As people have pointed out, the changes to key drawing in #106052 are not ideal under all conditions. The fact that an X is drawn to indicate a key can't be manipulated adds too much noise on dense data and is generally confusing. To combat that, the drawing style changed it back to dots, but this time in gray ( the same color as disabled curves) and slightly smaller. This was discussed in the A&R module meeting on 2023-09-07 Pull Request: https://projects.blender.org/blender/blender/pulls/111986
1596 lines
54 KiB
C++
1596 lines
54 KiB
C++
/* SPDX-FileCopyrightText: Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup spgraph
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*/
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#include <cfloat>
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#include <cmath>
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#include <cstdio>
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#include <cstring>
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#include "BLI_blenlib.h"
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#include "BLI_math_vector_types.hh"
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#include "BLI_utildefines.h"
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#include "BLI_vector.hh"
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#include "DNA_anim_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_action.h"
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#include "BKE_anim_data.h"
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#include "BKE_context.h"
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#include "BKE_curve.h"
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#include "BKE_fcurve.h"
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#include "BKE_nla.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "ED_anim_api.hh"
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#include "graph_intern.h"
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#include "UI_interface.hh"
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#include "UI_resources.hh"
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#include "UI_view2d.hh"
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static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu);
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/* -------------------------------------------------------------------- */
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/** \name Utility Drawing Defines
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* \{ */
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/* determine the alpha value that should be used when
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* drawing components for some F-Curve (fcu)
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* - selected F-Curves should be more visible than partially visible ones
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*/
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static float fcurve_display_alpha(FCurve *fcu)
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{
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return (fcu->flag & FCURVE_SELECTED) ? 1.0f : U.fcu_inactive_alpha;
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}
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/** Get the first and last index to the bezt array that are just outside min and max. */
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static blender::int2 get_bounding_bezt_indices(FCurve *fcu, const float min, const float max)
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{
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bool replace;
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int first, last;
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first = BKE_fcurve_bezt_binarysearch_index(fcu->bezt, min, fcu->totvert, &replace);
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first = clamp_i(first - 1, 0, fcu->totvert - 1);
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last = BKE_fcurve_bezt_binarysearch_index(fcu->bezt, max, fcu->totvert, &replace);
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last = replace ? last + 1 : last;
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last = clamp_i(last, 0, fcu->totvert - 1);
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return {first, last};
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name FCurve Modifier Drawing
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* \{ */
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/* Envelope -------------- */
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/* TODO: draw a shaded poly showing the region of influence too!!! */
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/**
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* \param adt_nla_remap: Send nullptr if no NLA remapping necessary.
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*/
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static void draw_fcurve_modifier_controls_envelope(FModifier *fcm,
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View2D *v2d,
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AnimData *adt_nla_remap)
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{
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FMod_Envelope *env = (FMod_Envelope *)fcm->data;
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FCM_EnvelopeData *fed;
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const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
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int i;
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPU_line_width(1.0f);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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immUniform2f("viewport_size", viewport_size[2] / UI_SCALE_FAC, viewport_size[3] / UI_SCALE_FAC);
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immUniform1i("colors_len", 0); /* Simple dashes. */
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immUniformColor3f(0.0f, 0.0f, 0.0f);
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immUniform1f("dash_width", 10.0f);
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immUniform1f("udash_factor", 0.5f);
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/* draw two black lines showing the standard reference levels */
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immBegin(GPU_PRIM_LINES, 4);
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immVertex2f(shdr_pos, v2d->cur.xmin, env->midval + env->min);
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immVertex2f(shdr_pos, v2d->cur.xmax, env->midval + env->min);
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immVertex2f(shdr_pos, v2d->cur.xmin, env->midval + env->max);
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immVertex2f(shdr_pos, v2d->cur.xmax, env->midval + env->max);
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immEnd();
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immUnbindProgram();
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if (env->totvert > 0) {
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/* set size of vertices (non-adjustable for now) */
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GPU_point_size(2.0f);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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/* for now, point color is fixed, and is white */
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immUniformColor3f(1.0f, 1.0f, 1.0f);
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immBeginAtMost(GPU_PRIM_POINTS, env->totvert * 2);
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for (i = 0, fed = env->data; i < env->totvert; i++, fed++) {
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const float env_scene_time = BKE_nla_tweakedit_remap(
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adt_nla_remap, fed->time, NLATIME_CONVERT_MAP);
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/* only draw if visible
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* - min/max here are fixed, not relative
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*/
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if (IN_RANGE(env_scene_time, (v2d->cur.xmin - fac), (v2d->cur.xmax + fac))) {
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immVertex2f(shdr_pos, env_scene_time, fed->min);
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immVertex2f(shdr_pos, env_scene_time, fed->max);
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}
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}
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immEnd();
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immUnbindProgram();
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name FCurve Modifier Drawing
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* \{ */
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/* Points ---------------- */
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/* helper func - set color to draw F-Curve data with */
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static void set_fcurve_vertex_color(FCurve *fcu, bool sel)
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{
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float color[4];
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float diff;
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/* Set color of curve vertex based on state of curve (i.e. 'Edit' Mode) */
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if ((fcu->flag & FCURVE_PROTECTED) == 0) {
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/* Curve's points ARE BEING edited */
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UI_GetThemeColor3fv(sel ? TH_VERTEX_SELECT : TH_VERTEX, color);
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}
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else {
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/* Curve's points CANNOT BE edited */
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UI_GetThemeColorShade4fv(TH_HEADER, 50, color);
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}
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/* Fade the 'intensity' of the vertices based on the selection of the curves too
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* - Only fade by 50% the amount the curves were faded by, so that the points
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* still stand out for easier selection
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*/
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diff = 1.0f - fcurve_display_alpha(fcu);
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color[3] = 1.0f - (diff * 0.5f);
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CLAMP(color[3], 0.2f, 1.0f);
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immUniformColor4fv(color);
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}
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/* Draw a cross at the given position. Shader must already be bound.
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* NOTE: the caller MUST HAVE GL_LINE_SMOOTH & GL_BLEND ENABLED, otherwise the controls don't
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* have a consistent appearance (due to off-pixel alignments).
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*/
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static void draw_cross(float position[2], float scale[2], uint attr_id)
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{
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GPU_matrix_push();
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GPU_matrix_translate_2fv(position);
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GPU_matrix_scale_2f(1.0f / scale[0], 1.0f / scale[1]);
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/* Draw X shape. */
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const float line_length = 0.7f;
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immBegin(GPU_PRIM_LINES, 4);
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immVertex2f(attr_id, -line_length, -line_length);
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immVertex2f(attr_id, +line_length, +line_length);
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immVertex2f(attr_id, -line_length, +line_length);
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immVertex2f(attr_id, +line_length, -line_length);
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immEnd();
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GPU_matrix_pop();
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}
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static void draw_fcurve_selected_keyframe_vertices(FCurve *fcu, View2D *v2d, bool sel, uint pos)
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{
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const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
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set_fcurve_vertex_color(fcu, sel);
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immBeginAtMost(GPU_PRIM_POINTS, fcu->totvert);
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BezTriple *bezt = fcu->bezt;
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for (int i = 0; i < fcu->totvert; i++, bezt++) {
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/* As an optimization step, only draw those in view
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* - We apply a correction factor to ensure that points
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* don't pop in/out due to slight twitches of view size.
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*/
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if (IN_RANGE(bezt->vec[1][0], (v2d->cur.xmin - fac), (v2d->cur.xmax + fac))) {
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/* 'Keyframe' vertex only, as handle lines and handles have already been drawn
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* - only draw those with correct selection state for the current drawing color
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* -
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*/
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if ((bezt->f2 & SELECT) == sel) {
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immVertex2fv(pos, bezt->vec[1]);
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}
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}
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}
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immEnd();
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}
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/**
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* Draw the extra indicator for the active point.
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*/
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static void draw_fcurve_active_vertex(const FCurve *fcu, const View2D *v2d, const uint pos)
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{
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const int active_keyframe_index = BKE_fcurve_active_keyframe_index(fcu);
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if (!(fcu->flag & FCURVE_ACTIVE) || active_keyframe_index == FCURVE_ACTIVE_KEYFRAME_NONE) {
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return;
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}
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const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
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const BezTriple *bezt = &fcu->bezt[active_keyframe_index];
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if (!IN_RANGE(bezt->vec[1][0], (v2d->cur.xmin - fac), (v2d->cur.xmax + fac))) {
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return;
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}
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if (!(bezt->f2 & SELECT)) {
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return;
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}
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immBegin(GPU_PRIM_POINTS, 1);
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immUniformThemeColor(TH_VERTEX_ACTIVE);
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immVertex2fv(pos, bezt->vec[1]);
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immEnd();
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}
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/* helper func - draw keyframe vertices only for an F-Curve */
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static void draw_fcurve_keyframe_vertices(FCurve *fcu, View2D *v2d, const uint pos)
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{
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immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
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if ((fcu->flag & FCURVE_PROTECTED) == 0) {
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immUniform1f("size", UI_GetThemeValuef(TH_VERTEX_SIZE) * UI_SCALE_FAC);
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}
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else {
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/* Draw keyframes on locked curves slightly smaller to give them less visual weight. */
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immUniform1f("size", (UI_GetThemeValuef(TH_VERTEX_SIZE) * UI_SCALE_FAC) * 0.8f);
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}
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draw_fcurve_selected_keyframe_vertices(fcu, v2d, false, pos);
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draw_fcurve_selected_keyframe_vertices(fcu, v2d, true, pos);
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draw_fcurve_active_vertex(fcu, v2d, pos);
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immUnbindProgram();
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}
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/* helper func - draw handle vertices only for an F-Curve (if it is not protected) */
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static void draw_fcurve_selected_handle_vertices(
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FCurve *fcu, View2D *v2d, bool sel, bool sel_handle_only, uint pos)
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{
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const blender::int2 bounding_indices = get_bounding_bezt_indices(
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fcu, v2d->cur.xmin, v2d->cur.xmax);
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/* set handle color */
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float hcolor[3];
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UI_GetThemeColor3fv(sel ? TH_HANDLE_VERTEX_SELECT : TH_HANDLE_VERTEX, hcolor);
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immUniform4f("outlineColor", hcolor[0], hcolor[1], hcolor[2], 1.0f);
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immUniformColor3fvAlpha(hcolor, 0.01f); /* almost invisible - only keep for smoothness */
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immBeginAtMost(GPU_PRIM_POINTS, fcu->totvert * 2);
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BezTriple *prevbezt = nullptr;
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for (int i = bounding_indices[0]; i <= bounding_indices[1]; i++) {
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BezTriple *bezt = &fcu->bezt[i];
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/* Draw the editmode handles for a bezier curve (others don't have handles)
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* if their selection status matches the selection status we're drawing for
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* - first handle only if previous beztriple was bezier-mode
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* - second handle only if current beztriple is bezier-mode
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*
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* Also, need to take into account whether the keyframe was selected
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* if a Graph Editor option to only show handles of selected keys is on.
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*/
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if (!sel_handle_only || BEZT_ISSEL_ANY(bezt)) {
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if ((!prevbezt && (bezt->ipo == BEZT_IPO_BEZ)) ||
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(prevbezt && (prevbezt->ipo == BEZT_IPO_BEZ))) {
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if ((bezt->f1 & SELECT) == sel
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/* && v2d->cur.xmin < bezt->vec[0][0] < v2d->cur.xmax) */)
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{
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immVertex2fv(pos, bezt->vec[0]);
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}
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}
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if (bezt->ipo == BEZT_IPO_BEZ) {
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if ((bezt->f3 & SELECT) == sel
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/* && v2d->cur.xmin < bezt->vec[2][0] < v2d->cur.xmax) */)
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{
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immVertex2fv(pos, bezt->vec[2]);
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}
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}
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}
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prevbezt = bezt;
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}
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immEnd();
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}
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/**
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* Draw the extra handles for the active point.
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*/
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static void draw_fcurve_active_handle_vertices(const FCurve *fcu,
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const bool sel_handle_only,
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const uint pos)
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{
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const int active_keyframe_index = BKE_fcurve_active_keyframe_index(fcu);
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if (!(fcu->flag & FCURVE_ACTIVE) || active_keyframe_index == FCURVE_ACTIVE_KEYFRAME_NONE) {
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return;
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}
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const BezTriple *bezt = &fcu->bezt[active_keyframe_index];
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if (sel_handle_only && !BEZT_ISSEL_ANY(bezt)) {
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return;
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}
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float active_col[4];
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UI_GetThemeColor4fv(TH_VERTEX_ACTIVE, active_col);
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immUniform4fv("outlineColor", active_col);
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immUniformColor3fvAlpha(active_col, 0.01f); /* Almost invisible - only keep for smoothness. */
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immBeginAtMost(GPU_PRIM_POINTS, 2);
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const BezTriple *left_bezt = active_keyframe_index > 0 ? &fcu->bezt[active_keyframe_index - 1] :
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bezt;
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if (left_bezt->ipo == BEZT_IPO_BEZ && (bezt->f1 & SELECT)) {
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immVertex2fv(pos, bezt->vec[0]);
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}
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if (bezt->ipo == BEZT_IPO_BEZ && (bezt->f3 & SELECT)) {
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immVertex2fv(pos, bezt->vec[2]);
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}
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immEnd();
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}
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/* helper func - draw handle vertices only for an F-Curve (if it is not protected) */
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static void draw_fcurve_handle_vertices(FCurve *fcu, View2D *v2d, bool sel_handle_only, uint pos)
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{
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/* smooth outlines for more consistent appearance */
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immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
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/* set handle size */
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immUniform1f("size", (1.4f * UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE)) * UI_SCALE_FAC);
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immUniform1f("outlineWidth", 1.5f * UI_SCALE_FAC);
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draw_fcurve_selected_handle_vertices(fcu, v2d, false, sel_handle_only, pos);
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draw_fcurve_selected_handle_vertices(fcu, v2d, true, sel_handle_only, pos);
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draw_fcurve_active_handle_vertices(fcu, sel_handle_only, pos);
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immUnbindProgram();
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}
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static void draw_fcurve_vertices(ARegion *region,
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FCurve *fcu,
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bool do_handles,
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bool sel_handle_only)
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{
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View2D *v2d = ®ion->v2d;
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/* only draw points if curve is visible
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* - Draw unselected points before selected points as separate passes
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* to make sure in the case of overlapping points that the selected is always visible
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* - Draw handles before keyframes, so that keyframes will overlap handles
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* (keyframes are more important for users).
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*/
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPU_blend(GPU_BLEND_ALPHA);
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GPU_program_point_size(true);
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/* draw the two handles first (if they're shown, the curve doesn't
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* have just a single keyframe, and the curve is being edited) */
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if (do_handles) {
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draw_fcurve_handle_vertices(fcu, v2d, sel_handle_only, pos);
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}
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/* draw keyframes over the handles */
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draw_fcurve_keyframe_vertices(fcu, v2d, pos);
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GPU_program_point_size(false);
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GPU_blend(GPU_BLEND_NONE);
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}
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/* Handles ---------------- */
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static bool draw_fcurve_handles_check(SpaceGraph *sipo, FCurve *fcu)
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{
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/* don't draw handle lines if handles are not to be shown */
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if (/* handles shouldn't be shown anywhere */
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(sipo->flag & SIPO_NOHANDLES) ||
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/* keyframes aren't editable */
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(fcu->flag & FCURVE_PROTECTED) ||
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#if 0
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/* handles can still be selected and handle types set, better draw - campbell */
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/* editing the handles here will cause weird/incorrect interpolation issues */
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(fcu->flag & FCURVE_INT_VALUES) ||
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#endif
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/* group that curve belongs to is not editable */
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((fcu->grp) && (fcu->grp->flag & AGRP_PROTECTED)))
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{
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return false;
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}
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return true;
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}
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/* draw lines for F-Curve handles only (this is only done in EditMode)
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* NOTE: draw_fcurve_handles_check must be checked before running this. */
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static void draw_fcurve_handles(SpaceGraph *sipo, ARegion *region, FCurve *fcu)
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{
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using namespace blender;
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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uint color = GPU_vertformat_attr_add(
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format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
|
|
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 int2 bounding_indices = get_bounding_bezt_indices(
|
|
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;
|
|
uchar col[4];
|
|
|
|
BezTriple *prevbezt = nullptr;
|
|
for (int i = bounding_indices[0]; i <= bounding_indices[1]; i++) {
|
|
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_GetThemeColor3ubv(basecol + bezt->h1, col);
|
|
col[3] = fcurve_display_alpha(fcu) * 255;
|
|
immAttr4ubv(color, col);
|
|
immVertex2fv(pos, bezt->vec[0]);
|
|
immAttr4ubv(color, col);
|
|
immVertex2fv(pos, bezt->vec[1]);
|
|
}
|
|
|
|
/* only draw second handle if this segment is bezier */
|
|
if (bezt->ipo == BEZT_IPO_BEZ) {
|
|
UI_GetThemeColor3ubv(basecol + bezt->h2, col);
|
|
col[3] = fcurve_display_alpha(fcu) * 255;
|
|
immAttr4ubv(color, col);
|
|
immVertex2fv(pos, bezt->vec[1]);
|
|
immAttr4ubv(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_GetThemeColor3ubv(basecol + bezt->h1, col);
|
|
col[3] = fcurve_display_alpha(fcu) * 255;
|
|
immAttr4ubv(color, col);
|
|
immVertex2fv(pos, bezt->vec[0]);
|
|
immAttr4ubv(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_GetThemeColor3ubv(basecol + bezt->h2, col);
|
|
col[3] = fcurve_display_alpha(fcu) * 255;
|
|
immAttr4ubv(color, col);
|
|
immVertex2fv(pos, bezt->vec[1]);
|
|
immAttr4ubv(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, 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(®ion->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,
|
|
FCurve *fcu_,
|
|
View2D *v2d,
|
|
uint pos,
|
|
const bool use_nla_remap,
|
|
const bool draw_extrapolation)
|
|
{
|
|
short mapping_flag = ANIM_get_normalization_flags(ac);
|
|
|
|
/* 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.
|
|
*/
|
|
if (samplefreq < 0.1f) {
|
|
samplefreq = 0.1f;
|
|
}
|
|
}
|
|
else {
|
|
/* "Higher Precision" but slower - especially on larger windows (e.g. #40372) */
|
|
if (samplefreq < 0.00001f) {
|
|
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) {
|
|
SWAP(float, 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.
|
|
*/
|
|
if (eval_time > eval_end) {
|
|
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);
|
|
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 = static_cast<float *>(
|
|
MEM_mallocN(sizeof(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(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(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 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};
|
|
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);
|
|
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 int2 bounding_indices = get_bounding_bezt_indices(fcu, v2d->cur.xmin, v2d->cur.xmax);
|
|
|
|
/* Always add the first point so the extrapolation line doesn't jump. */
|
|
curve_vertices.append(
|
|
{fcu->bezt[bounding_indices[0]].vec[1][0], fcu->bezt[bounding_indices[0]].vec[1][1]});
|
|
|
|
const blender::float2 pixels_per_unit = calculate_pixels_per_unit(v2d);
|
|
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[bounding_indices[0]];
|
|
rctf key_bounds = {
|
|
first_key->vec[1][0], first_key->vec[1][1], first_key->vec[1][0], 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 (int i = bounding_indices[0] + 1; i <= bounding_indices[1]; i++) {
|
|
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][1], prevbezt->vec[1][0], 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[bounding_indices[1]].vec[1][0], fcu->bezt[bounding_indices[1]].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);
|
|
AnimData *adt = ANIM_nla_mapping_get(ac, ale);
|
|
|
|
/* map keyframes for drawing if scaled F-Curve */
|
|
ANIM_nla_mapping_apply_fcurve(adt, 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
|
|
*/
|
|
if (adt) {
|
|
/* 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_fcurve(adt, static_cast<FCurve *>(ale->key_data), true, false);
|
|
draw_fcurve_curve(ac, ale->id, fcu, ®ion->v2d, shdr_pos, true, draw_extrapolation);
|
|
ANIM_nla_mapping_apply_fcurve(adt, static_cast<FCurve *>(ale->key_data), false, false);
|
|
}
|
|
else {
|
|
draw_fcurve_curve(ac, ale->id, fcu, ®ion->v2d, shdr_pos, false, draw_extrapolation);
|
|
}
|
|
}
|
|
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, ®ion->v2d, shdr_pos, draw_extrapolation);
|
|
}
|
|
else if (fcu->fpt) {
|
|
draw_fcurve_curve_samples(ac, ale->id, fcu, ®ion->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, ®ion->v2d, adt);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (((fcu->bezt) || (fcu->fpt)) && (fcu->totvert)) {
|
|
short mapping_flag = ANIM_get_normalization_flags(ac);
|
|
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 */
|
|
if (adt) {
|
|
ANIM_nla_mapping_apply_fcurve(adt, 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);
|
|
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, ®ion->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;
|
|
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)
|
|
{
|
|
ListBase anim_data = {nullptr, nullptr};
|
|
bAnimListElem *ale;
|
|
int filter;
|
|
|
|
View2D *v2d = ®ion->v2d;
|
|
float height;
|
|
size_t items;
|
|
|
|
/* build list of channels to draw */
|
|
filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS |
|
|
ANIMFILTER_FCURVESONLY);
|
|
items = ANIM_animdata_filter(
|
|
ac, &anim_data, eAnimFilter_Flags(filter), ac->data, eAnimCont_Types(ac->datatype));
|
|
|
|
/* Update max-extent of channels here (taking into account scrollers):
|
|
* - this is done to allow the channel list to be scrollable, but must be done here
|
|
* to avoid regenerating the list again and/or also because channels list is drawn first */
|
|
height = ANIM_UI_get_channels_total_height(v2d, items);
|
|
v2d->tot.ymin = -height;
|
|
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__, UI_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);
|
|
}
|
|
|
|
/* Free temporary channels. */
|
|
ANIM_animdata_freelist(&anim_data);
|
|
}
|
|
|
|
/** \} */
|