#include <math.h>
#include <string.h>
#include "DNA_color_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_movieclip_types.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BKE_colortools.h"
#include "BKE_texture.h"
#include "BKE_tracking.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BLF_api.h"
#include "UI_interface.h"
/* own include */
#include "interface_intern.h"
#define UI_DISABLED_ALPHA_OFFS -160
static int roundboxtype = UI_CNR_ALL;
void uiSetRoundBox(int type)
{
/* Not sure the roundbox function is the best place to change this
* if this is undone, its not that big a deal, only makes curves edges
* square for the */
roundboxtype = type;
}
int uiGetRoundBox(void)
{
return roundboxtype;
}
void uiDrawBox(int mode, float minx, float miny, float maxx, float maxy, float rad)
{
float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
int a;
/* mult */
for (a = 0; a < 7; a++) {
vec[a][0] *= rad; vec[a][1] *= rad;
}
glBegin(mode);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
glVertex2f(maxx - rad, miny);
for (a = 0; a < 7; a++) {
glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
}
glVertex2f(maxx, miny + rad);
}
else glVertex2f(maxx, miny);
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
glVertex2f(maxx, maxy - rad);
for (a = 0; a < 7; a++) {
glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
}
glVertex2f(maxx - rad, maxy);
}
else glVertex2f(maxx, maxy);
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
glVertex2f(minx + rad, maxy);
for (a = 0; a < 7; a++) {
glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
}
glVertex2f(minx, maxy - rad);
}
else glVertex2f(minx, maxy);
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
glVertex2f(minx, miny + rad);
for (a = 0; a < 7; a++) {
glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
}
glVertex2f(minx + rad, miny);
}
else glVertex2f(minx, miny);
glEnd();
}
static void round_box_shade_col(const float col1[3], float const col2[3], const float fac)
{
float col[3];
col[0] = (fac * col1[0] + (1.0f - fac) * col2[0]);
col[1] = (fac * col1[1] + (1.0f - fac) * col2[1]);
col[2] = (fac * col1[2] + (1.0f - fac) * col2[2]);
glColor3fv(col);
}
/* linear horizontal shade within button or in outline */
/* view2d scrollers use it */
void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown)
{
float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
const float div = maxy - miny;
const float idiv = 1.0f / div;
float coltop[3], coldown[3], color[4];
int a;
/* mult */
for (a = 0; a < 7; a++) {
vec[a][0] *= rad; vec[a][1] *= rad;
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
coltop[0] = color[0] + shadetop; if (coltop[0] > 1.0f) coltop[0] = 1.0f;
coltop[1] = color[1] + shadetop; if (coltop[1] > 1.0f) coltop[1] = 1.0f;
coltop[2] = color[2] + shadetop; if (coltop[2] > 1.0f) coltop[2] = 1.0f;
coldown[0] = color[0] + shadedown; if (coldown[0] < 0.0f) coldown[0] = 0.0f;
coldown[1] = color[1] + shadedown; if (coldown[1] < 0.0f) coldown[1] = 0.0f;
coldown[2] = color[2] + shadedown; if (coldown[2] < 0.0f) coldown[2] = 0.0f;
glShadeModel(GL_SMOOTH);
glBegin(mode);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(maxx - rad, miny);
for (a = 0; a < 7; a++) {
round_box_shade_col(coltop, coldown, vec[a][1] * idiv);
glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
}
round_box_shade_col(coltop, coldown, rad * idiv);
glVertex2f(maxx, miny + rad);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
round_box_shade_col(coltop, coldown, (div - rad) * idiv);
glVertex2f(maxx, maxy - rad);
for (a = 0; a < 7; a++) {
round_box_shade_col(coltop, coldown, (div - rad + vec[a][1]) * idiv);
glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
}
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(maxx - rad, maxy);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(minx + rad, maxy);
for (a = 0; a < 7; a++) {
round_box_shade_col(coltop, coldown, (div - vec[a][1]) * idiv);
glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
}
round_box_shade_col(coltop, coldown, (div - rad) * idiv);
glVertex2f(minx, maxy - rad);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
round_box_shade_col(coltop, coldown, rad * idiv);
glVertex2f(minx, miny + rad);
for (a = 0; a < 7; a++) {
round_box_shade_col(coltop, coldown, (rad - vec[a][1]) * idiv);
glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
}
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(minx + rad, miny);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* linear vertical shade within button or in outline */
/* view2d scrollers use it */
void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float maxy,
float rad, float shadeLeft, float shadeRight)
{
float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
const float div = maxx - minx;
const float idiv = 1.0f / div;
float colLeft[3], colRight[3], color[4];
int a;
/* mult */
for (a = 0; a < 7; a++) {
vec[a][0] *= rad; vec[a][1] *= rad;
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
colLeft[0] = color[0] + shadeLeft; if (colLeft[0] > 1.0f) colLeft[0] = 1.0f;
colLeft[1] = color[1] + shadeLeft; if (colLeft[1] > 1.0f) colLeft[1] = 1.0f;
colLeft[2] = color[2] + shadeLeft; if (colLeft[2] > 1.0f) colLeft[2] = 1.0f;
colRight[0] = color[0] + shadeRight; if (colRight[0] < 0.0f) colRight[0] = 0.0f;
colRight[1] = color[1] + shadeRight; if (colRight[1] < 0.0f) colRight[1] = 0.0f;
colRight[2] = color[2] + shadeRight; if (colRight[2] < 0.0f) colRight[2] = 0.0f;
glShadeModel(GL_SMOOTH);
glBegin(mode);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx - rad, miny);
for (a = 0; a < 7; a++) {
round_box_shade_col(colLeft, colRight, vec[a][0] * idiv);
glVertex2f(maxx - rad + vec[a][0], miny + vec[a][1]);
}
round_box_shade_col(colLeft, colRight, rad * idiv);
glVertex2f(maxx, miny + rad);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy - rad);
for (a = 0; a < 7; a++) {
round_box_shade_col(colLeft, colRight, (div - rad - vec[a][0]) * idiv);
glVertex2f(maxx - vec[a][1], maxy - rad + vec[a][0]);
}
round_box_shade_col(colLeft, colRight, (div - rad) * idiv);
glVertex2f(maxx - rad, maxy);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
round_box_shade_col(colLeft, colRight, (div - rad) * idiv);
glVertex2f(minx + rad, maxy);
for (a = 0; a < 7; a++) {
round_box_shade_col(colLeft, colRight, (div - rad + vec[a][0]) * idiv);
glVertex2f(minx + rad - vec[a][0], maxy - vec[a][1]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy - rad);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny + rad);
for (a = 0; a < 7; a++) {
round_box_shade_col(colLeft, colRight, (vec[a][0]) * idiv);
glVertex2f(minx + vec[a][1], miny + rad - vec[a][0]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx + rad, miny);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* plain antialiased unfilled rectangle */
void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if (roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3] = 0.5;
glColor4fv(color);
glEnable(GL_BLEND);
}
/* set antialias line */
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
uiDrawBox(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
}
/* (old, used in outliner) plain antialiased filled box */
void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if (roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3] = 0.5;
glColor4fv(color);
glEnable(GL_BLEND);
}
ui_draw_anti_roundbox(GL_POLYGON, minx, miny, maxx, maxy, rad);
}
/* ************** generic embossed rect, for window sliders etc ************* */
/* text_draw.c uses this */
void uiEmboss(float x1, float y1, float x2, float y2, int sel)
{
/* below */
if (sel) glColor3ub(200, 200, 200);
else glColor3ub(50, 50, 50);
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
/* top */
if (sel) glColor3ub(50, 50, 50);
else glColor3ub(200, 200, 200);
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
}
/* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */
void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect)
{
#ifdef WITH_HEADLESS
(void)rect;
(void)but;
#else
ImBuf *ibuf = (ImBuf *)but->poin;
//GLint scissor[4];
//int w, h;
if (!ibuf) return;
/* scissor doesn't seem to be doing the right thing...? */
#if 0
//glColor4f(1.0, 0.f, 0.f, 1.f);
//fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax)
w = (rect->xmax - rect->xmin);
h = (rect->ymax - rect->ymin);
// prevent drawing outside widget area
glGetIntegerv(GL_SCISSOR_BOX, scissor);
glScissor(ar->winrct.xmin + rect->xmin, ar->winrct.ymin + rect->ymin, w, h);
#endif
glEnable(GL_BLEND);
glColor4f(0.0, 0.0, 0.0, 0.0);
glaDrawPixelsSafe((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
//glaDrawPixelsTex((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
glDisable(GL_BLEND);
#if 0
// restore scissortest
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
#endif
#endif
}
#if 0
#ifdef WITH_INTERNATIONAL
static void ui_draw_but_CHARTAB(uiBut *but)
{
/* XXX 2.50 bad global access */
/* Some local variables */
float sx, sy, ex, ey;
float width, height;
float butw, buth;
int x, y, cs;
wchar_t wstr[2];
unsigned char ustr[16];
PackedFile *pf;
int result = 0;
int charmax = G.charmax;
/* FO_BUILTIN_NAME font in use. There are TTF FO_BUILTIN_NAME and non-TTF FO_BUILTIN_NAME fonts */
if (!strcmp(G.selfont->name, FO_BUILTIN_NAME)) {
if (G.ui_international == TRUE) {
charmax = 0xff;
}
else {
charmax = 0xff;
}
}
/* Category list exited without selecting the area */
if (G.charmax == 0)
charmax = G.charmax = 0xffff;
/* Calculate the size of the button */
width = abs(rect->xmax - rect->xmin);
height = abs(rect->ymax - rect->ymin);
butw = floor(width / 12);
buth = floor(height / 6);
/* Initialize variables */
sx = rect->xmin;
ex = rect->xmin + butw;
sy = rect->ymin + height - buth;
ey = rect->ymin + height;
cs = G.charstart;
/* Set the font, in case it is not FO_BUILTIN_NAME font */
if (G.selfont && strcmp(G.selfont->name, FO_BUILTIN_NAME)) {
// Is the font file packed, if so then use the packed file
if (G.selfont->packedfile) {
pf = G.selfont->packedfile;
FTF_SetFont(pf->data, pf->size, 14.0);
}
else {
char tmpStr[256];
int err;
BLI_strncpy(tmpStr, G.selfont->name, sizeof(tmpStr));
BLI_path_abs(tmpStr, G.main->name);
err = FTF_SetFont((unsigned char *)tmpStr, 0, 14.0);
}
}
else {
if (G.ui_international == TRUE) {
FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 14.0);
}
}
/* Start drawing the button itself */
glShadeModel(GL_SMOOTH);
glColor3ub(200, 200, 200);
glRectf((rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax));
glColor3ub(0, 0, 0);
for (y = 0; y < 6; y++) {
// Do not draw more than the category allows
if (cs > charmax) break;
for (x = 0; x < 12; x++)
{
// Do not draw more than the category allows
if (cs > charmax) break;
// Draw one grid cell
glBegin(GL_LINE_LOOP);
glVertex2f(sx, sy);
glVertex2f(ex, sy);
glVertex2f(ex, ey);
glVertex2f(sx, ey);
glEnd();
// Draw character inside the cell
memset(wstr, 0, sizeof(wchar_t) * 2);
memset(ustr, 0, 16);
// Set the font to be either unicode or FO_BUILTIN_NAME
wstr[0] = cs;
if (strcmp(G.selfont->name, FO_BUILTIN_NAME)) {
BLI_strncpy_wchar_as_utf8((char *)ustr, (wchar_t *)wstr, sizeof(ustr));
}
else {
if (G.ui_international == TRUE) {
BLI_strncpy_wchar_as_utf8((char *)ustr, (wchar_t *)wstr, sizeof(ustr));
}
else {
ustr[0] = cs;
ustr[1] = 0;
}
}
if ((G.selfont && strcmp(G.selfont->name, FO_BUILTIN_NAME)) ||
(G.selfont && !strcmp(G.selfont->name, FO_BUILTIN_NAME) && G.ui_international == TRUE))
{
float wid;
float llx, lly, llz, urx, ury, urz;
float dx, dy;
float px, py;
// Calculate the position
wid = FTF_GetStringWidth((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
FTF_GetBoundingBox((char *) ustr, &llx, &lly, &llz, &urx, &ury, &urz, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
dx = urx - llx;
dy = ury - lly;
// This isn't fully functional since the but->aspect isn't working like I suspected
px = sx + ((butw / but->aspect) - dx) / 2;
py = sy + ((buth / but->aspect) - dy) / 2;
// Set the position and draw the character
ui_rasterpos_safe(px, py, but->aspect);
FTF_DrawString((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
}
else {
ui_rasterpos_safe(sx + butw / 2, sy + buth / 2, but->aspect);
UI_DrawString(but->font, (char *) ustr, 0);
}
// Calculate the next position and character
sx += butw; ex += butw;
cs++;
}
/* Add the y position and reset x position */
sy -= buth;
ey -= buth;
sx = rect->xmin;
ex = rect->xmin + butw;
}
glShadeModel(GL_FLAT);
/* Return Font Settings to original */
if (U.fontsize && U.fontname[0]) {
result = FTF_SetFont((unsigned char *)U.fontname, 0, U.fontsize);
}
else if (U.fontsize) {
result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, U.fontsize);
}
if (result == 0) {
result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 11);
}
/* resets the font size */
if (G.ui_international == TRUE) {
// uiSetCurFont(but->block, UI_HELV);
}
}
#endif // WITH_INTERNATIONAL
#endif
static void draw_scope_end(rctf *rect, GLint *scissor)
{
float scaler_x1, scaler_x2;
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* scale widget */
scaler_x1 = rect->xmin + (rect->xmax - rect->xmin) / 2 - SCOPE_RESIZE_PAD;
scaler_x2 = rect->xmin + (rect->xmax - rect->xmin) / 2 + SCOPE_RESIZE_PAD;
glColor4f(0.f, 0.f, 0.f, 0.25f);
fdrawline(scaler_x1, rect->ymin - 4, scaler_x2, rect->ymin - 4);
fdrawline(scaler_x1, rect->ymin - 7, scaler_x2, rect->ymin - 7);
glColor4f(1.f, 1.f, 1.f, 0.25f);
fdrawline(scaler_x1, rect->ymin - 5, scaler_x2, rect->ymin - 5);
fdrawline(scaler_x1, rect->ymin - 8, scaler_x2, rect->ymin - 8);
/* outline */
glColor4f(0.f, 0.f, 0.f, 0.5f);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_LINE_LOOP, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 3.0f);
}
static void histogram_draw_one(float r, float g, float b, float alpha,
float x, float y, float w, float h, float *data, int res)
{
int i;
/* under the curve */
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(r, g, b, alpha);
glShadeModel(GL_FLAT);
glBegin(GL_QUAD_STRIP);
glVertex2f(x, y);
glVertex2f(x, y + (data[0] * h));
for (i = 1; i < res; i++) {
float x2 = x + i * (w / (float)res);
glVertex2f(x2, y + (data[i] * h));
glVertex2f(x2, y);
}
glEnd();
/* curve outline */
glColor4f(0.f, 0.f, 0.f, 0.25f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
for (i = 0; i < res; i++) {
float x2 = x + i * (w / (float)res);
glVertex2f(x2, y + (data[i] * h));
}
glEnd();
glDisable(GL_LINE_SMOOTH);
}
void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
Histogram *hist = (Histogram *)but->poin;
int res = hist->x_resolution;
rctf rect;
int i;
float w, h;
//float alpha;
GLint scissor[4];
rect.xmin = (float)recti->xmin + 1;
rect.xmax = (float)recti->xmax - 1;
rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
rect.ymax = (float)recti->ymax - 1;
w = rect.xmax - rect.xmin;
h = (rect.ymax - rect.ymin) * hist->ymax;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
/* need scissor test, histogram can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin - 1),
ar->winrct.ymin + (rect.ymin - 1),
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid lines here */
for (i = 1; i < 4; i++) {
fdrawline(rect.xmin, rect.ymin + (i / 4.f) * h, rect.xmax, rect.ymin + (i / 4.f) * h);
fdrawline(rect.xmin + (i / 4.f) * w, rect.ymin, rect.xmin + (i / 4.f) * w, rect.ymax);
}
if (hist->mode == HISTO_MODE_LUMA)
histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res);
else {
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_R)
histogram_draw_one(1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res);
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_G)
histogram_draw_one(0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res);
if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_B)
histogram_draw_one(0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res);
}
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
}
void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
Scopes *scopes = (Scopes *)but->poin;
rctf rect;
int i, c;
float w, w3, h, alpha, yofs;
GLint scissor[4];
float colors[3][3] = MAT3_UNITY;
float colorsycc[3][3] = {{1, 0, 1}, {1, 1, 0}, {0, 1, 1}};
float colors_alpha[3][3], colorsycc_alpha[3][3]; /* colors pre multiplied by alpha for speed up */
float min, max;
if (scopes == NULL) return;
rect.xmin = (float)recti->xmin + 1;
rect.xmax = (float)recti->xmax - 1;
rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
rect.ymax = (float)recti->ymax - 1;
if (scopes->wavefrm_yfac < 0.5f)
scopes->wavefrm_yfac = 0.98f;
w = rect.xmax - rect.xmin - 7;
h = (rect.ymax - rect.ymin) * scopes->wavefrm_yfac;
yofs = rect.ymin + (rect.ymax - rect.ymin - h) / 2.0f;
w3 = w / 3.0f;
/* log scale for alpha */
alpha = scopes->wavefrm_alpha * scopes->wavefrm_alpha;
for (c = 0; c < 3; c++) {
for (i = 0; i < 3; i++) {
colors_alpha[c][i] = colors[c][i] * alpha;
colorsycc_alpha[c][i] = colorsycc[c][i] * alpha;
}
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
/* need scissor test, waveform can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin - 1),
ar->winrct.ymin + (rect.ymin - 1),
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid lines here */
for (i = 0; i < 6; i++) {
char str[4];
BLI_snprintf(str, sizeof(str), "%-3d", i * 20);
str[3] = '\0';
fdrawline(rect.xmin + 22, yofs + (i / 5.f) * h, rect.xmax + 1, yofs + (i / 5.f) * h);
BLF_draw_default(rect.xmin + 1, yofs - 5 + (i / 5.f) * h, 0, str, sizeof(str) - 1);
/* in the loop because blf_draw reset it */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
/* 3 vertical separation */
if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) {
for (i = 1; i < 3; i++) {
fdrawline(rect.xmin + i * w3, rect.ymin, rect.xmin + i * w3, rect.ymax);
}
}
/* separate min max zone on the right */
fdrawline(rect.xmin + w, rect.ymin, rect.xmin + w, rect.ymax);
/* 16-235-240 level in case of ITU-R BT601/709 */
glColor4f(1.f, 0.4f, 0.f, 0.2f);
if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)) {
fdrawline(rect.xmin + 22, yofs + h * 16.0f / 255.0f, rect.xmax + 1, yofs + h * 16.0f / 255.0f);
fdrawline(rect.xmin + 22, yofs + h * 235.0f / 255.0f, rect.xmin + w3, yofs + h * 235.0f / 255.0f);
fdrawline(rect.xmin + 3 * w3, yofs + h * 235.0f / 255.0f, rect.xmax + 1, yofs + h * 235.0f / 255.0f);
fdrawline(rect.xmin + w3, yofs + h * 240.0f / 255.0f, rect.xmax + 1, yofs + h * 240.0f / 255.0f);
}
/* 7.5 IRE black point level for NTSC */
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA)
fdrawline(rect.xmin, yofs + h * 0.075f, rect.xmax + 1, yofs + h * 0.075f);
if (scopes->ok && scopes->waveform_1 != NULL) {
/* LUMA (1 channel) */
glBlendFunc(GL_ONE, GL_ONE);
glColor3f(alpha, alpha, alpha);
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
glBlendFunc(GL_ONE, GL_ONE);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(rect.xmin, yofs, 0.f);
glScalef(w, h, 0.f);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
/* min max */
glColor3f(.5f, .5f, .5f);
min = yofs + scopes->minmax[0][0] * h;
max = yofs + scopes->minmax[0][1] * h;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
fdrawline(rect.xmax - 3, min, rect.xmax - 3, max);
}
/* RGB / YCC (3 channels) */
else if (ELEM4(scopes->wavefrm_mode,
SCOPES_WAVEFRM_RGB,
SCOPES_WAVEFRM_YCC_601,
SCOPES_WAVEFRM_YCC_709,
SCOPES_WAVEFRM_YCC_JPEG))
{
int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB);
glBlendFunc(GL_ONE, GL_ONE);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(rect.xmin, yofs, 0.f);
glScalef(w3, h, 0.f);
glColor3fv((rgb) ? colors_alpha[0] : colorsycc_alpha[0]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glTranslatef(1.f, 0.f, 0.f);
glColor3fv((rgb) ? colors_alpha[1] : colorsycc_alpha[1]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_2);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glTranslatef(1.f, 0.f, 0.f);
glColor3fv((rgb) ? colors_alpha[2] : colorsycc_alpha[2]);
glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_3);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
/* min max */
for (c = 0; c < 3; c++) {
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB)
glColor3f(colors[c][0] * 0.75f, colors[c][1] * 0.75f, colors[c][2] * 0.75f);
else
glColor3f(colorsycc[c][0] * 0.75f, colorsycc[c][1] * 0.75f, colorsycc[c][2] * 0.75f);
min = yofs + scopes->minmax[c][0] * h;
max = yofs + scopes->minmax[c][1] * h;
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
fdrawline(rect.xmin + w + 2 + c * 2, min, rect.xmin + w + 2 + c * 2, max);
}
}
}
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
}
static float polar_to_x(float center, float diam, float ampli, float angle)
{
return center + diam *ampli *cosf(angle);
}
static float polar_to_y(float center, float diam, float ampli, float angle)
{
return center + diam *ampli *sinf(angle);
}
static void vectorscope_draw_target(float centerx, float centery, float diam, const float colf[3])
{
float y, u, v;
float tangle = 0.f, tampli;
float dangle, dampli, dangle2, dampli2;
rgb_to_yuv(colf[0], colf[1], colf[2], &y, &u, &v);
if (u > 0 && v >= 0) tangle = atanf(v / u);
else if (u > 0 && v < 0) tangle = atanf(v / u) + 2.0f * (float)M_PI;
else if (u < 0) tangle = atanf(v / u) + (float)M_PI;
else if (u == 0 && v > 0.0f) tangle = (float)M_PI / 2.0f;
else if (u == 0 && v < 0.0f) tangle = -(float)M_PI / 2.0f;
tampli = sqrtf(u * u + v * v);
/* small target vary by 2.5 degree and 2.5 IRE unit */
glColor4f(1.0f, 1.0f, 1.0, 0.12f);
dangle = DEG2RADF(2.5f);
dampli = 2.5f / 200.0f;
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
glEnd();
/* big target vary by 10 degree and 20% amplitude */
glColor4f(1.0f, 1.0f, 1.0, 0.12f);
dangle = DEG2RADF(10.0f);
dampli = 0.2f * tampli;
dangle2 = DEG2RADF(5.0f);
dampli2 = 0.5f * dampli;
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle + dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli + dampli, tangle + dangle - dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle + dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli - dampli, tangle + dangle - dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle - dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli - dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli - dampli, tangle - dangle + dangle2));
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle - dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
glVertex2f(polar_to_x(centerx, diam, tampli + dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli + dampli, tangle - dangle + dangle2));
glEnd();
}
void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
const float skin_rad = DEG2RADF(123.0f); /* angle in radians of the skin tone line */
Scopes *scopes = (Scopes *)but->poin;
rctf rect;
int i, j;
float w, h, centerx, centery, diam;
float alpha;
const float colors[6][3] = {{.75, 0, 0}, {.75, .75, 0}, {0, .75, 0}, {0, .75, .75}, {0, 0, .75}, {.75, 0, .75}};
GLint scissor[4];
rect.xmin = (float)recti->xmin + 1;
rect.xmax = (float)recti->xmax - 1;
rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
rect.ymax = (float)recti->ymax - 1;
w = rect.xmax - rect.xmin;
h = rect.ymax - rect.ymin;
centerx = rect.xmin + w / 2;
centery = rect.ymin + h / 2;
diam = (w < h) ? w : h;
alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
/* need scissor test, hvectorscope can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin - 1),
ar->winrct.ymin + (rect.ymin - 1),
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid elements */
/* cross */
fdrawline(centerx - (diam / 2) - 5, centery, centerx + (diam / 2) + 5, centery);
fdrawline(centerx, centery - (diam / 2) - 5, centerx, centery + (diam / 2) + 5);
/* circles */
for (j = 0; j < 5; j++) {
glBegin(GL_LINE_STRIP);
for (i = 0; i <= 360; i = i + 15) {
const float a = DEG2RADF((float)i);
const float r = (j + 1) / 10.0f;
glVertex2f(polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a));
}
glEnd();
}
/* skin tone line */
glColor4f(1.f, 0.4f, 0.f, 0.2f);
fdrawline(polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5, skin_rad),
polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1, skin_rad));
/* saturation points */
for (i = 0; i < 6; i++)
vectorscope_draw_target(centerx, centery, diam, colors[i]);
if (scopes->ok && scopes->vecscope != NULL) {
/* pixel point cloud */
glBlendFunc(GL_ONE, GL_ONE);
glColor3f(alpha, alpha, alpha);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glTranslatef(centerx, centery, 0.f);
glScalef(diam, diam, 0.f);
glVertexPointer(2, GL_FLOAT, 0, scopes->vecscope);
glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
glDisable(GL_BLEND);
}
void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect)
{
ColorBand *coba;
CBData *cbd;
float x1, y1, sizex, sizey;
float v3[2], v1[2], v2[2], v1a[2], v2a[2];
int a;
float pos, colf[4] = {0, 0, 0, 0}; /* initialize in case the colorband isn't valid */
coba = (ColorBand *)(but->editcoba ? but->editcoba : but->poin);
if (coba == NULL) return;
x1 = rect->xmin;
y1 = rect->ymin;
sizex = rect->xmax - x1;
sizey = rect->ymax - y1;
/* first background, to show tranparency */
glColor4ub(UI_TRANSP_DARK, UI_TRANSP_DARK, UI_TRANSP_DARK, 255);
glRectf(x1, y1, x1 + sizex, y1 + sizey);
glEnable(GL_POLYGON_STIPPLE);
glColor4ub(UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, 255);
glPolygonStipple(checker_stipple_sml);
glRectf(x1, y1, x1 + sizex, y1 + sizey);
glDisable(GL_POLYGON_STIPPLE);
glShadeModel(GL_FLAT);
glEnable(GL_BLEND);
cbd = coba->data;
v1[0] = v2[0] = x1;
v1[1] = y1;
v2[1] = y1 + sizey;
glBegin(GL_QUAD_STRIP);
glColor4fv(&cbd->r);
glVertex2fv(v1); glVertex2fv(v2);
for (a = 1; a <= sizex; a++) {
pos = ((float)a) / (sizex - 1);
do_colorband(coba, pos, colf);
if (but->block->color_profile != BLI_PR_NONE)
linearrgb_to_srgb_v3_v3(colf, colf);
v1[0] = v2[0] = x1 + a;
glColor4fv(colf);
glVertex2fv(v1); glVertex2fv(v2);
}
glEnd();
glShadeModel(GL_FLAT);
glDisable(GL_BLEND);
/* outline */
glColor4f(0.0, 0.0, 0.0, 1.0);
fdrawbox(x1, y1, x1 + sizex, y1 + sizey);
/* help lines */
v1[0] = v2[0] = v3[0] = x1;
v1[1] = y1;
v1a[1] = y1 + 0.25f * sizey;
v2[1] = y1 + 0.5f * sizey;
v2a[1] = y1 + 0.75f * sizey;
v3[1] = y1 + sizey;
cbd = coba->data;
glBegin(GL_LINES);
for (a = 0; a < coba->tot; a++, cbd++) {
v1[0] = v2[0] = v3[0] = v1a[0] = v2a[0] = x1 + cbd->pos * sizex;
if (a == coba->cur) {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(2);
glBegin(GL_LINES);
glColor3ub(255, 255, 255);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(0);
glBegin(GL_LINES);
#if 0
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v1a);
glColor3ub(255, 255, 255);
glVertex2fv(v1a);
glVertex2fv(v2);
glColor3ub(0, 0, 0);
glVertex2fv(v2);
glVertex2fv(v2a);
glColor3ub(255, 255, 255);
glVertex2fv(v2a);
glVertex2fv(v3);
#endif
}
else {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v2);
glColor3ub(255, 255, 255);
glVertex2fv(v2);
glVertex2fv(v3);
}
}
glEnd();
}
void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
static GLuint displist = 0;
int a, old[8];
GLfloat diff[4], diffn[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float vec0[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float dir[4], size;
/* store stuff */
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
/* backdrop */
glColor3ubv((unsigned char *)wcol->inner);
uiSetRoundBox(UI_CNR_ALL);
uiDrawBox(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
/* sphere color */
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
/* disable blender light */
for (a = 0; a < 8; a++) {
old[a] = glIsEnabled(GL_LIGHT0 + a);
glDisable(GL_LIGHT0 + a);
}
/* own light */
glEnable(GL_LIGHT7);
glEnable(GL_LIGHTING);
ui_get_but_vectorf(but, dir);
dir[3] = 0.0f; /* glLightfv needs 4 args, 0.0 is sun */
glLightfv(GL_LIGHT7, GL_POSITION, dir);
glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn);
glLightfv(GL_LIGHT7, GL_SPECULAR, vec0);
glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
/* transform to button */
glPushMatrix();
glTranslatef(rect->xmin + 0.5f * (rect->xmax - rect->xmin), rect->ymin + 0.5f * (rect->ymax - rect->ymin), 0.0f);
if (rect->xmax - rect->xmin < rect->ymax - rect->ymin)
size = (rect->xmax - rect->xmin) / 200.f;
else
size = (rect->ymax - rect->ymin) / 200.f;
glScalef(size, size, size);
if (displist == 0) {
GLUquadricObj *qobj;
displist = glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere(qobj, 100.0, 32, 24);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
else glCallList(displist);
/* restore */
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
glDisable(GL_LIGHT7);
/* AA circle */
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glColor3ubv((unsigned char *)wcol->inner);
glutil_draw_lined_arc(0.0f, M_PI * 2.0, 100.0f, 32);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
/* matrix after circle */
glPopMatrix();
/* enable blender light */
for (a = 0; a < 8; a++) {
if (old[a])
glEnable(GL_LIGHT0 + a);
}
}
static void ui_draw_but_curve_grid(rcti *rect, float zoomx, float zoomy, float offsx, float offsy, float step)
{
float dx, dy, fx, fy;
glBegin(GL_LINES);
dx = step * zoomx;
fx = rect->xmin + zoomx * (-offsx);
if (fx > rect->xmin) fx -= dx * (floorf(fx - rect->xmin));
while (fx < rect->xmax) {
glVertex2f(fx, rect->ymin);
glVertex2f(fx, rect->ymax);
fx += dx;
}
dy = step * zoomy;
fy = rect->ymin + zoomy * (-offsy);
if (fy > rect->ymin) fy -= dy * (floorf(fy - rect->ymin));
while (fy < rect->ymax) {
glVertex2f(rect->xmin, fy);
glVertex2f(rect->xmax, fy);
fy += dy;
}
glEnd();
}
static void gl_shaded_color(unsigned char *col, int shade)
{
glColor3ub(col[0] - shade > 0 ? col[0] - shade : 0,
col[1] - shade > 0 ? col[1] - shade : 0,
col[2] - shade > 0 ? col[2] - shade : 0);
}
void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
CurveMapping *cumap;
CurveMap *cuma;
CurveMapPoint *cmp;
float fx, fy, fac[2], zoomx, zoomy, offsx, offsy;
GLint scissor[4];
rcti scissor_new;
int a;
cumap = (CurveMapping *)(but->editcumap ? but->editcumap : but->poin);
cuma = cumap->cm + cumap->cur;
/* need scissor test, curve can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
scissor_new.xmin = ar->winrct.xmin + rect->xmin;
scissor_new.ymin = ar->winrct.ymin + rect->ymin;
scissor_new.xmax = ar->winrct.xmin + rect->xmax;
scissor_new.ymax = ar->winrct.ymin + rect->ymax;
BLI_isect_rcti(&scissor_new, &ar->winrct, &scissor_new);
glScissor(scissor_new.xmin, scissor_new.ymin, scissor_new.xmax - scissor_new.xmin, scissor_new.ymax - scissor_new.ymin);
/* calculate offset and zoom */
zoomx = (rect->xmax - rect->xmin - 2.0f * but->aspect) / (cumap->curr.xmax - cumap->curr.xmin);
zoomy = (rect->ymax - rect->ymin - 2.0f * but->aspect) / (cumap->curr.ymax - cumap->curr.ymin);
offsx = cumap->curr.xmin - but->aspect / zoomx;
offsy = cumap->curr.ymin - but->aspect / zoomy;
/* backdrop */
if (cumap->flag & CUMA_DO_CLIP) {
gl_shaded_color((unsigned char *)wcol->inner, -20);
glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
glColor3ubv((unsigned char *)wcol->inner);
glRectf(rect->xmin + zoomx * (cumap->clipr.xmin - offsx),
rect->ymin + zoomy * (cumap->clipr.ymin - offsy),
rect->xmin + zoomx * (cumap->clipr.xmax - offsx),
rect->ymin + zoomy * (cumap->clipr.ymax - offsy));
}
else {
glColor3ubv((unsigned char *)wcol->inner);
glRectf(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
/* grid, every .25 step */
gl_shaded_color((unsigned char *)wcol->inner, -16);
ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 0.25f);
/* grid, every 1.0 step */
gl_shaded_color((unsigned char *)wcol->inner, -24);
ui_draw_but_curve_grid(rect, zoomx, zoomy, offsx, offsy, 1.0f);
/* axes */
gl_shaded_color((unsigned char *)wcol->inner, -50);
glBegin(GL_LINES);
glVertex2f(rect->xmin, rect->ymin + zoomy * (-offsy));
glVertex2f(rect->xmax, rect->ymin + zoomy * (-offsy));
glVertex2f(rect->xmin + zoomx * (-offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx * (-offsx), rect->ymax);
glEnd();
/* magic trigger for curve backgrounds */
if (but->a1 != -1) {
if (but->a1 == UI_GRAD_H) {
rcti grid;
float col[3] = {0.0f, 0.0f, 0.0f}; /* dummy arg */
grid.xmin = rect->xmin + zoomx * (-offsx);
grid.xmax = rect->xmax + zoomx * (-offsx);
grid.ymin = rect->ymin + zoomy * (-offsy);
grid.ymax = rect->ymax + zoomy * (-offsy);
glEnable(GL_BLEND);
ui_draw_gradient(&grid, col, UI_GRAD_H, 0.5f);
glDisable(GL_BLEND);
}
}
/* cfra option */
/* 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();
}
#endif
/* sample option */
/* XXX 2.48 */
#if 0
if (cumap->flag & CUMA_DRAW_SAMPLE) {
if (cumap->cur == 3) {
float lum = cumap->sample[0] * 0.35f + cumap->sample[1] * 0.45f + cumap->sample[2] * 0.2f;
glColor3ub(240, 240, 240);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx * (lum - offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx * (lum - offsx), rect->ymax);
glEnd();
}
else {
if (cumap->cur == 0)
glColor3ub(240, 100, 100);
else if (cumap->cur == 1)
glColor3ub(100, 240, 100);
else
glColor3ub(100, 100, 240);
glBegin(GL_LINES);
glVertex2f(rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymin);
glVertex2f(rect->xmin + zoomx * (cumap->sample[cumap->cur] - offsx), rect->ymax);
glEnd();
}
}
#endif
/* the curve */
glColor3ubv((unsigned char *)wcol->item);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBegin(GL_LINE_STRIP);
if (cuma->table == NULL)
curvemapping_changed(cumap, 0); /* 0 = no remove doubles */
cmp = cuma->table;
/* first point */
if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0)
glVertex2f(rect->xmin, rect->ymin + zoomy * (cmp[0].y - offsy));
else {
fx = rect->xmin + zoomx * (cmp[0].x - offsx + cuma->ext_in[0]);
fy = rect->ymin + zoomy * (cmp[0].y - offsy + cuma->ext_in[1]);
glVertex2f(fx, fy);
}
for (a = 0; a <= CM_TABLE; a++) {
fx = rect->xmin + zoomx * (cmp[a].x - offsx);
fy = rect->ymin + zoomy * (cmp[a].y - offsy);
glVertex2f(fx, fy);
}
/* last point */
if ((cuma->flag & CUMA_EXTEND_EXTRAPOLATE) == 0)
glVertex2f(rect->xmax, rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy));
else {
fx = rect->xmin + zoomx * (cmp[CM_TABLE].x - offsx - cuma->ext_out[0]);
fy = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]);
glVertex2f(fx, fy);
}
glEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* the points, use aspect to make them visible on edges */
cmp = cuma->curve;
glPointSize(3.0f);
bglBegin(GL_POINTS);
for (a = 0; a < cuma->totpoint; a++) {
if (cmp[a].flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
fac[0] = rect->xmin + zoomx * (cmp[a].x - offsx);
fac[1] = rect->ymin + zoomy * (cmp[a].y - offsy);
bglVertex2fv(fac);
}
bglEnd();
glPointSize(1.0f);
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
/* outline */
glColor3ubv((unsigned char *)wcol->outline);
fdrawbox(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
rctf rect;
int ok = 0, width, height;
GLint scissor[4];
MovieClipScopes *scopes = (MovieClipScopes *)but->poin;
rect.xmin = (float)recti->xmin + 1;
rect.xmax = (float)recti->xmax - 1;
rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
rect.ymax = (float)recti->ymax - 1;
width = rect.xmax - rect.xmin + 1;
height = rect.ymax - rect.ymin;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* need scissor test, preview image can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
glScissor(ar->winrct.xmin + (rect.xmin - 1),
ar->winrct.ymin + (rect.ymin - 1),
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
if (scopes->track_disabled) {
glColor4f(0.7f, 0.3f, 0.3f, 0.3f);
uiSetRoundBox(15);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
ok = 1;
}
else if ((!scopes->track_preview) ||
(scopes->track_preview->x != width || scopes->track_preview->y != height))
{
ImBuf *tmpibuf;
if (scopes->track_preview)
IMB_freeImBuf(scopes->track_preview);
tmpibuf = BKE_tracking_sample_pattern_imbuf(scopes->frame_width, scopes->frame_height,
scopes->track_search, &scopes->undist_marker,
width, height, scopes->track_pos);
if (tmpibuf->rect_float)
IMB_rect_from_float(tmpibuf);
// XXX: for debug only
// tmpibuf->ftype = PNG;
// IMB_saveiff(tmpibuf, "sample.png", IB_rect);
if (tmpibuf->rect)
scopes->track_preview = tmpibuf;
else
IMB_freeImBuf(tmpibuf);
}
if (!ok && scopes->track_preview) {
float track_pos[2];
int a;
ImBuf *drawibuf;
glPushMatrix();
track_pos[0] = scopes->track_pos[0];
track_pos[1] = scopes->track_pos[1];
/* 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) {
drawibuf = scopes->track_preview;
glaDrawPixelsSafe(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y,
drawibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, drawibuf->rect);
/* draw cross for pizel position */
glTranslatef(rect.xmin + track_pos[0], rect.ymin + track_pos[1], 0.f);
glScissor(ar->winrct.xmin + rect.xmin,
ar->winrct.ymin + rect.ymin,
rect.xmax - rect.xmin,
rect.ymax - rect.ymin);
for (a = 0; a < 2; a++) {
if (a == 1) {
glLineStipple(3, 0xaaaa);
glEnable(GL_LINE_STIPPLE);
UI_ThemeColor(TH_SEL_MARKER);
}
else {
UI_ThemeColor(TH_MARKER_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();
}
}
glDisable(GL_LINE_STIPPLE);
glPopMatrix();
ok = 1;
}
if (!ok) {
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
}
/* outline, scale gripper */
draw_scope_end(&rect, scissor);
glDisable(GL_BLEND);
}
/* ****************************************************** */
static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha)
{
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
/* right quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
glVertex2f(maxx, maxy - 0.3f * shadsize);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx + shadsize, maxy - 0.75f * shadsize);
glVertex2f(maxx + shadsize, miny);
glEnd();
/* corner shape */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx + shadsize, miny);
glVertex2f(maxx + 0.7f * shadsize, miny - 0.7f * shadsize);
glVertex2f(maxx, miny - shadsize);
glEnd();
/* bottom quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(minx + 0.3f * shadsize, miny);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx, miny - shadsize);
glVertex2f(minx + 0.5f * shadsize, miny - shadsize);
glEnd();
glDisable(GL_BLEND);
glShadeModel(GL_FLAT);
}
void uiDrawBoxShadow(unsigned char alpha, float minx, float miny, float maxx, float maxy)
{
/* accumulated outline boxes to make shade not linear, is more pleasant */
ui_shadowbox(minx, miny, maxx, maxy, 11.0, (20 * alpha) >> 8);
ui_shadowbox(minx, miny, maxx, maxy, 7.0, (40 * alpha) >> 8);
ui_shadowbox(minx, miny, maxx, maxy, 5.0, (80 * alpha) >> 8);
}
void ui_dropshadow(rctf *rct, float radius, float aspect, float alpha, int UNUSED(select))
{
int i;
float rad;
float a;
float dalpha = alpha * 2.0f/255.0f, calpha;
glEnable(GL_BLEND);
if (radius > (rct->ymax - rct->ymin - 10.0f) / 2.0f)
rad = (rct->ymax - rct->ymin - 10.0f) / 2.0f;
else
rad = radius;
i = 12;
#if 0
if (select) {
a = i * aspect; /* same as below */
}
else
#endif
{
a = i * aspect;
}
calpha = dalpha;
for (; i--; a -= aspect) {
/* alpha ranges from 2 to 20 or so */
glColor4f(0.0f, 0.0f, 0.0f, calpha);
calpha += dalpha;
uiDrawBox(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a);
}
/* outline emphasis */
glEnable(GL_LINE_SMOOTH);
glColor4ub(0, 0, 0, 100);
uiDrawBox(GL_LINE_LOOP, rct->xmin - 0.5f, rct->ymin - 0.5f, rct->xmax + 0.5f, rct->ymax + 0.5f, radius + 0.5f);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
}