Files
test/source/blender/windowmanager/intern/wm_gesture.c
Brecht Van Lommel e01cadd657 WM: new offscreen window draw method to replace all existing methods.
For Blender 2.8 we had to be compatible with very old OpenGL versions, and
triple buffer was designed to work without offscreen rendering, by copying
the the backbuffer to a texture right before swapping. This way we could
avoid redrawing unchanged regions by copying them from this texture on the
next redraws. Triple buffer used to suffer from poor performance and driver
bugs on specific cards, so alternative draw methods remained available.

Now that we require newer OpenGL, we can have just a single draw method
that draw each region into an offscreen buffer, and then draws those to
the screen. This has some advantages:

* Poor 3D view performance when using Region Overlap should be solved now,
  since we can also cache overlapping regions in offscreen buffers.
* Page flip, anaglyph and interlace stereo drawing can be a little faster
  by avoiding a copy to an intermediate texture.
* The new 3D view drawing already writes to an offscreen buffer, which we
  can draw from directly instead of duplicating it to another buffer.
* Eventually we will be able to remove depth and stencil buffers from the
  window and save memory, though at the moment there are still some tools
  using it so it's not possible yet.
* This also fixes a bug with Eevee sampling not progressing with stereo
  drawing in the 3D viewport.

Differential Revision: https://developer.blender.org/D3061
2018-04-27 12:14:14 +02:00

455 lines
13 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) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/windowmanager/intern/wm_gesture.c
* \ingroup wm
*
* Gestures (cursor motions) creating, evaluating and drawing, shared between operators.
*/
#include "DNA_screen_types.h"
#include "DNA_vec_types.h"
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_bitmap_draw_2d.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_lasso_2d.h"
#include "BKE_context.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm.h"
#include "wm_draw.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "BIF_glutil.h"
/* context checked on having screen, window and area */
wmGesture *WM_gesture_new(bContext *C, const wmEvent *event, int type)
{
wmGesture *gesture = MEM_callocN(sizeof(wmGesture), "new gesture");
wmWindow *window = CTX_wm_window(C);
ARegion *ar = CTX_wm_region(C);
BLI_addtail(&window->gesture, gesture);
gesture->type = type;
gesture->event_type = event->type;
gesture->winrct = ar->winrct;
gesture->userdata_free = true; /* Free if userdata is set. */
gesture->modal_state = GESTURE_MODAL_NOP;
if (ELEM(type, WM_GESTURE_RECT, WM_GESTURE_CROSS_RECT, WM_GESTURE_TWEAK,
WM_GESTURE_CIRCLE, WM_GESTURE_STRAIGHTLINE))
{
rcti *rect = MEM_callocN(sizeof(rcti), "gesture rect new");
gesture->customdata = rect;
rect->xmin = event->x - gesture->winrct.xmin;
rect->ymin = event->y - gesture->winrct.ymin;
if (type == WM_GESTURE_CIRCLE) {
/* caller is responsible for initializing 'xmax' to radius. */
}
else {
rect->xmax = event->x - gesture->winrct.xmin;
rect->ymax = event->y - gesture->winrct.ymin;
}
}
else if (ELEM(type, WM_GESTURE_LINES, WM_GESTURE_LASSO)) {
short *lasso;
gesture->points_alloc = 1024;
gesture->customdata = lasso = MEM_mallocN(sizeof(short[2]) * gesture->points_alloc, "lasso points");
lasso[0] = event->x - gesture->winrct.xmin;
lasso[1] = event->y - gesture->winrct.ymin;
gesture->points = 1;
}
return gesture;
}
void WM_gesture_end(bContext *C, wmGesture *gesture)
{
wmWindow *win = CTX_wm_window(C);
if (win->tweak == gesture)
win->tweak = NULL;
BLI_remlink(&win->gesture, gesture);
MEM_freeN(gesture->customdata);
if (gesture->userdata && gesture->userdata_free) {
MEM_freeN(gesture->userdata);
}
MEM_freeN(gesture);
}
void WM_gestures_remove(bContext *C)
{
wmWindow *win = CTX_wm_window(C);
while (win->gesture.first)
WM_gesture_end(C, win->gesture.first);
}
/* tweak and line gestures */
int wm_gesture_evaluate(wmGesture *gesture)
{
if (gesture->type == WM_GESTURE_TWEAK) {
rcti *rect = gesture->customdata;
int dx = BLI_rcti_size_x(rect);
int dy = BLI_rcti_size_y(rect);
if (abs(dx) + abs(dy) > U.tweak_threshold) {
int theta = round_fl_to_int(4.0f * atan2f((float)dy, (float)dx) / (float)M_PI);
int val = EVT_GESTURE_W;
if (theta == 0) val = EVT_GESTURE_E;
else if (theta == 1) val = EVT_GESTURE_NE;
else if (theta == 2) val = EVT_GESTURE_N;
else if (theta == 3) val = EVT_GESTURE_NW;
else if (theta == -1) val = EVT_GESTURE_SE;
else if (theta == -2) val = EVT_GESTURE_S;
else if (theta == -3) val = EVT_GESTURE_SW;
#if 0
/* debug */
if (val == 1) printf("tweak north\n");
if (val == 2) printf("tweak north-east\n");
if (val == 3) printf("tweak east\n");
if (val == 4) printf("tweak south-east\n");
if (val == 5) printf("tweak south\n");
if (val == 6) printf("tweak south-west\n");
if (val == 7) printf("tweak west\n");
if (val == 8) printf("tweak north-west\n");
#endif
return val;
}
}
return 0;
}
/* ******************* gesture draw ******************* */
static void wm_gesture_draw_line(wmGesture *gt)
{
rcti *rect = (rcti *)gt->customdata;
uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("num_colors", 2); /* "advanced" mode */
immUniformArray4fv("colors", (float *)(float[][4]){{0.4f, 0.4f, 0.4f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, 2);
immUniform1f("dash_width", 8.0f);
float xmin = (float)rect->xmin;
float ymin = (float)rect->ymin;
immBegin(GWN_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)
{
rcti *rect = (rcti *)gt->customdata;
uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
glEnable(GL_BLEND);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.05f);
immRecti(shdr_pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
immUnbindProgram();
glDisable(GL_BLEND);
shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("num_colors", 2); /* "advanced" mode */
immUniformArray4fv("colors", (float *)(float[][4]){{0.4f, 0.4f, 0.4f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, 2);
immUniform1f("dash_width", 8.0f);
imm_draw_box_wire_2d(shdr_pos, (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, (float)rect->ymax);
immUnbindProgram();
// wm_gesture_draw_line(gt); // draws a diagonal line in the lined box to test wm_gesture_draw_line
}
static void wm_gesture_draw_circle(wmGesture *gt)
{
rcti *rect = (rcti *)gt->customdata;
glEnable(GL_BLEND);
const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_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();
glDisable(GL_BLEND);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("num_colors", 2); /* "advanced" mode */
immUniformArray4fv("colors", (float *)(float[][4]){{0.4f, 0.4f, 0.4f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, 2);
immUniform1f("dash_width", 4.0f);
imm_draw_circle_wire_2d(shdr_pos, (float)rect->xmin, (float)rect->ymin, (float)rect->xmax, 40);
immUnbindProgram();
}
struct LassoFillData {
unsigned char *px;
int width;
};
static void draw_filled_lasso_px_cb(int x, int x_end, int y, void *user_data)
{
struct LassoFillData *data = user_data;
unsigned char *col = &(data->px[(y * data->width) + x]);
memset(col, 0x10, x_end - x);
}
static void draw_filled_lasso(wmGesture *gt)
{
const short *lasso = (short *)gt->customdata;
const int tot = gt->points;
int (*moves)[2] = MEM_mallocN(sizeof(*moves) * (tot + 1), __func__);
int i;
rcti rect;
float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
for (i = 0; i < tot; i++, lasso += 2) {
moves[i][0] = lasso[0];
moves[i][1] = lasso[1];
}
BLI_lasso_boundbox(&rect, (const int (*)[2])moves, tot);
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 (tot == 0) */
if (BLI_rcti_is_empty(&rect) == false) {
const int w = BLI_rcti_size_x(&rect);
const int h = BLI_rcti_size_y(&rect);
unsigned char *pixel_buf = MEM_callocN(sizeof(*pixel_buf) * w * h, __func__);
struct LassoFillData lasso_fill_data = {pixel_buf, w};
BLI_bitmap_draw_2d_poly_v2i_n(
rect.xmin, rect.ymin, rect.xmax, rect.ymax,
(const int (*)[2])moves, tot,
draw_filled_lasso_px_cb, &lasso_fill_data);
/* Additive Blending */
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
GLint unpack_alignment;
glGetIntegerv(GL_UNPACK_ALIGNMENT, &unpack_alignment);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_bind(state.shader);
GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(&state, rect.xmin, rect.ymin, w, h, GL_RED, GL_UNSIGNED_BYTE, GL_NEAREST, pixel_buf, 1.0f, 1.0f, NULL);
GPU_shader_unbind();
glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment);
MEM_freeN(pixel_buf);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
MEM_freeN(moves);
}
static void wm_gesture_draw_lasso(wmGesture *gt, bool filled)
{
const short *lasso = (short *)gt->customdata;
int i;
if (filled) {
draw_filled_lasso(gt);
}
const int numverts = gt->points;
/* Nothing to draw, do early output. */
if (numverts < 2) {
return;
}
const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("num_colors", 2); /* "advanced" mode */
immUniformArray4fv("colors", (float *)(float[][4]){{0.4f, 0.4f, 0.4f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, 2);
immUniform1f("dash_width", 2.0f);
immBegin((gt->type == WM_GESTURE_LASSO) ? GWN_PRIM_LINE_LOOP : GWN_PRIM_LINE_STRIP, numverts);
for (i = 0; i < gt->points; i++, lasso += 2) {
immVertex2f(shdr_pos, (float)lasso[0], (float)lasso[1]);
}
immEnd();
immUnbindProgram();
}
static void wm_gesture_draw_cross(wmWindow *win, wmGesture *gt)
{
rcti *rect = (rcti *)gt->customdata;
const int winsize_x = WM_window_pixels_x(win);
const int winsize_y = WM_window_pixels_y(win);
float x1, x2, y1, y2;
const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("num_colors", 2); /* "advanced" mode */
immUniformArray4fv("colors", (float *)(float[][4]){{0.4f, 0.4f, 0.4f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, 2);
immUniform1f("dash_width", 8.0f);
immBegin(GWN_PRIM_LINES, 4);
x1 = (float)(rect->xmin - winsize_x);
y1 = (float)rect->ymin;
x2 = (float)(rect->xmin + winsize_x);
y2 = y1;
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
x1 = (float)rect->xmin;
y1 = (float)(rect->ymin - winsize_y);
x2 = x1;
y2 = (float)(rect->ymin + winsize_y);
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
immEnd();
immUnbindProgram();
}
/* called in wm_draw.c */
void wm_gesture_draw(wmWindow *win)
{
wmGesture *gt = (wmGesture *)win->gesture.first;
glLineWidth(1.0f);
for (; gt; gt = gt->next) {
/* all in subwindow space */
wmViewport(&gt->winrct);
if (gt->type == WM_GESTURE_RECT)
wm_gesture_draw_rect(gt);
// else if (gt->type == WM_GESTURE_TWEAK)
// wm_gesture_draw_line(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);
}
}
void wm_gesture_tag_redraw(bContext *C)
{
bScreen *screen = CTX_wm_screen(C);
if (screen)
screen->do_draw_gesture = true;
}