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test/source/blender/editors/space_graph/graph_draw.cc

1578 lines
54 KiB
C++

/* SPDX-FileCopyrightText: Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup spgraph
*/
#include <algorithm>
#include <cfloat>
#include <cmath>
#include <cstdio>
#include <cstring>
#include "BLI_listbase.h"
#include "BLI_math_vector_types.hh"
#include "BLI_utildefines.h"
#include "BLI_vector.hh"
#include "DNA_anim_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "BKE_anim_data.hh"
#include "BKE_curve.hh"
#include "BKE_fcurve.hh"
#include "BKE_nla.hh"
#include "GPU_immediate.hh"
#include "GPU_matrix.hh"
#include "GPU_state.hh"
#include "ED_anim_api.hh"
#include "graph_intern.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
#include "UI_view2d.hh"
static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu);
/* -------------------------------------------------------------------- */
/** \name Utility Drawing Defines
* \{ */
/* determine the alpha value that should be used when
* drawing components for some F-Curve (fcu)
* - selected F-Curves should be more visible than partially visible ones
*/
static float fcurve_display_alpha(const FCurve *fcu)
{
return (fcu->flag & FCURVE_SELECTED) ? 1.0f : U.fcu_inactive_alpha;
}
/** Get the first and last index to the bezt array that are just outside min and max. */
static blender::IndexRange get_bounding_bezt_index_range(const FCurve *fcu,
const float min,
const float max)
{
bool replace;
int first, last;
first = BKE_fcurve_bezt_binarysearch_index(fcu->bezt, min, fcu->totvert, &replace);
first = clamp_i(first - 1, 0, fcu->totvert - 1);
last = BKE_fcurve_bezt_binarysearch_index(fcu->bezt, max, fcu->totvert, &replace);
last = replace ? last + 1 : last;
last = clamp_i(last, 0, fcu->totvert - 1);
/* Iterating over index range is exclusive of the last index.
* But we need `last` to be visited. */
return blender::IndexRange(first, (last - first) + 1);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name FCurve Modifier Drawing
* \{ */
/* Envelope -------------- */
/* TODO: draw a shaded poly showing the region of influence too!!! */
/**
* \param ale_nla_remap: the anim list element of the fcurve that this modifier
* is on. This is used to do NLA time remapping, as appropriate.
*/
static void draw_fcurve_modifier_controls_envelope(FModifier *fcm,
View2D *v2d,
bAnimListElem *ale_nla_remap)
{
FMod_Envelope *env = (FMod_Envelope *)fcm->data;
FCM_EnvelopeData *fed;
const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
int i;
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_line_width(1.0f);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_SCALE_FAC, viewport_size[3] / UI_SCALE_FAC);
immUniform1i("colors_len", 0); /* Simple dashes. */
immUniformColor3f(0.0f, 0.0f, 0.0f);
immUniform1f("dash_width", 10.0f);
immUniform1f("udash_factor", 0.5f);
/* draw two black lines showing the standard reference levels */
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(shdr_pos, v2d->cur.xmin, env->midval + env->min);
immVertex2f(shdr_pos, v2d->cur.xmax, env->midval + env->min);
immVertex2f(shdr_pos, v2d->cur.xmin, env->midval + env->max);
immVertex2f(shdr_pos, v2d->cur.xmax, env->midval + env->max);
immEnd();
immUnbindProgram();
if (env->totvert > 0) {
/* set size of vertices (non-adjustable for now) */
GPU_point_size(2.0f);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* for now, point color is fixed, and is white */
immUniformColor3f(1.0f, 1.0f, 1.0f);
immBeginAtMost(GPU_PRIM_POINTS, env->totvert * 2);
for (i = 0, fed = env->data; i < env->totvert; i++, fed++) {
const float env_scene_time = ANIM_nla_tweakedit_remap(
ale_nla_remap, fed->time, NLATIME_CONVERT_MAP);
/* only draw if visible
* - min/max here are fixed, not relative
*/
if (IN_RANGE(env_scene_time, (v2d->cur.xmin - fac), (v2d->cur.xmax + fac))) {
immVertex2f(shdr_pos, env_scene_time, fed->min);
immVertex2f(shdr_pos, env_scene_time, fed->max);
}
}
immEnd();
immUnbindProgram();
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name FCurve Modifier Drawing
* \{ */
/* Points ---------------- */
/* helper func - set color to draw F-Curve data with */
static void set_fcurve_vertex_color(FCurve *fcu, bool sel)
{
float color[4];
float diff;
/* Set color of curve vertex based on state of curve (i.e. 'Edit' Mode) */
if ((fcu->flag & FCURVE_PROTECTED) == 0) {
/* Curve's points ARE BEING edited */
UI_GetThemeColor3fv(sel ? TH_VERTEX_SELECT : TH_VERTEX, color);
}
else {
/* Curve's points CANNOT BE edited */
UI_GetThemeColorShade4fv(TH_HEADER, 50, color);
}
/* Fade the 'intensity' of the vertices based on the selection of the curves too
* - Only fade by 50% the amount the curves were faded by, so that the points
* still stand out for easier selection
*/
diff = 1.0f - fcurve_display_alpha(fcu);
color[3] = 1.0f - (diff * 0.5f);
CLAMP(color[3], 0.2f, 1.0f);
immUniformColor4fv(color);
}
/* Draw a cross at the given position. Shader must already be bound.
* NOTE: the caller MUST HAVE GL_LINE_SMOOTH & GL_BLEND ENABLED, otherwise the controls don't
* have a consistent appearance (due to off-pixel alignments).
*/
static void draw_cross(float position[2], const float scale[2], uint attr_id)
{
GPU_matrix_push();
GPU_matrix_translate_2fv(position);
GPU_matrix_scale_2f(1.0f / scale[0], 1.0f / scale[1]);
/* Draw X shape. */
const float line_length = 0.7f;
immBegin(GPU_PRIM_LINES, 4);
immVertex2f(attr_id, -line_length, -line_length);
immVertex2f(attr_id, +line_length, +line_length);
immVertex2f(attr_id, -line_length, +line_length);
immVertex2f(attr_id, +line_length, -line_length);
immEnd();
GPU_matrix_pop();
}
static void draw_fcurve_selected_keyframe_vertices(FCurve *fcu,
bool sel,
uint pos,
const blender::IndexRange index_range)
{
set_fcurve_vertex_color(fcu, sel);
immBeginAtMost(GPU_PRIM_POINTS, fcu->totvert);
for (const int i : index_range) {
BezTriple *bezt = &fcu->bezt[i];
/* 'Keyframe' vertex only, as handle lines and handles have already been drawn
* - only draw those with correct selection state for the current drawing color
* -
*/
if ((bezt->f2 & SELECT) == sel) {
immVertex2fv(pos, bezt->vec[1]);
}
}
immEnd();
}
/**
* Draw the extra indicator for the active point.
*/
static void draw_fcurve_active_vertex(const FCurve *fcu, const View2D *v2d, const uint pos)
{
const int active_keyframe_index = BKE_fcurve_active_keyframe_index(fcu);
if (!(fcu->flag & FCURVE_ACTIVE) || active_keyframe_index == FCURVE_ACTIVE_KEYFRAME_NONE) {
return;
}
const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
const BezTriple *bezt = &fcu->bezt[active_keyframe_index];
if (!IN_RANGE(bezt->vec[1][0], (v2d->cur.xmin - fac), (v2d->cur.xmax + fac))) {
return;
}
if (!(bezt->f2 & SELECT)) {
return;
}
immBegin(GPU_PRIM_POINTS, 1);
immUniformThemeColor(TH_VERTEX_ACTIVE);
immVertex2fv(pos, bezt->vec[1]);
immEnd();
}
/* helper func - draw keyframe vertices only for an F-Curve */
static void draw_fcurve_keyframe_vertices(FCurve *fcu, View2D *v2d, const uint pos)
{
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
if ((fcu->flag & FCURVE_PROTECTED) == 0) {
immUniform1f("size", UI_GetThemeValuef(TH_VERTEX_SIZE) * UI_SCALE_FAC);
}
else {
/* Draw keyframes on locked curves slightly smaller to give them less visual weight. */
immUniform1f("size", (UI_GetThemeValuef(TH_VERTEX_SIZE) * UI_SCALE_FAC) * 0.8f);
}
const blender::IndexRange index_range = get_bounding_bezt_index_range(
fcu, v2d->cur.xmin, v2d->cur.xmax);
draw_fcurve_selected_keyframe_vertices(fcu, false, pos, index_range);
draw_fcurve_selected_keyframe_vertices(fcu, true, pos, index_range);
draw_fcurve_active_vertex(fcu, v2d, pos);
immUnbindProgram();
}
/* helper func - draw handle vertices only for an F-Curve (if it is not protected) */
static void draw_fcurve_selected_handle_vertices(
FCurve *fcu, View2D *v2d, bool sel, bool sel_handle_only, uint pos)
{
const blender::IndexRange index_range = get_bounding_bezt_index_range(
fcu, v2d->cur.xmin, v2d->cur.xmax);
/* set handle color */
float hcolor[3];
UI_GetThemeColor3fv(sel ? TH_HANDLE_VERTEX_SELECT : TH_HANDLE_VERTEX, hcolor);
immUniform4f("outlineColor", hcolor[0], hcolor[1], hcolor[2], 1.0f);
immUniformColor3fvAlpha(hcolor, 0.01f); /* almost invisible - only keep for smoothness */
immBeginAtMost(GPU_PRIM_POINTS, fcu->totvert * 2);
BezTriple *prevbezt = nullptr;
for (const int i : index_range) {
BezTriple *bezt = &fcu->bezt[i];
/* Draw the editmode handles for a bezier curve (others don't have handles)
* if their selection status matches the selection status we're drawing for
* - first handle only if previous beztriple was bezier-mode
* - second handle only if current beztriple is bezier-mode
*
* Also, need to take into account whether the keyframe was selected
* if a Graph Editor option to only show handles of selected keys is on.
*/
if (!sel_handle_only || BEZT_ISSEL_ANY(bezt)) {
if ((!prevbezt && (bezt->ipo == BEZT_IPO_BEZ)) ||
(prevbezt && (prevbezt->ipo == BEZT_IPO_BEZ)))
{
if ((bezt->f1 & SELECT) == sel
/* && v2d->cur.xmin < bezt->vec[0][0] < v2d->cur.xmax) */)
{
immVertex2fv(pos, bezt->vec[0]);
}
}
if (bezt->ipo == BEZT_IPO_BEZ) {
if ((bezt->f3 & SELECT) == sel
/* && v2d->cur.xmin < bezt->vec[2][0] < v2d->cur.xmax) */)
{
immVertex2fv(pos, bezt->vec[2]);
}
}
}
prevbezt = bezt;
}
immEnd();
}
/**
* Draw the extra handles for the active point.
*/
static void draw_fcurve_active_handle_vertices(const FCurve *fcu,
const bool sel_handle_only,
const uint pos)
{
const int active_keyframe_index = BKE_fcurve_active_keyframe_index(fcu);
if (!(fcu->flag & FCURVE_ACTIVE) || active_keyframe_index == FCURVE_ACTIVE_KEYFRAME_NONE) {
return;
}
const BezTriple *bezt = &fcu->bezt[active_keyframe_index];
if (sel_handle_only && !BEZT_ISSEL_ANY(bezt)) {
return;
}
float active_col[4];
UI_GetThemeColor4fv(TH_VERTEX_ACTIVE, active_col);
immUniform4fv("outlineColor", active_col);
immUniformColor3fvAlpha(active_col, 0.01f); /* Almost invisible - only keep for smoothness. */
immBeginAtMost(GPU_PRIM_POINTS, 2);
const BezTriple *left_bezt = active_keyframe_index > 0 ? &fcu->bezt[active_keyframe_index - 1] :
bezt;
if (left_bezt->ipo == BEZT_IPO_BEZ && (bezt->f1 & SELECT)) {
immVertex2fv(pos, bezt->vec[0]);
}
if (bezt->ipo == BEZT_IPO_BEZ && (bezt->f3 & SELECT)) {
immVertex2fv(pos, bezt->vec[2]);
}
immEnd();
}
/* helper func - draw handle vertices only for an F-Curve (if it is not protected) */
static void draw_fcurve_handle_vertices(FCurve *fcu, View2D *v2d, bool sel_handle_only, uint pos)
{
/* smooth outlines for more consistent appearance */
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
/* set handle size */
immUniform1f("size", (1.4f * UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE)) * UI_SCALE_FAC);
immUniform1f("outlineWidth", 1.5f * UI_SCALE_FAC);
draw_fcurve_selected_handle_vertices(fcu, v2d, false, sel_handle_only, pos);
draw_fcurve_selected_handle_vertices(fcu, v2d, true, sel_handle_only, pos);
draw_fcurve_active_handle_vertices(fcu, sel_handle_only, pos);
immUnbindProgram();
}
static void draw_fcurve_vertices(ARegion *region,
FCurve *fcu,
bool do_handles,
bool sel_handle_only)
{
View2D *v2d = &region->v2d;
/* only draw points if curve is visible
* - Draw unselected points before selected points as separate passes
* to make sure in the case of overlapping points that the selected is always visible
* - Draw handles before keyframes, so that keyframes will overlap handles
* (keyframes are more important for users).
*/
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_blend(GPU_BLEND_ALPHA);
GPU_program_point_size(true);
/* draw the two handles first (if they're shown, the curve doesn't
* have just a single keyframe, and the curve is being edited) */
if (do_handles) {
draw_fcurve_handle_vertices(fcu, v2d, sel_handle_only, pos);
}
/* draw keyframes over the handles */
draw_fcurve_keyframe_vertices(fcu, v2d, pos);
GPU_program_point_size(false);
GPU_blend(GPU_BLEND_NONE);
}
/* Handles ---------------- */
static bool draw_fcurve_handles_check(const SpaceGraph *sipo, const FCurve *fcu)
{
/* don't draw handle lines if handles are not to be shown */
if (/* handles shouldn't be shown anywhere */
(sipo->flag & SIPO_NOHANDLES) ||
/* keyframes aren't editable */
(fcu->flag & FCURVE_PROTECTED) ||
#if 0
/* handles can still be selected and handle types set, better draw - campbell */
/* editing the handles here will cause weird/incorrect interpolation issues */
(fcu->flag & FCURVE_INT_VALUES) ||
#endif
/* group that curve belongs to is not editable */
((fcu->grp) && (fcu->grp->flag & AGRP_PROTECTED)))
{
return false;
}
return true;
}
/* draw lines for F-Curve handles only (this is only done in EditMode)
* NOTE: draw_fcurve_handles_check must be checked before running this. */
static void draw_fcurve_handles(SpaceGraph *sipo, ARegion *region, const FCurve *fcu)
{
using namespace blender;
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(true);
}
GPU_blend(GPU_BLEND_ALPHA);
immBeginAtMost(GPU_PRIM_LINES, 4 * 2 * fcu->totvert);
const IndexRange index_range = get_bounding_bezt_index_range(
fcu, region->v2d.cur.xmin, region->v2d.cur.xmax);
/* slightly hacky, but we want to draw unselected points before selected ones
* so that selected points are clearly visible
*/
for (int sel = 0; sel < 2; sel++) {
int basecol = (sel) ? TH_HANDLE_SEL_FREE : TH_HANDLE_FREE;
float col[4];
BezTriple *prevbezt = nullptr;
for (const int i : index_range) {
BezTriple *bezt = &fcu->bezt[i];
/* if only selected keyframes can get their handles shown,
* check that keyframe is selected
*/
if (sipo->flag & SIPO_SELVHANDLESONLY) {
if (BEZT_ISSEL_ANY(bezt) == 0) {
prevbezt = bezt;
continue;
}
}
/* draw handle with appropriate set of colors if selection is ok */
if ((bezt->f2 & SELECT) == sel) {
/* only draw first handle if previous segment had handles */
if ((!prevbezt && (bezt->ipo == BEZT_IPO_BEZ)) ||
(prevbezt && (prevbezt->ipo == BEZT_IPO_BEZ)))
{
UI_GetThemeColor3fv(basecol + bezt->h1, col);
col[3] = fcurve_display_alpha(fcu);
immAttr4fv(color, col);
immVertex2fv(pos, bezt->vec[0]);
immAttr4fv(color, col);
immVertex2fv(pos, bezt->vec[1]);
}
/* only draw second handle if this segment is bezier */
if (bezt->ipo == BEZT_IPO_BEZ) {
UI_GetThemeColor3fv(basecol + bezt->h2, col);
col[3] = fcurve_display_alpha(fcu);
immAttr4fv(color, col);
immVertex2fv(pos, bezt->vec[1]);
immAttr4fv(color, col);
immVertex2fv(pos, bezt->vec[2]);
}
}
else {
/* only draw first handle if previous segment was had handles, and selection is ok */
if (((bezt->f1 & SELECT) == sel) && ((!prevbezt && (bezt->ipo == BEZT_IPO_BEZ)) ||
(prevbezt && (prevbezt->ipo == BEZT_IPO_BEZ))))
{
UI_GetThemeColor3fv(basecol + bezt->h1, col);
col[3] = fcurve_display_alpha(fcu);
immAttr4fv(color, col);
immVertex2fv(pos, bezt->vec[0]);
immAttr4fv(color, col);
immVertex2fv(pos, bezt->vec[1]);
}
/* only draw second handle if this segment is bezier, and selection is ok */
if (((bezt->f3 & SELECT) == sel) && (bezt->ipo == BEZT_IPO_BEZ)) {
UI_GetThemeColor3fv(basecol + bezt->h2, col);
col[3] = fcurve_display_alpha(fcu);
immAttr4fv(color, col);
immVertex2fv(pos, bezt->vec[1]);
immAttr4fv(color, col);
immVertex2fv(pos, bezt->vec[2]);
}
}
prevbezt = bezt;
}
}
immEnd();
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(false);
}
}
/* Samples ---------------- */
/* helper func - draw keyframe vertices only for an F-Curve */
static void draw_fcurve_samples(ARegion *region, const FCurve *fcu, const float unit_scale)
{
FPoint *first, *last;
float scale[2];
/* get view settings */
const float hsize = UI_GetThemeValuef(TH_VERTEX_SIZE);
UI_view2d_scale_get(&region->v2d, &scale[0], &scale[1]);
scale[0] /= hsize;
scale[1] /= hsize / unit_scale;
/* get verts */
first = fcu->fpt;
last = (first) ? (first + (fcu->totvert - 1)) : (nullptr);
/* draw */
if (first && last) {
/* anti-aliased lines for more consistent appearance */
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(true);
}
GPU_blend(GPU_BLEND_ALPHA);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor((fcu->flag & FCURVE_SELECTED) ? TH_TEXT_HI : TH_TEXT);
draw_cross(first->vec, scale, pos);
draw_cross(last->vec, scale, pos);
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(false);
}
}
}
/* Curve ---------------- */
/* Helper func - just draw the F-Curve by sampling the visible region
* (for drawing curves with modifiers). */
static void draw_fcurve_curve(bAnimContext *ac,
ID *id,
const FCurve *fcu_,
View2D *v2d,
uint pos,
const bool use_nla_remap,
const bool draw_extrapolation)
{
short mapping_flag = ANIM_get_normalization_flags(ac->sl);
/* when opening a blend file on a different sized screen or while dragging the toolbar this can
* happen best just bail out in this case. */
if (UI_view2d_scale_get_x(v2d) <= 0.0f) {
return;
}
/* disable any drivers */
FCurve fcurve_for_draw = *fcu_;
fcurve_for_draw.driver = nullptr;
/* compute unit correction factor */
float offset;
float unitFac = ANIM_unit_mapping_get_factor(
ac->scene, id, &fcurve_for_draw, mapping_flag, &offset);
/* Note about sampling frequency:
* Ideally, this is chosen such that we have 1-2 pixels = 1 segment
* which means that our curves can be as smooth as possible. However,
* this does mean that curves may not be fully accurate (i.e. if they have
* sudden spikes which happen at the sampling point, we may have problems).
* Also, this may introduce lower performance on less densely detailed curves,
* though it is impossible to predict this from the modifiers!
*
* If the automatically determined sampling frequency is likely to cause an infinite
* loop (i.e. too close to 0), then clamp it to a determined "safe" value. The value
* chosen here is just the coarsest value which still looks reasonable.
*/
/* TODO: perhaps we should have 1.0 frames
* as upper limit so that curves don't get too distorted? */
float pixels_per_sample = 1.5f;
float samplefreq = pixels_per_sample / UI_view2d_scale_get_x(v2d);
if (!(U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING)) {
/* Low Precision = coarse lower-bound clamping
*
* Although the "Beauty Draw" flag was originally for AA'd
* line drawing, the sampling rate here has a much greater
* impact on performance (e.g. for #40372)!
*
* This one still amounts to 10 sample-frames for each 1-frame interval
* which should be quite a decent approximation in many situations.
*/
samplefreq = std::max(samplefreq, 0.1f);
}
else {
/* "Higher Precision" but slower - especially on larger windows (e.g. #40372) */
samplefreq = std::max(samplefreq, 0.00001f);
}
/* the start/end times are simply the horizontal extents of the 'cur' rect */
float stime = v2d->cur.xmin;
float etime = v2d->cur.xmax;
AnimData *adt = use_nla_remap ? BKE_animdata_from_id(id) : nullptr;
/* If not drawing extrapolation, then change fcurve drawing bounds to its keyframe bounds clamped
* by graph editor bounds. */
if (!draw_extrapolation) {
float fcu_start = 0;
float fcu_end = 0;
BKE_fcurve_calc_range(fcu_, &fcu_start, &fcu_end, false);
fcu_start = BKE_nla_tweakedit_remap(adt, fcu_start, NLATIME_CONVERT_MAP);
fcu_end = BKE_nla_tweakedit_remap(adt, fcu_end, NLATIME_CONVERT_MAP);
/* Account for reversed NLA strip effect. */
if (fcu_end < fcu_start) {
std::swap(fcu_start, fcu_end);
}
/* Clamp to graph editor rendering bounds. */
stime = max_ff(stime, fcu_start);
etime = min_ff(etime, fcu_end);
}
const int total_samples = roundf((etime - stime) / samplefreq);
if (total_samples <= 0) {
return;
}
/* NLA remapping is linear so we don't have to remap per iteration. */
const float eval_start = BKE_nla_tweakedit_remap(adt, stime, NLATIME_CONVERT_UNMAP);
const float eval_freq = BKE_nla_tweakedit_remap(adt, stime + samplefreq, NLATIME_CONVERT_UNMAP) -
eval_start;
const float eval_end = BKE_nla_tweakedit_remap(adt, etime, NLATIME_CONVERT_UNMAP);
immBegin(GPU_PRIM_LINE_STRIP, (total_samples + 1));
/* At each sampling interval, add a new vertex.
*
* Apply the unit correction factor to the calculated values so that the displayed values appear
* correctly in the viewport.
*/
for (int i = 0; i < total_samples; i++) {
const float ctime = stime + i * samplefreq;
float eval_time = eval_start + i * eval_freq;
/* Prevent drawing past bounds, due to floating point problems.
* User-wise, prevent visual flickering.
*
* This is to cover the case where:
* eval_start + total_samples * eval_freq > eval_end
* due to floating point problems.
*/
eval_time = std::min(eval_time, eval_end);
immVertex2f(pos, ctime, (evaluate_fcurve(&fcurve_for_draw, eval_time) + offset) * unitFac);
}
/* Ensure we include end boundary point.
* User-wise, prevent visual flickering.
*
* This is to cover the case where:
* eval_start + total_samples * eval_freq < eval_end
* due to floating point problems.
*/
immVertex2f(pos, etime, (evaluate_fcurve(&fcurve_for_draw, eval_end) + offset) * unitFac);
immEnd();
}
/* helper func - draw a samples-based F-Curve */
static void draw_fcurve_curve_samples(bAnimContext *ac,
ID *id,
FCurve *fcu,
View2D *v2d,
const uint shdr_pos,
const bool draw_extrapolation)
{
if (!draw_extrapolation && fcu->totvert == 1) {
return;
}
FPoint *prevfpt = fcu->fpt;
FPoint *fpt = prevfpt + 1;
float fac, v[2];
int b = fcu->totvert;
float unit_scale, offset;
short mapping_flag = ANIM_get_normalization_flags(ac->sl);
int count = fcu->totvert;
const bool extrap_left = draw_extrapolation && prevfpt->vec[0] > v2d->cur.xmin;
if (extrap_left) {
count++;
}
const bool extrap_right = draw_extrapolation && (prevfpt + b - 1)->vec[0] < v2d->cur.xmax;
if (extrap_right) {
count++;
}
/* apply unit mapping */
GPU_matrix_push();
unit_scale = ANIM_unit_mapping_get_factor(ac->scene, id, fcu, mapping_flag, &offset);
GPU_matrix_scale_2f(1.0f, unit_scale);
GPU_matrix_translate_2f(0.0f, offset);
immBegin(GPU_PRIM_LINE_STRIP, count);
/* extrapolate to left? - left-side of view comes before first keyframe? */
if (extrap_left) {
v[0] = v2d->cur.xmin;
/* y-value depends on the interpolation */
if ((fcu->extend == FCURVE_EXTRAPOLATE_CONSTANT) || (fcu->flag & FCURVE_INT_VALUES) ||
(fcu->totvert == 1))
{
/* just extend across the first keyframe's value */
v[1] = prevfpt->vec[1];
}
else {
/* extrapolate linear doesn't use the handle, use the next points center instead */
fac = (prevfpt->vec[0] - fpt->vec[0]) / (prevfpt->vec[0] - v[0]);
if (fac) {
fac = 1.0f / fac;
}
v[1] = prevfpt->vec[1] - fac * (prevfpt->vec[1] - fpt->vec[1]);
}
immVertex2fv(shdr_pos, v);
}
/* loop over samples, drawing segments */
/* draw curve between first and last keyframe (if there are enough to do so) */
while (b--) {
/* Linear interpolation: just add one point (which should add a new line segment) */
immVertex2fv(shdr_pos, prevfpt->vec);
/* get next pointers */
if (b > 0) {
prevfpt++;
}
}
/* extrapolate to right? (see code for left-extrapolation above too) */
if (extrap_right) {
v[0] = v2d->cur.xmax;
/* y-value depends on the interpolation */
if ((fcu->extend == FCURVE_EXTRAPOLATE_CONSTANT) || (fcu->flag & FCURVE_INT_VALUES) ||
(fcu->totvert == 1))
{
/* based on last keyframe's value */
v[1] = prevfpt->vec[1];
}
else {
/* extrapolate linear doesn't use the handle, use the previous points center instead */
fpt = prevfpt - 1;
fac = (prevfpt->vec[0] - fpt->vec[0]) / (prevfpt->vec[0] - v[0]);
if (fac) {
fac = 1.0f / fac;
}
v[1] = prevfpt->vec[1] - fac * (prevfpt->vec[1] - fpt->vec[1]);
}
immVertex2fv(shdr_pos, v);
}
immEnd();
GPU_matrix_pop();
}
static int calculate_bezt_draw_resolution(BezTriple *bezt,
BezTriple *prevbezt,
const blender::float2 pixels_per_unit)
{
const float points_per_pixel = 0.25f;
const int resolution_x = int(((bezt->vec[1][0] - prevbezt->vec[1][0]) * pixels_per_unit[0]) *
points_per_pixel);
/* Include the handles in the resolution calculation to cover the case where keys have the same
* y-value, but their handles are offset to create an arc. */
const float min_y = min_ffff(
bezt->vec[1][1], bezt->vec[2][1], prevbezt->vec[1][1], prevbezt->vec[0][1]);
const float max_y = max_ffff(
bezt->vec[1][1], bezt->vec[2][1], prevbezt->vec[1][1], prevbezt->vec[0][1]);
const int resolution_y = int(((max_y - min_y) * pixels_per_unit[1]) * points_per_pixel);
/* Using a simple sum instead of calculating the diagonal. This gives a slightly higher
* resolution but it does compensate for the fact that bezier curves can create long arcs between
* keys. */
return resolution_x + resolution_y;
}
/**
* Add points on the bezier between `prevbezt` and `bezt` to `curve_vertices`.
* The amount of points added is based on the given `resolution`.
*/
static void add_bezt_vertices(BezTriple *bezt,
BezTriple *prevbezt,
int resolution,
blender::Vector<blender::float2> &curve_vertices)
{
if (resolution < 2) {
curve_vertices.append({prevbezt->vec[1][0], prevbezt->vec[1][1]});
return;
}
/* If the resolution goes too high the line will not end exactly at the keyframe. Probably due to
* accumulating floating point issues in BKE_curve_forward_diff_bezier. */
resolution = min_ii(64, resolution);
float prev_key[2], prev_handle[2], bez_handle[2], bez_key[2];
/* Allocation needs +1 on resolution because BKE_curve_forward_diff_bezier uses it to iterate
* inclusively. */
float *bezier_diff_points = MEM_malloc_arrayN<float>(((resolution + 1) * 2), "Draw bezt data");
prev_key[0] = prevbezt->vec[1][0];
prev_key[1] = prevbezt->vec[1][1];
prev_handle[0] = prevbezt->vec[2][0];
prev_handle[1] = prevbezt->vec[2][1];
bez_handle[0] = bezt->vec[0][0];
bez_handle[1] = bezt->vec[0][1];
bez_key[0] = bezt->vec[1][0];
bez_key[1] = bezt->vec[1][1];
BKE_fcurve_correct_bezpart(prev_key, prev_handle, bez_handle, bez_key);
BKE_curve_forward_diff_bezier(prev_key[0],
prev_handle[0],
bez_handle[0],
bez_key[0],
bezier_diff_points,
resolution,
sizeof(float[2]));
BKE_curve_forward_diff_bezier(prev_key[1],
prev_handle[1],
bez_handle[1],
bez_key[1],
bezier_diff_points + 1,
resolution,
sizeof(float[2]));
for (float *fp = bezier_diff_points; resolution; resolution--, fp += 2) {
const float x = *fp;
const float y = *(fp + 1);
curve_vertices.append({x, y});
}
MEM_freeN(bezier_diff_points);
}
static void add_extrapolation_point_left(const FCurve *fcu,
const float v2d_xmin,
blender::Vector<blender::float2> &curve_vertices)
{
/* left-side of view comes before first keyframe, so need to extend as not cyclic */
float vertex_position[2];
vertex_position[0] = v2d_xmin;
BezTriple *bezt = &fcu->bezt[0];
/* y-value depends on the interpolation */
if ((fcu->extend == FCURVE_EXTRAPOLATE_CONSTANT) || (bezt->ipo == BEZT_IPO_CONST) ||
(bezt->ipo == BEZT_IPO_LIN && fcu->totvert == 1))
{
/* just extend across the first keyframe's value */
vertex_position[1] = bezt->vec[1][1];
}
else if (bezt->ipo == BEZT_IPO_LIN) {
BezTriple *next_bezt = bezt + 1;
/* extrapolate linear doesn't use the handle, use the next points center instead */
float fac = (bezt->vec[1][0] - next_bezt->vec[1][0]) / (bezt->vec[1][0] - vertex_position[0]);
if (fac) {
fac = 1.0f / fac;
}
vertex_position[1] = bezt->vec[1][1] - fac * (bezt->vec[1][1] - next_bezt->vec[1][1]);
}
else {
/* based on angle of handle 1 (relative to keyframe) */
float fac = (bezt->vec[0][0] - bezt->vec[1][0]) / (bezt->vec[1][0] - vertex_position[0]);
if (fac) {
fac = 1.0f / fac;
}
vertex_position[1] = bezt->vec[1][1] - fac * (bezt->vec[0][1] - bezt->vec[1][1]);
}
curve_vertices.append(vertex_position);
}
static void add_extrapolation_point_right(const FCurve *fcu,
const float v2d_xmax,
blender::Vector<blender::float2> &curve_vertices)
{
float vertex_position[2];
vertex_position[0] = v2d_xmax;
BezTriple *bezt = &fcu->bezt[fcu->totvert - 1];
/* y-value depends on the interpolation. */
if ((fcu->extend == FCURVE_EXTRAPOLATE_CONSTANT) || (fcu->flag & FCURVE_INT_VALUES) ||
(bezt->ipo == BEZT_IPO_CONST) || (bezt->ipo == BEZT_IPO_LIN && fcu->totvert == 1))
{
/* based on last keyframe's value */
vertex_position[1] = bezt->vec[1][1];
}
else if (bezt->ipo == BEZT_IPO_LIN) {
/* Extrapolate linear doesn't use the handle, use the previous points center instead. */
BezTriple *prev_bezt = bezt - 1;
float fac = (bezt->vec[1][0] - prev_bezt->vec[1][0]) / (bezt->vec[1][0] - vertex_position[0]);
if (fac) {
fac = 1.0f / fac;
}
vertex_position[1] = bezt->vec[1][1] - fac * (bezt->vec[1][1] - prev_bezt->vec[1][1]);
}
else {
/* Based on angle of handle 1 (relative to keyframe). */
float fac = (bezt->vec[2][0] - bezt->vec[1][0]) / (bezt->vec[1][0] - vertex_position[0]);
if (fac) {
fac = 1.0f / fac;
}
vertex_position[1] = bezt->vec[1][1] - fac * (bezt->vec[2][1] - bezt->vec[1][1]);
}
curve_vertices.append(vertex_position);
}
static blender::float2 calculate_pixels_per_unit(View2D *v2d, const float unit_scale)
{
const int window_width = BLI_rcti_size_x(&v2d->mask);
const int window_height = BLI_rcti_size_y(&v2d->mask);
const float v2d_frame_range = BLI_rctf_size_x(&v2d->cur);
const float v2d_value_range = BLI_rctf_size_y(&v2d->cur);
const blender::float2 pixels_per_unit = {window_width / v2d_frame_range,
(window_height / v2d_value_range) * unit_scale};
return pixels_per_unit;
}
static float calculate_pixel_distance(const rctf &bounds, const blender::float2 pixels_per_unit)
{
return BLI_rctf_size_x(&bounds) * pixels_per_unit[0] +
BLI_rctf_size_y(&bounds) * pixels_per_unit[1];
}
static void expand_key_bounds(const BezTriple *left_key, const BezTriple *right_key, rctf &bounds)
{
bounds.xmax = right_key->vec[1][0];
if (left_key->ipo == BEZT_IPO_BEZ) {
/* Respect handles of bezier keys. */
bounds.ymin = min_ffff(
bounds.ymin, right_key->vec[1][1], right_key->vec[0][1], left_key->vec[2][1]);
bounds.ymax = max_ffff(
bounds.ymax, right_key->vec[1][1], right_key->vec[0][1], left_key->vec[2][1]);
}
else {
bounds.ymax = max_ff(bounds.ymax, right_key->vec[1][1]);
bounds.ymin = min_ff(bounds.ymin, right_key->vec[1][1]);
}
}
/* Helper function - draw one repeat of an F-Curve (using Bezier curve approximations). */
static void draw_fcurve_curve_keys(
bAnimContext *ac, ID *id, FCurve *fcu, View2D *v2d, uint pos, const bool draw_extrapolation)
{
using namespace blender;
if (!draw_extrapolation && fcu->totvert == 1) {
return;
}
/* Apply unit mapping. */
GPU_matrix_push();
float offset;
short mapping_flag = ANIM_get_normalization_flags(ac->sl);
const float unit_scale = ANIM_unit_mapping_get_factor(ac->scene, id, fcu, mapping_flag, &offset);
GPU_matrix_scale_2f(1.0f, unit_scale);
GPU_matrix_translate_2f(0.0f, offset);
Vector<float2> curve_vertices;
/* Extrapolate to the left? */
if (draw_extrapolation && fcu->bezt[0].vec[1][0] > v2d->cur.xmin) {
add_extrapolation_point_left(fcu, v2d->cur.xmin, curve_vertices);
}
const IndexRange index_range = get_bounding_bezt_index_range(fcu, v2d->cur.xmin, v2d->cur.xmax);
/* Always add the first point so the extrapolation line doesn't jump. */
curve_vertices.append(
{fcu->bezt[index_range.first()].vec[1][0], fcu->bezt[index_range.first()].vec[1][1]});
const float2 pixels_per_unit = calculate_pixels_per_unit(v2d, unit_scale);
const int window_width = BLI_rcti_size_x(&v2d->mask);
const float v2d_frame_range = BLI_rctf_size_x(&v2d->cur);
const float pixel_width = v2d_frame_range / window_width;
const float samples_per_pixel = 0.66f;
const float evaluation_step = pixel_width / samples_per_pixel;
BezTriple *first_key = &fcu->bezt[index_range.first()];
rctf key_bounds = {
first_key->vec[1][0], first_key->vec[1][0], first_key->vec[1][1], first_key->vec[1][1]};
/* Used when skipping keys. */
bool has_skipped_keys = false;
const float min_pixel_distance = 3.0f;
/* Draw curve between first and last keyframe (if there are enough to do so). */
for (const int i : index_range.drop_front(1)) {
BezTriple *prevbezt = &fcu->bezt[i - 1];
BezTriple *bezt = &fcu->bezt[i];
expand_key_bounds(prevbezt, bezt, key_bounds);
float pixel_distance = calculate_pixel_distance(key_bounds, pixels_per_unit);
if (pixel_distance >= min_pixel_distance && has_skipped_keys) {
/* When the pixel distance is greater than the threshold, and we've skipped at least one, add
* a point. The point position is the average of all keys from INCLUDING prevbezt to
* EXCLUDING bezt. prevbezt then gets reset to the key before bezt because the distance
* between those is potentially below the threshold. */
curve_vertices.append({BLI_rctf_cent_x(&key_bounds), BLI_rctf_cent_y(&key_bounds)});
has_skipped_keys = false;
key_bounds = {
prevbezt->vec[1][0], prevbezt->vec[1][0], prevbezt->vec[1][1], prevbezt->vec[1][1]};
expand_key_bounds(prevbezt, bezt, key_bounds);
/* Calculate again based on the new prevbezt. */
pixel_distance = calculate_pixel_distance(key_bounds, pixels_per_unit);
}
if (pixel_distance < min_pixel_distance) {
/* Skip any keys that are too close to each other in screen space. */
has_skipped_keys = true;
continue;
}
switch (prevbezt->ipo) {
case BEZT_IPO_CONST:
/* Constant-Interpolation: draw segment between previous keyframe and next,
* but holding same value */
curve_vertices.append({prevbezt->vec[1][0], prevbezt->vec[1][1]});
curve_vertices.append({bezt->vec[1][0], prevbezt->vec[1][1]});
break;
case BEZT_IPO_LIN:
/* Linear interpolation: just add one point (which should add a new line segment) */
curve_vertices.append({prevbezt->vec[1][0], prevbezt->vec[1][1]});
break;
case BEZT_IPO_BEZ: {
const int resolution = calculate_bezt_draw_resolution(bezt, prevbezt, pixels_per_unit);
add_bezt_vertices(bezt, prevbezt, resolution, curve_vertices);
break;
}
default: {
/* In case there is no other way to get curve points, evaluate the FCurve. */
curve_vertices.append(prevbezt->vec[1]);
float current_frame = prevbezt->vec[1][0] + evaluation_step;
while (current_frame < bezt->vec[1][0]) {
curve_vertices.append({current_frame, evaluate_fcurve(fcu, current_frame)});
current_frame += evaluation_step;
}
break;
}
}
prevbezt = bezt;
}
/* Always add the last point so the extrapolation line doesn't jump. */
curve_vertices.append(
{fcu->bezt[index_range.last()].vec[1][0], fcu->bezt[index_range.last()].vec[1][1]});
/* Extrapolate to the right? (see code for left-extrapolation above too) */
if (draw_extrapolation && fcu->bezt[fcu->totvert - 1].vec[1][0] < v2d->cur.xmax) {
add_extrapolation_point_right(fcu, v2d->cur.xmax, curve_vertices);
}
if (curve_vertices.size() < 2) {
GPU_matrix_pop();
return;
}
immBegin(GPU_PRIM_LINE_STRIP, curve_vertices.size());
for (const float2 vertex : curve_vertices) {
immVertex2fv(pos, vertex);
}
immEnd();
GPU_matrix_pop();
}
static void draw_fcurve(bAnimContext *ac, SpaceGraph *sipo, ARegion *region, bAnimListElem *ale)
{
FCurve *fcu = (FCurve *)ale->key_data;
FModifier *fcm = find_active_fmodifier(&fcu->modifiers);
/* map keyframes for drawing if scaled F-Curve */
ANIM_nla_mapping_apply_if_needed_fcurve(ale, static_cast<FCurve *>(ale->key_data), false, false);
/* draw curve:
* - curve line may be result of one or more destructive modifiers or just the raw data,
* so we need to check which method should be used
* - controls from active modifier take precedence over keyframes
* (XXX! editing tools need to take this into account!)
*/
/* 1) draw curve line */
if (((fcu->modifiers.first) || (fcu->flag & FCURVE_INT_VALUES)) ||
(((fcu->bezt) || (fcu->fpt)) && (fcu->totvert)))
{
/* set color/drawing style for curve itself */
/* draw active F-Curve thicker than the rest to make it stand out */
if (fcu->flag & FCURVE_ACTIVE && !BKE_fcurve_is_protected(fcu)) {
GPU_line_width(2.5);
}
else {
GPU_line_width(1.0);
}
/* anti-aliased lines for less jagged appearance */
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(true);
}
GPU_blend(GPU_BLEND_ALPHA);
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
if (BKE_fcurve_is_protected(fcu)) {
/* Protected curves (non editable) are drawn with dotted lines. */
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
immUniform2f(
"viewport_size", viewport_size[2] / UI_SCALE_FAC, viewport_size[3] / UI_SCALE_FAC);
immUniform1i("colors_len", 0); /* Simple dashes. */
immUniform1f("dash_width", 16.0f * U.scale_factor);
immUniform1f("udash_factor", 0.35f * U.scale_factor);
}
else {
immBindBuiltinProgram(GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR);
immUniform2fv("viewportSize", &viewport_size[2]);
immUniform1f("lineWidth", GPU_line_width_get());
}
if (((fcu->grp) && (fcu->grp->flag & AGRP_MUTED)) || (fcu->flag & FCURVE_MUTED)) {
/* muted curves are drawn in a grayish hue */
/* XXX should we have some variations? */
immUniformThemeColorShade(TH_HEADER, 50);
}
else {
/* set whatever color the curve has set
* - unselected curves draw less opaque to help distinguish the selected ones
*/
immUniformColor3fvAlpha(fcu->color, fcurve_display_alpha(fcu));
}
const bool draw_extrapolation = (sipo->flag & SIPO_NO_DRAW_EXTRAPOLATION) == 0;
/* draw F-Curve */
if ((fcu->modifiers.first) || (fcu->flag & FCURVE_INT_VALUES)) {
/* draw a curve affected by modifiers or only allowed to have integer values
* by sampling it at various small-intervals over the visible region
*/
/* We have to do this mapping dance since the keyframes were remapped but the F-modifier
* evaluations are not.
*
* So we undo the keyframe remapping and instead remap the evaluation time when drawing
* the curve itself. Afterward, we go back and redo the keyframe remapping so the controls
* are drawn properly. */
ANIM_nla_mapping_apply_if_needed_fcurve(
ale, static_cast<FCurve *>(ale->key_data), true, false);
draw_fcurve_curve(ac,
ale->id,
fcu,
&region->v2d,
shdr_pos,
ANIM_nla_mapping_allowed(ale),
draw_extrapolation);
ANIM_nla_mapping_apply_if_needed_fcurve(
ale, static_cast<FCurve *>(ale->key_data), false, false);
}
else if (((fcu->bezt) || (fcu->fpt)) && (fcu->totvert)) {
/* just draw curve based on defined data (i.e. no modifiers) */
if (fcu->bezt) {
draw_fcurve_curve_keys(ac, ale->id, fcu, &region->v2d, shdr_pos, draw_extrapolation);
}
else if (fcu->fpt) {
draw_fcurve_curve_samples(ac, ale->id, fcu, &region->v2d, shdr_pos, draw_extrapolation);
}
}
immUnbindProgram();
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(false);
}
GPU_blend(GPU_BLEND_NONE);
}
/* 2) draw handles and vertices as appropriate based on active
* - If the option to only show controls if the F-Curve is selected is enabled,
* we must obey this.
*/
if (!(U.animation_flag & USER_ANIM_ONLY_SHOW_SELECTED_CURVE_KEYS) ||
(fcu->flag & FCURVE_SELECTED))
{
if (!BKE_fcurve_are_keyframes_usable(fcu) && !(fcu->fpt && fcu->totvert)) {
/* only draw controls if this is the active modifier */
if ((fcu->flag & FCURVE_ACTIVE) && (fcm)) {
switch (fcm->type) {
case FMODIFIER_TYPE_ENVELOPE: /* envelope */
draw_fcurve_modifier_controls_envelope(fcm, &region->v2d, ale);
break;
}
}
}
else if (((fcu->bezt) || (fcu->fpt)) && (fcu->totvert)) {
short mapping_flag = ANIM_get_normalization_flags(ac->sl);
float offset;
const float unit_scale = ANIM_unit_mapping_get_factor(
ac->scene, ale->id, fcu, mapping_flag, &offset);
/* apply unit-scaling to all values via OpenGL */
GPU_matrix_push();
GPU_matrix_scale_2f(1.0f, unit_scale);
GPU_matrix_translate_2f(0.0f, offset);
/* Set this once and for all -
* all handles and handle-verts should use the same thickness. */
GPU_line_width(1.0);
if (fcu->bezt) {
bool do_handles = draw_fcurve_handles_check(sipo, fcu);
if (do_handles) {
/* only draw handles/vertices on keyframes */
draw_fcurve_handles(sipo, region, fcu);
}
draw_fcurve_vertices(region, fcu, do_handles, (sipo->flag & SIPO_SELVHANDLESONLY));
}
else {
/* samples: only draw two indicators at either end as indicators */
draw_fcurve_samples(region, fcu, unit_scale);
}
GPU_matrix_pop();
}
}
/* 3) draw driver debugging stuff */
if ((ac->datatype == ANIMCONT_DRIVERS) && (fcu->flag & FCURVE_ACTIVE)) {
graph_draw_driver_debug(ac, ale->id, fcu);
}
/* undo mapping of keyframes for drawing if scaled F-Curve */
ANIM_nla_mapping_apply_if_needed_fcurve(ale, static_cast<FCurve *>(ale->key_data), true, false);
}
/* Debugging -------------------------------- */
/* Draw indicators which show the value calculated from the driver,
* and how this is mapped to the value that comes out of it. This
* is handy for helping users better understand how to interpret
* the graphs, and also facilitates debugging.
*/
static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu)
{
ChannelDriver *driver = fcu->driver;
View2D *v2d = &ac->region->v2d;
short mapping_flag = ANIM_get_normalization_flags(ac->sl);
float offset;
float unitfac = ANIM_unit_mapping_get_factor(ac->scene, id, fcu, mapping_flag, &offset);
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_SCALE_FAC, viewport_size[3] / UI_SCALE_FAC);
immUniform1i("colors_len", 0); /* Simple dashes. */
/* No curve to modify/visualize the result?
* => We still want to show the 1-1 default...
*/
if ((fcu->totvert == 0) && BLI_listbase_is_empty(&fcu->modifiers)) {
float t;
/* draw with thin dotted lines in style of what curve would have been */
immUniformColor3fv(fcu->color);
immUniform1f("dash_width", 40.0f);
immUniform1f("udash_factor", 0.5f);
GPU_line_width(2.0f);
/* draw 1-1 line, stretching just past the screen limits
* NOTE: we need to scale the y-values to be valid for the units
*/
immBegin(GPU_PRIM_LINES, 2);
t = v2d->cur.xmin;
immVertex2f(shdr_pos, t, (t + offset) * unitfac);
t = v2d->cur.xmax;
immVertex2f(shdr_pos, t, (t + offset) * unitfac);
immEnd();
}
/* draw driver only if actually functional */
if ((driver->flag & DRIVER_FLAG_INVALID) == 0) {
/* grab "coordinates" for driver outputs */
float x = driver->curval;
float y = fcu->curval * unitfac;
/* Only draw indicators if the point is in range. */
if (x >= v2d->cur.xmin) {
float co[2];
/* draw dotted lines leading towards this point from both axes ....... */
immUniformColor3f(0.9f, 0.9f, 0.9f);
immUniform1f("dash_width", 10.0f);
immUniform1f("udash_factor", 0.5f);
GPU_line_width(1.0f);
immBegin(GPU_PRIM_LINES, (y <= v2d->cur.ymax) ? 4 : 2);
/* x-axis lookup */
co[0] = x;
if (y <= v2d->cur.ymax) {
co[1] = v2d->cur.ymax + 1.0f;
immVertex2fv(shdr_pos, co);
co[1] = y;
immVertex2fv(shdr_pos, co);
}
/* y-axis lookup */
co[1] = y;
co[0] = v2d->cur.xmin - 1.0f;
immVertex2fv(shdr_pos, co);
co[0] = x;
immVertex2fv(shdr_pos, co);
immEnd();
immUnbindProgram();
/* GPU_PRIM_POINTS do not survive dashed line geometry shader... */
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* x marks the spot .................................................... */
/* -> outer frame */
immUniformColor3f(0.9f, 0.9f, 0.9f);
GPU_point_size(7.0);
immBegin(GPU_PRIM_POINTS, 1);
immVertex2f(shdr_pos, x, y);
immEnd();
/* inner frame */
immUniformColor3f(0.9f, 0.0f, 0.0f);
GPU_point_size(3.0);
immBegin(GPU_PRIM_POINTS, 1);
immVertex2f(shdr_pos, x, y);
immEnd();
}
}
immUnbindProgram();
}
/* Public Curve-Drawing API ---------------- */
void graph_draw_ghost_curves(bAnimContext *ac, SpaceGraph *sipo, ARegion *region)
{
/* draw with thick dotted lines */
GPU_line_width(3.0f);
/* anti-aliased lines for less jagged appearance */
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(true);
}
GPU_blend(GPU_BLEND_ALPHA);
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_SCALE_FAC, viewport_size[3] / UI_SCALE_FAC);
immUniform1i("colors_len", 0); /* Simple dashes. */
immUniform1f("dash_width", 20.0f);
immUniform1f("udash_factor", 0.5f);
/* Don't draw extrapolation on sampled ghost curves because it doesn't
* match the curves they're ghosting anyway.
* See issue #109920 for details. */
const bool draw_extrapolation = false;
/* the ghost curves are simply sampled F-Curves stored in sipo->runtime.ghost_curves */
LISTBASE_FOREACH (FCurve *, fcu, &sipo->runtime.ghost_curves) {
/* set whatever color the curve has set
* - this is set by the function which creates these
* - draw with a fixed opacity of 2
*/
immUniformColor3fvAlpha(fcu->color, 0.5f);
/* simply draw the stored samples */
draw_fcurve_curve_samples(ac, nullptr, fcu, &region->v2d, shdr_pos, draw_extrapolation);
}
immUnbindProgram();
if (U.animation_flag & USER_ANIM_HIGH_QUALITY_DRAWING) {
GPU_line_smooth(false);
}
GPU_blend(GPU_BLEND_NONE);
}
void graph_draw_curves(bAnimContext *ac, SpaceGraph *sipo, ARegion *region, short sel)
{
ListBase anim_data = {nullptr, nullptr};
int filter;
/* build list of curves to draw */
filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_CURVE_VISIBLE | ANIMFILTER_FCURVESONLY);
filter |= ((sel) ? (ANIMFILTER_SEL) : (ANIMFILTER_UNSEL));
ANIM_animdata_filter(
ac, &anim_data, eAnimFilter_Flags(filter), ac->data, eAnimCont_Types(ac->datatype));
/* for each curve:
* draw curve, then handle-lines, and finally vertices in this order so that
* the data will be layered correctly
*/
bAnimListElem *ale_active_fcurve = nullptr;
LISTBASE_FOREACH (bAnimListElem *, ale, &anim_data) {
const FCurve *fcu = (FCurve *)ale->key_data;
if ((fcu->flag & FCURVE_ACTIVE) && !ale_active_fcurve) {
ale_active_fcurve = ale;
continue;
}
draw_fcurve(ac, sipo, region, ale);
}
/* Draw the active FCurve last so that it (especially the active keyframe)
* shows on top of the other curves. */
if (ale_active_fcurve != nullptr) {
draw_fcurve(ac, sipo, region, ale_active_fcurve);
}
/* free list of curves */
ANIM_animdata_freelist(&anim_data);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Channel List
* \{ */
void graph_draw_channel_names(bContext *C,
bAnimContext *ac,
ARegion *region,
const ListBase /*bAnimListElem*/ &anim_data)
{
bAnimListElem *ale;
View2D *v2d = &region->v2d;
const float channel_step = ANIM_UI_get_channel_step();
/* Loop through channels, and set up drawing depending on their type. */
{ /* first pass: just the standard GL-drawing for backdrop + text */
size_t channel_index = 0;
float ymax = ANIM_UI_get_first_channel_top(v2d);
for (ale = static_cast<bAnimListElem *>(anim_data.first); ale;
ale = ale->next, ymax -= channel_step, channel_index++)
{
const float ymin = ymax - ANIM_UI_get_channel_height();
/* check if visible */
if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymax, v2d->cur.ymin, v2d->cur.ymax))
{
/* draw all channels using standard channel-drawing API */
ANIM_channel_draw(ac, ale, ymin, ymax, channel_index);
}
}
}
{ /* second pass: widgets */
uiBlock *block = UI_block_begin(C, region, __func__, blender::ui::EmbossType::Emboss);
size_t channel_index = 0;
float ymax = ANIM_UI_get_first_channel_top(v2d);
/* set blending again, as may not be set in previous step */
GPU_blend(GPU_BLEND_ALPHA);
for (ale = static_cast<bAnimListElem *>(anim_data.first); ale;
ale = ale->next, ymax -= channel_step, channel_index++)
{
const float ymin = ymax - ANIM_UI_get_channel_height();
/* check if visible */
if (IN_RANGE(ymin, v2d->cur.ymin, v2d->cur.ymax) ||
IN_RANGE(ymax, v2d->cur.ymin, v2d->cur.ymax))
{
/* draw all channels using standard channel-drawing API */
rctf channel_rect;
BLI_rctf_init(&channel_rect, 0, v2d->cur.xmax - V2D_SCROLL_WIDTH, ymin, ymax);
ANIM_channel_draw_widgets(C, ac, ale, block, &channel_rect, channel_index);
}
}
UI_block_end(C, block);
UI_block_draw(C, block);
GPU_blend(GPU_BLEND_NONE);
}
}
/** \} */