Files
test2/source/blender/gpu/GPU_immediate_util.hh
Jeroen Bakker c279d894db Fix #141013: VSE: Show pure emissive colors in preview
VSE doesn support pure emissive colors when rendering, but weren't
showed inside the preview. This was a limitation when the background
checkerbord is draw. It renders the alpha of the overlay to 1.0 making
the background be drawn on top of the image, hiding the pure emissive
colors.

This PR fixes this by clearing the alpha. This will render the
checkerboard below the image.

Another solution would be to set the alpha to zero in the theme, but that
adds confusion as theme colors will still be able to alter the support of
pure emissive colors.

Pull Request: https://projects.blender.org/blender/blender/pulls/146562
2025-10-03 10:19:19 +02:00

177 lines
6.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Utility drawing functions (rough equivalent to OpenGL's GLU)
*/
#pragma once
#include "BLI_sys_types.h"
struct rctf;
/* Draw 2D rectangles (replaces glRect functions) */
/* caller is responsible for vertex format & shader */
void immRectf(uint pos, float x1, float y1, float x2, float y2);
void immRecti(uint pos, int x1, int y1, int x2, int y2);
void immRectf_with_texco(uint pos, uint tex_coord, const rctf &p, const rctf &uv);
/**
* Same as #immRectf / #immRecti but does not call #immBegin / #immEnd.
* To use with #GPU_PRIM_TRIS.
*/
void immRectf_fast(uint pos, float x1, float y1, float x2, float y2);
void immRectf_fast_with_color(
uint pos, uint col, float x1, float y1, float x2, float y2, const float color[4]);
void immRecti_fast_with_color(
uint pos, uint col, int x1, int y1, int x2, int y2, const float color[4]);
/**
* Pack color into 3 bytes
*
* This define converts a numerical value to the equivalent 24-bit
* color, while not being endian-sensitive. On little-endian, this
* is the same as doing a 'naive' indexing, on big-endian, it is not!
*
* \note BGR format (i.e. 0xBBGGRR)...
*
* \param x: color.
*/
void imm_cpack(uint x);
/**
* Draw a circle outline with the given \a radius.
* The circle is centered at \a x, \a y and drawn in the XY plane.
*
* \param shdr_pos: The vertex attribute number for position.
* \param x: Horizontal center.
* \param y: Vertical center.
* \param radius: The circle's radius.
* \param nsegments: The number of segments to use in drawing (more = smoother).
*/
void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float radius, int nsegments);
/**
* Draw a filled circle with the given \a radius.
* The circle is centered at \a x, \a y and drawn in the XY plane.
*
* \param shdr_pos: The vertex attribute number for position.
* \param x: Horizontal center.
* \param y: Vertical center.
* \param radius: The circle's radius.
* \param nsegments: The number of segments to use in drawing (more = smoother).
*/
void imm_draw_circle_fill_2d(uint shdr_pos, float x, float y, float radius, int nsegments);
void imm_draw_circle_wire_aspect_2d(
uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments);
void imm_draw_circle_fill_aspect_2d(
uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments);
/**
* Use this version when #GPUVertFormat has a vec3 position.
*/
void imm_draw_circle_wire_3d(uint pos, float x, float y, float radius, int nsegments);
void imm_draw_circle_wire_aspect_3d(
uint pos, float x, float y, float radius_x, float radius_y, int nsegments);
void imm_draw_circle_dashed_3d(uint pos, float x, float y, float radius, int nsegments);
void imm_draw_circle_fill_3d(uint pos, float x, float y, float radius, int nsegments);
void imm_draw_circle_fill_aspect_3d(
uint pos, float x, float y, float radius_x, float radius_y, int nsegments);
/**
* Same as 'imm_draw_disk_partial_fill_2d', except it draws a wire arc.
*/
void imm_draw_circle_partial_wire_2d(
uint pos, float x, float y, float radius, int nsegments, float start, float sweep);
void imm_draw_circle_partial_wire_3d(
uint pos, float x, float y, float z, float radius, int nsegments, float start, float sweep);
/**
* Draw a filled arc with the given inner and outer radius.
* The circle is centered at \a x, \a y and drawn in the XY plane.
*
* \note Arguments are `gluPartialDisk` compatible.
*
* \param pos: The vertex attribute number for position.
* \param x: Horizontal center.
* \param y: Vertical center.
* \param rad_inner: The inner circle's radius.
* \param rad_outer: The outer circle's radius (can be zero).
* \param nsegments: The number of segments to use in drawing (more = smoother).
* \param start: Specifies the starting angle, in degrees, of the disk portion.
* \param sweep: Specifies the sweep angle, in degrees, of the disk portion.
*/
void imm_draw_disk_partial_fill_2d(uint pos,
float x,
float y,
float rad_inner,
float rad_outer,
int nsegments,
float start,
float sweep);
void imm_draw_disk_partial_fill_3d(uint pos,
float x,
float y,
float z,
float rad_inner,
float rad_outer,
int nsegments,
float start,
float sweep);
/**
* Draw a lined box.
*
* \param pos: The vertex attribute number for position.
* \param x1: left.
* \param y1: bottom.
* \param x2: right.
* \param y2: top.
*/
void imm_draw_box_wire_2d(uint pos, float x1, float y1, float x2, float y2);
void imm_draw_box_wire_3d(uint pos, float x1, float y1, float x2, float y2);
/**
* Draw a standard checkerboard to indicate transparent backgrounds.
*/
void imm_draw_box_checker_2d_ex(float x1,
float y1,
float x2,
float y2,
const float color_primary[4],
const float color_secondary[4],
int checker_size);
void imm_draw_box_checker_2d(float x1, float y1, float x2, float y2, bool clear_alpha = false);
void imm_draw_cube_fill_3d(uint pos, const float center[3], const float aspect[3]);
void imm_draw_cube_wire_3d(uint pos, const float center[3], const float aspect[3]);
void imm_draw_cube_corners_3d(uint pos,
const float center[3],
const float aspect[3],
float factor);
/**
* Draw a cylinder. Replacement for #gluCylinder.
* \warning Slow, better use it only if you no other choices.
*
* \param pos: The vertex attribute number for position.
* \param nor: The vertex attribute number for normal.
* \param base: Specifies the radius of the cylinder at z = 0.
* \param top: Specifies the radius of the cylinder at z = height.
* \param height: Specifies the height of the cylinder.
* \param slices: Specifies the number of subdivisions around the z axis.
* \param stacks: Specifies the number of subdivisions along the z axis.
*/
void imm_draw_cylinder_fill_normal_3d(
uint pos, uint nor, float base, float top, float height, int slices, int stacks);
void imm_draw_cylinder_wire_3d(
uint pos, float base, float top, float height, int slices, int stacks);
void imm_draw_cylinder_fill_3d(
uint pos, float base, float top, float height, int slices, int stacks);
void imm_drawcircball(const float cent[3], float radius, const float tmat[4][4], uint pos);