Files
test/source/blender/windowmanager/intern/wm_gesture.cc
Hans Goudey 153abc372e GPU: Replace U32/I32 combination with GPU_FETCH_INT_TO_FLOAT in UI code
The conversion from int to float is not supported natively
so it ends up happening beforehand on the CPU or as a
step before the vertex buffer can be used. It's better to just
upload floats in the first place.

Related to:
- 1e1ac2bb9b
- 617858e453

Pull Request: https://projects.blender.org/blender/blender/pulls/138855
2025-05-14 15:15:21 +02:00

615 lines
18 KiB
C++

/* SPDX-FileCopyrightText: 2008 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup wm
*
* Gestures (cursor motions) creating, evaluating and drawing, shared between operators.
*/
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_vec_types.h"
#include "DNA_windowmanager_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_bitmap_draw_2d.h"
#include "BLI_lasso_2d.hh"
#include "BLI_listbase.h"
#include "BLI_math_vector.h"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
#include "WM_api.hh"
#include "WM_types.hh"
#include "wm.hh"
#include "GPU_immediate.hh"
#include "GPU_immediate_util.hh"
#include "GPU_state.hh"
#include "BIF_glutil.hh"
using blender::Array;
using blender::int2;
wmGesture *WM_gesture_new(wmWindow *window, const ARegion *region, const wmEvent *event, int type)
{
wmGesture *gesture = MEM_callocN<wmGesture>("new gesture");
BLI_addtail(&window->gesture, gesture);
gesture->type = type;
gesture->event_type = event->type;
gesture->event_modifier = event->modifier;
gesture->event_keymodifier = event->keymodifier;
gesture->winrct = region->winrct;
gesture->user_data.use_free = true; /* Free if user-data is set. */
gesture->modal_state = GESTURE_MODAL_NOP;
gesture->move = false;
int xy[2];
WM_event_drag_start_xy(event, xy);
if (ELEM(type,
WM_GESTURE_RECT,
WM_GESTURE_CROSS_RECT,
WM_GESTURE_CIRCLE,
WM_GESTURE_STRAIGHTLINE))
{
rcti *rect = MEM_callocN<rcti>("gesture rect new");
gesture->customdata = rect;
rect->xmin = xy[0] - gesture->winrct.xmin;
rect->ymin = xy[1] - gesture->winrct.ymin;
if (type == WM_GESTURE_CIRCLE) {
/* Caller is responsible for initializing 'xmax' to radius. */
}
else {
rect->xmax = xy[0] - gesture->winrct.xmin;
rect->ymax = xy[1] - gesture->winrct.ymin;
}
}
else if (ELEM(type, WM_GESTURE_LINES, WM_GESTURE_LASSO)) {
float *lasso;
gesture->points_alloc = 1024;
gesture->customdata = lasso = MEM_malloc_arrayN<float>(size_t(2 * gesture->points_alloc),
"lasso points");
lasso[0] = xy[0] - gesture->winrct.xmin;
lasso[1] = xy[1] - gesture->winrct.ymin;
gesture->points = 1;
}
else if (ELEM(type, WM_GESTURE_POLYLINE)) {
gesture->points_alloc = 64;
short *border = MEM_malloc_arrayN<short>(size_t(2 * gesture->points_alloc), "polyline points");
gesture->customdata = border;
border[0] = xy[0] - gesture->winrct.xmin;
border[1] = xy[1] - gesture->winrct.ymin;
gesture->mval.x = border[0];
gesture->mval.y = border[1];
gesture->points = 1;
}
return gesture;
}
void WM_gesture_end(wmWindow *win, wmGesture *gesture)
{
BLI_remlink(&win->gesture, gesture);
MEM_freeN(gesture->customdata);
WM_generic_user_data_free(&gesture->user_data);
MEM_freeN(gesture);
}
void WM_gestures_free_all(wmWindow *win)
{
while (win->gesture.first) {
WM_gesture_end(win, static_cast<wmGesture *>(win->gesture.first));
}
}
void WM_gestures_remove(wmWindow *win)
{
while (win->gesture.first) {
WM_gesture_end(win, static_cast<wmGesture *>(win->gesture.first));
}
}
bool WM_gesture_is_modal_first(const wmGesture *gesture)
{
if (gesture == nullptr) {
return true;
}
return (gesture->is_active_prev == false);
}
/* ******************* gesture draw ******************* */
static void wm_gesture_draw_line_active_side(const rcti *rect, const bool flip)
{
GPUVertFormat *format = immVertexFormat();
uint shdr_pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint shdr_col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
GPU_blend(GPU_BLEND_ALPHA);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
const float gradient_length = 150.0f * UI_SCALE_FAC;
float line_dir[2];
float gradient_dir[2];
float gradient_point[2][2];
const float line_start[2] = {float(rect->xmin), float(rect->ymin)};
const float line_end[2] = {float(rect->xmax), float(rect->ymax)};
const float color_line_gradient_start[4] = {0.2f, 0.2f, 0.2f, 0.4f};
const float color_line_gradient_end[4] = {0.0f, 0.0f, 0.0f, 0.0f};
sub_v2_v2v2(line_dir, line_end, line_start);
normalize_v2(line_dir);
ortho_v2_v2(gradient_dir, line_dir);
if (!flip) {
mul_v2_fl(gradient_dir, -1.0f);
}
mul_v2_fl(gradient_dir, gradient_length);
add_v2_v2v2(gradient_point[0], line_start, gradient_dir);
add_v2_v2v2(gradient_point[1], line_end, gradient_dir);
immBegin(GPU_PRIM_TRIS, 6);
immAttr4f(shdr_col, UNPACK4(color_line_gradient_start));
immVertex2f(shdr_pos, line_start[0], line_start[1]);
immAttr4f(shdr_col, UNPACK4(color_line_gradient_start));
immVertex2f(shdr_pos, line_end[0], line_end[1]);
immAttr4f(shdr_col, UNPACK4(color_line_gradient_end));
immVertex2f(shdr_pos, gradient_point[1][0], gradient_point[1][1]);
immAttr4f(shdr_col, UNPACK4(color_line_gradient_start));
immVertex2f(shdr_pos, line_start[0], line_start[1]);
immAttr4f(shdr_col, UNPACK4(color_line_gradient_end));
immVertex2f(shdr_pos, gradient_point[1][0], gradient_point[1][1]);
immAttr4f(shdr_col, UNPACK4(color_line_gradient_end));
immVertex2f(shdr_pos, gradient_point[0][0], gradient_point[0][1]);
immEnd();
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
}
static void wm_gesture_draw_line(wmGesture *gt)
{
const rcti *rect = (rcti *)gt->customdata;
if (gt->draw_active_side) {
wm_gesture_draw_line_active_side(rect, gt->use_flip);
}
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], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode. */
immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
immUniform1f("dash_width", 8.0f);
immUniform1f("udash_factor", 0.5f);
float xmin = float(rect->xmin);
float ymin = float(rect->ymin);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(shdr_pos, xmin, ymin);
immVertex2f(shdr_pos, float(rect->xmax), float(rect->ymax));
immEnd();
immUnbindProgram();
}
static void wm_gesture_draw_rect(wmGesture *gt)
{
const rcti *rect = static_cast<const rcti *>(gt->customdata);
uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_blend(GPU_BLEND_ALPHA);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.05f);
immRectf(shdr_pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
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], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode. */
immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
immUniform1f("dash_width", 8.0f);
immUniform1f("udash_factor", 0.5f);
imm_draw_box_wire_2d(
shdr_pos, float(rect->xmin), float(rect->ymin), float(rect->xmax), float(rect->ymax));
immUnbindProgram();
/* Draws a diagonal line in the lined box to test #wm_gesture_draw_line. */
// wm_gesture_draw_line(gt);
}
static void wm_gesture_draw_circle(wmGesture *gt)
{
const rcti *rect = static_cast<const rcti *>(gt->customdata);
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_UNIFORM_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.05f);
imm_draw_circle_fill_2d(shdr_pos, float(rect->xmin), float(rect->ymin), float(rect->xmax), 40);
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
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], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode. */
immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
immUniform1f("dash_width", 4.0f);
immUniform1f("udash_factor", 0.5f);
imm_draw_circle_wire_2d(shdr_pos, float(rect->xmin), float(rect->ymin), float(rect->xmax), 40);
immUnbindProgram();
}
struct LassoFillData {
uchar *px;
int width;
};
static void draw_filled_lasso_px_cb(int x, int x_end, int y, void *user_data)
{
LassoFillData *data = static_cast<LassoFillData *>(user_data);
uchar *col = &(data->px[(y * data->width) + x]);
memset(col, 0x10, x_end - x);
}
static void draw_filled_lasso(wmGesture *gt, const blender::int2 *lasso_pt_extra)
{
const int mcoords_len = gt->points + (lasso_pt_extra ? 1 : 0);
Array<int2> mcoords(mcoords_len);
int i;
rcti rect;
const float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
if (gt->type == WM_GESTURE_POLYLINE) {
const short *lasso = static_cast<const short *>(gt->customdata);
for (i = 0; i < mcoords_len; i++, lasso += 2) {
mcoords[i][0] = lasso[0];
mcoords[i][1] = lasso[1];
}
}
else {
const float *lasso = static_cast<const float *>(gt->customdata);
for (i = 0; i < mcoords_len; i++, lasso += 2) {
mcoords[i][0] = lasso[0];
mcoords[i][1] = lasso[1];
}
}
if (lasso_pt_extra) {
mcoords[mcoords_len - 1][0] = lasso_pt_extra->x;
mcoords[mcoords_len - 1][1] = lasso_pt_extra->y;
}
BLI_lasso_boundbox(&rect, mcoords);
BLI_rcti_translate(&rect, gt->winrct.xmin, gt->winrct.ymin);
BLI_rcti_isect(&gt->winrct, &rect, &rect);
BLI_rcti_translate(&rect, -gt->winrct.xmin, -gt->winrct.ymin);
/* Highly unlikely this will fail, but could crash if (mcoords_len == 0). */
if (BLI_rcti_is_empty(&rect) == false) {
const int w = BLI_rcti_size_x(&rect);
const int h = BLI_rcti_size_y(&rect);
uchar *pixel_buf = MEM_calloc_arrayN<uchar>(size_t(w) * size_t(h), __func__);
LassoFillData lasso_fill_data = {pixel_buf, w};
BLI_bitmap_draw_2d_poly_v2i_n(rect.xmin,
rect.ymin,
rect.xmax,
rect.ymax,
mcoords,
draw_filled_lasso_px_cb,
&lasso_fill_data);
GPU_blend(GPU_BLEND_ADDITIVE_PREMULT);
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_bind(state.shader);
GPU_shader_uniform_float_ex(
state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTexTiled(
&state, rect.xmin, rect.ymin, w, h, GPU_R8, false, pixel_buf, 1.0f, 1.0f, nullptr);
GPU_shader_unbind();
MEM_freeN(pixel_buf);
GPU_blend(GPU_BLEND_NONE);
}
}
/* TODO: Extract this common functionality so it can be shared between Sculpt brushes, the annotate
* tool, and this common logic. */
static void draw_lasso_smooth_stroke_indicator(wmGesture *gt, const uint shdr_pos)
{
float(*lasso)[2] = static_cast<float(*)[2]>(gt->customdata);
float last_x = lasso[gt->points - 1][0];
float last_y = lasso[gt->points - 1][1];
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
GPU_line_smooth(true);
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_width(1.25f);
const float color[3] = {1.0f, 0.39f, 0.39f};
const float radius = 4.0f;
/* Draw Inner Ring */
immUniformColor4f(color[0], color[1], color[2], 0.8f);
imm_draw_circle_wire_2d(shdr_pos, gt->mval.x, gt->mval.y, radius, 40);
/* Draw Outer Ring: Dark color for contrast on light backgrounds (e.g. gray on white) */
float darkcolor[3];
mul_v3_v3fl(darkcolor, color, 0.40f);
immUniformColor4f(darkcolor[0], darkcolor[1], darkcolor[2], 0.8f);
imm_draw_circle_wire_2d(shdr_pos, gt->mval.x, gt->mval.y, radius + 1, 40);
/* Draw line from the last saved position to the current mouse position. */
immUniformColor4f(color[0], color[1], color[2], 0.8f);
immBegin(GPU_PRIM_LINES, 2);
immVertex2f(shdr_pos, gt->mval.x, gt->mval.y);
immVertex2f(shdr_pos, last_x, last_y);
immEnd();
GPU_blend(GPU_BLEND_NONE);
GPU_line_smooth(false);
immUnbindProgram();
}
static void wm_gesture_draw_lasso(wmGesture *gt, bool filled)
{
const float *lasso = (float *)gt->customdata;
int i;
if (filled) {
draw_filled_lasso(gt, nullptr);
}
const int numverts = gt->points;
/* Nothing to draw, do early output. */
if (numverts < 2) {
return;
}
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], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode. */
immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
immUniform1f("dash_width", 2.0f);
immUniform1f("udash_factor", 0.5f);
immBegin((gt->type == WM_GESTURE_LASSO) ? GPU_PRIM_LINE_LOOP : GPU_PRIM_LINE_STRIP, numverts);
for (i = 0; i < gt->points; i++, lasso += 2) {
immVertex2f(shdr_pos, lasso[0], lasso[1]);
}
immEnd();
immUnbindProgram();
if (gt->use_smooth) {
draw_lasso_smooth_stroke_indicator(gt, shdr_pos);
}
}
static void draw_start_vertex_circle(const wmGesture &gt, const uint shdr_pos)
{
const int numverts = gt.points;
/* Draw the circle around the starting vertex. */
const short(*border)[2] = static_cast<short int(*)[2]>(gt.customdata);
const float start_pos[2] = {float(border[0][0]), float(border[0][1])};
const float current_pos[2] = {float(gt.mval.x), float(gt.mval.y)};
const float dist = len_v2v2(start_pos, current_pos);
const float limit = pow2f(blender::wm::gesture::POLYLINE_CLICK_RADIUS * UI_SCALE_FAC);
if (dist < limit && numverts > 2) {
const float u = smoothstep(0.0f, limit, dist);
const float radius = interpf(
1.0f * UI_SCALE_FAC, blender::wm::gesture::POLYLINE_CLICK_RADIUS * UI_SCALE_FAC, u);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
const blender::float3 color = {1.0f, 1.0f, 1.0f};
immUniformColor4f(color.x, color.y, color.z, 0.8f);
imm_draw_circle_wire_2d(shdr_pos, start_pos[0], start_pos[1], radius, 15.0f);
const blender::float3 darker_color = color * 0.4f;
immUniformColor4f(darker_color.x, darker_color.y, darker_color.z, 0.8f);
imm_draw_circle_wire_2d(shdr_pos, start_pos[0], start_pos[1], radius + 1, 15.0f);
immUnbindProgram();
}
}
static void wm_gesture_draw_polyline(wmGesture *gt)
{
draw_filled_lasso(gt, &gt->mval);
const int numverts = gt->points + 1;
if (numverts < 2) {
return;
}
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], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode */
immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
immUniform1f("dash_width", 2.0f);
immUniform1f("udash_factor", 0.5f);
immBegin(GPU_PRIM_LINE_LOOP, numverts);
const short *border = (short *)gt->customdata;
for (int i = 0; i < gt->points; i++, border += 2) {
immVertex2f(shdr_pos, float(border[0]), float(border[1]));
}
immVertex2f(shdr_pos, float(gt->mval.x), float(gt->mval.y));
immEnd();
immUnbindProgram();
draw_start_vertex_circle(*gt, shdr_pos);
}
static void wm_gesture_draw_cross(const wmWindow *win, const wmGesture *gt)
{
const rcti *rect = static_cast<const rcti *>(gt->customdata);
const blender::int2 win_size = WM_window_native_pixel_size(win);
float x1, x2, y1, y2;
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], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode. */
immUniform4f("color", 0.4f, 0.4f, 0.4f, 1.0f);
immUniform4f("color2", 1.0f, 1.0f, 1.0f, 1.0f);
immUniform1f("dash_width", 8.0f);
immUniform1f("udash_factor", 0.5f);
immBegin(GPU_PRIM_LINES, 4);
x1 = float(rect->xmin - win_size[0]);
y1 = float(rect->ymin);
x2 = float(rect->xmin + win_size[0]);
y2 = y1;
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
x1 = float(rect->xmin);
y1 = float(rect->ymin - win_size[1]);
x2 = x1;
y2 = float(rect->ymin + win_size[1]);
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
immEnd();
immUnbindProgram();
}
void wm_gesture_draw(wmWindow *win)
{
wmGesture *gt = (wmGesture *)win->gesture.first;
GPU_line_width(1.0f);
for (; gt; gt = gt->next) {
/* All in sub-window space. */
wmViewport(&gt->winrct);
if (gt->type == WM_GESTURE_RECT) {
wm_gesture_draw_rect(gt);
}
else if (gt->type == WM_GESTURE_CIRCLE) {
wm_gesture_draw_circle(gt);
}
else if (gt->type == WM_GESTURE_CROSS_RECT) {
if (gt->is_active) {
wm_gesture_draw_rect(gt);
}
else {
wm_gesture_draw_cross(win, gt);
}
}
else if (gt->type == WM_GESTURE_LINES) {
wm_gesture_draw_lasso(gt, false);
}
else if (gt->type == WM_GESTURE_LASSO) {
wm_gesture_draw_lasso(gt, true);
}
else if (gt->type == WM_GESTURE_STRAIGHTLINE) {
wm_gesture_draw_line(gt);
}
else if (gt->type == WM_GESTURE_POLYLINE) {
wm_gesture_draw_polyline(gt);
}
}
}
void wm_gesture_tag_redraw(wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
if (screen) {
screen->do_draw_gesture = true;
}
}