Пример #1
0
static void draw_scope_end(const rctf *rect, GLint *scissor)
{
	float scaler_x1, scaler_x2;
	
	/* restore scissortest */
	glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
	
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	
	/* scale widget */
	scaler_x1 = rect->xmin + BLI_rctf_size_x(rect) / 2 - SCOPE_RESIZE_PAD;
	scaler_x2 = rect->xmin + BLI_rctf_size_x(rect) / 2 + SCOPE_RESIZE_PAD;
	
	glColor4f(0.f, 0.f, 0.f, 0.25f);
	fdrawline(scaler_x1, rect->ymin - 4, scaler_x2, rect->ymin - 4);
	fdrawline(scaler_x1, rect->ymin - 7, scaler_x2, rect->ymin - 7);
	glColor4f(1.f, 1.f, 1.f, 0.25f);
	fdrawline(scaler_x1, rect->ymin - 5, scaler_x2, rect->ymin - 5);
	fdrawline(scaler_x1, rect->ymin - 8, scaler_x2, rect->ymin - 8);
	
	/* outline */
	glColor4f(0.f, 0.f, 0.f, 0.5f);
	uiSetRoundBox(UI_CNR_ALL);
	uiDrawBox(GL_LINE_LOOP, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 3.0f);
}
Пример #2
0
void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
	Histogram *hist = (Histogram *)but->poin;
	int res = hist->x_resolution;
	rctf rect;
	int i;
	float w, h;
	//float alpha;
	GLint scissor[4];
	
	rect.xmin = (float)recti->xmin+1;
	rect.xmax = (float)recti->xmax-1;
	rect.ymin = (float)recti->ymin+SCOPE_RESIZE_PAD+2;
	rect.ymax = (float)recti->ymax-1;
	
	w = rect.xmax - rect.xmin;
	h = (rect.ymax - rect.ymin) * hist->ymax;
	
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
	
	glColor4f(0.f, 0.f, 0.f, 0.3f);
	uiSetRoundBox(UI_CNR_ALL);
	uiDrawBox(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);

	/* need scissor test, histogram can draw outside of boundary */
	glGetIntegerv(GL_VIEWPORT, scissor);
	glScissor(ar->winrct.xmin + (rect.xmin-1), ar->winrct.ymin+(rect.ymin-1), (rect.xmax+1)-(rect.xmin-1), (rect.ymax+1)-(rect.ymin-1));

	glColor4f(1.f, 1.f, 1.f, 0.08f);
	/* draw grid lines here */
	for (i=1; i<4; i++) {
		fdrawline(rect.xmin, rect.ymin+(i/4.f)*h, rect.xmax, rect.ymin+(i/4.f)*h);
		fdrawline(rect.xmin+(i/4.f)*w, rect.ymin, rect.xmin+(i/4.f)*w, rect.ymax);
	}
	
	if (hist->mode == HISTO_MODE_LUMA)
		histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res);
	else {
		if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_R)
			histogram_draw_one(1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res);
		if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_G)
			histogram_draw_one(0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res);
		if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_B)
			histogram_draw_one(0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res);
	}
	
	/* outline, scale gripper */
	draw_scope_end(&rect, scissor);
}
Пример #3
0
/* (old, used in outliner) plain antialiased filled box */
void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
{
	float color[4];
	
	if(roundboxtype & UI_RB_ALPHA) {
		glGetFloatv(GL_CURRENT_COLOR, color);
		color[3]= 0.5;
		glColor4fv(color);
		glEnable( GL_BLEND );
	}
	
	/* solid part */
	uiDrawBox(GL_POLYGON, minx, miny, maxx, maxy, rad);
	
	/* set antialias line */
	glEnable( GL_LINE_SMOOTH );
	glEnable( GL_BLEND );
	
	uiDrawBox(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
	
	glDisable( GL_BLEND );
	glDisable( GL_LINE_SMOOTH );
}
Пример #4
0
void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs, int draw_overlay)
{
	struct Main *bmain = CTX_data_main(C);
	struct ImBuf *ibuf = NULL;
	struct ImBuf *scope = NULL;
	struct View2D *v2d = &ar->v2d;
	/* int rectx, recty; */ /* UNUSED */
	float viewrectx, viewrecty;
	float render_size = 0.0;
	float proxy_size = 100.0;
	float col[3];
	GLuint texid;
	GLuint last_texid;
	void *display_buffer;
	void *cache_handle = NULL;
	const int is_imbuf = ED_space_sequencer_check_show_imbuf(sseq);
	int format, type;
	bool glsl_used = false;

	if (G.is_rendering == FALSE && (scene->r.seq_flag & R_SEQ_GL_PREV) == 0) {
		/* stop all running jobs, except screen one. currently previews frustrate Render
		 * needed to make so sequencer's rendering doesn't conflict with compositor
		 */
		WM_jobs_kill_type(CTX_wm_manager(C), WM_JOB_TYPE_COMPOSITE);

		if ((scene->r.seq_flag & R_SEQ_GL_PREV) == 0) {
			/* in case of final rendering used for preview, kill all previews,
			 * otherwise threading conflict will happen in rendering module
			 */
			WM_jobs_kill_type(CTX_wm_manager(C), WM_JOB_TYPE_RENDER_PREVIEW);
		}
	}

	render_size = sseq->render_size;
	if (render_size == 0) {
		render_size = scene->r.size;
	}
	else {
		proxy_size = render_size;
	}
	if (render_size < 0) {
		return;
	}

	viewrectx = (render_size * (float)scene->r.xsch) / 100.0f;
	viewrecty = (render_size * (float)scene->r.ysch) / 100.0f;

	/* rectx = viewrectx + 0.5f; */ /* UNUSED */
	/* recty = viewrecty + 0.5f; */ /* UNUSED */

	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
		viewrectx *= scene->r.xasp / scene->r.yasp;
		viewrectx /= proxy_size / 100.0f;
		viewrecty /= proxy_size / 100.0f;
	}

	if (!draw_overlay || sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) {
		UI_GetThemeColor3fv(TH_SEQ_PREVIEW, col);
		glClearColor(col[0], col[1], col[2], 0.0);
		glClear(GL_COLOR_BUFFER_BIT);
	}

	/* without this colors can flicker from previous opengl state */
	glColor4ub(255, 255, 255, 255);

	UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f);
	UI_view2d_curRect_validate(v2d);

	/* only initialize the preview if a render is in progress */
	if (G.is_rendering)
		return;

	ibuf = sequencer_ibuf_get(bmain, scene, sseq, cfra, frame_ofs);
	
	if (ibuf == NULL)
		return;

	if (ibuf->rect == NULL && ibuf->rect_float == NULL)
		return;

	if (sseq->mainb != SEQ_DRAW_IMG_IMBUF || sseq->zebra != 0) {
		SequencerScopes *scopes = &sseq->scopes;

		sequencer_check_scopes(scopes, ibuf);

		switch (sseq->mainb) {
			case SEQ_DRAW_IMG_IMBUF:
				if (!scopes->zebra_ibuf) {
					ImBuf *display_ibuf = IMB_dupImBuf(ibuf);

					if (display_ibuf->rect_float) {
						IMB_colormanagement_imbuf_make_display_space(display_ibuf, &scene->view_settings,
						                                             &scene->display_settings);
					}
					scopes->zebra_ibuf = make_zebra_view_from_ibuf(display_ibuf, sseq->zebra);
					IMB_freeImBuf(display_ibuf);
				}
				scope = scopes->zebra_ibuf;
				break;
			case SEQ_DRAW_IMG_WAVEFORM:
				if ((sseq->flag & SEQ_DRAW_COLOR_SEPARATED) != 0) {
					if (!scopes->sep_waveform_ibuf)
						scopes->sep_waveform_ibuf = sequencer_make_scope(scene, ibuf, make_sep_waveform_view_from_ibuf);
					scope = scopes->sep_waveform_ibuf;
				}
				else {
					if (!scopes->waveform_ibuf)
						scopes->waveform_ibuf = sequencer_make_scope(scene, ibuf, make_waveform_view_from_ibuf);
					scope = scopes->waveform_ibuf;
				}
				break;
			case SEQ_DRAW_IMG_VECTORSCOPE:
				if (!scopes->vector_ibuf)
					scopes->vector_ibuf = sequencer_make_scope(scene, ibuf, make_vectorscope_view_from_ibuf);
				scope = scopes->vector_ibuf;
				break;
			case SEQ_DRAW_IMG_HISTOGRAM:
				if (!scopes->histogram_ibuf)
					scopes->histogram_ibuf = sequencer_make_scope(scene, ibuf, make_histogram_view_from_ibuf);
				scope = scopes->histogram_ibuf;
				break;
		}

		scopes->reference_ibuf = ibuf;
	}

	/* setting up the view - actual drawing starts here */
	UI_view2d_view_ortho(v2d);

	/* only draw alpha for main buffer */
	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
		if (sseq->flag & SEQ_USE_ALPHA) {
			glEnable(GL_BLEND);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

			fdrawcheckerboard(v2d->tot.xmin, v2d->tot.ymin, v2d->tot.xmax, v2d->tot.ymax);
			glColor4f(1.0, 1.0, 1.0, 1.0);
		}
	}

	if (scope) {
		IMB_freeImBuf(ibuf);
		ibuf = scope;

		if (ibuf->rect_float && ibuf->rect == NULL) {
			IMB_rect_from_float(ibuf);
		}

		display_buffer = (unsigned char *)ibuf->rect;
		format = GL_RGBA;
		type = GL_UNSIGNED_BYTE;
	}
	else {
		bool force_fallback = false;

		force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
		force_fallback |= (ibuf->dither != 0.0f);

		if (force_fallback) {
			/* Fallback to CPU based color space conversion */
			glsl_used = false;
			format = GL_RGBA;
			type = GL_UNSIGNED_BYTE;
			display_buffer = NULL;
		}
		else if (ibuf->rect_float) {
			display_buffer = ibuf->rect_float;

			if (ibuf->channels == 4) {
				format = GL_RGBA;
			}
			else if (ibuf->channels == 3) {
				format = GL_RGB;
			}
			else {
				BLI_assert(!"Incompatible number of channels for float buffer in sequencer");
				format = GL_RGBA;
				display_buffer = NULL;
			}

			type = GL_FLOAT;

			if (ibuf->float_colorspace) {
				glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->float_colorspace, true);
			}
			else {
				glsl_used = IMB_colormanagement_setup_glsl_draw_ctx(C, true);
			}
		}
		else if (ibuf->rect) {
			display_buffer = ibuf->rect;
			format = GL_RGBA;
			type = GL_UNSIGNED_BYTE;

			glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->rect_colorspace, false);
		}
		else {
			format = GL_RGBA;
			type = GL_UNSIGNED_BYTE;
			display_buffer = NULL;
		}

		/* there's a data to be displayed, but GLSL is not initialized
		 * properly, in this case we fallback to CPU-based display transform
		 */
		if ((ibuf->rect || ibuf->rect_float) && !glsl_used) {
			display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
			format = GL_RGBA;
			type = GL_UNSIGNED_BYTE;
		}
	}

	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	glColor4f(1.0, 1.0, 1.0, 1.0);

	last_texid = glaGetOneInteger(GL_TEXTURE_2D);
	glEnable(GL_TEXTURE_2D);
	glGenTextures(1, (GLuint *)&texid);

	glBindTexture(GL_TEXTURE_2D, texid);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	if (type == GL_FLOAT)
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, ibuf->x, ibuf->y, 0, format, type, display_buffer);
	else
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, format, type, display_buffer);

	glBegin(GL_QUADS);

	if (draw_overlay) {
		if (sseq->overlay_type == SEQ_DRAW_OVERLAY_RECT) {
			rctf tot_clip;
			tot_clip.xmin = v2d->tot.xmin + (fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmin);
			tot_clip.ymin = v2d->tot.ymin + (fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->over_border.ymin);
			tot_clip.xmax = v2d->tot.xmin + (fabsf(BLI_rctf_size_x(&v2d->tot)) * scene->ed->over_border.xmax);
			tot_clip.ymax = v2d->tot.ymin + (fabsf(BLI_rctf_size_y(&v2d->tot)) * scene->ed->over_border.ymax);

			glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmin, tot_clip.ymin);
			glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmin, tot_clip.ymax);
			glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmax, tot_clip.ymax);
			glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmax, tot_clip.ymin);
		}
		else if (sseq->overlay_type == SEQ_DRAW_OVERLAY_REFERENCE) {
			glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
			glTexCoord2f(0.0f, 1.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
			glTexCoord2f(1.0f, 1.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
			glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
		}
	}
	else {
		glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
		glTexCoord2f(0.0f, 1.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
		glTexCoord2f(1.0f, 1.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
		glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
	}
	glEnd();
	glBindTexture(GL_TEXTURE_2D, last_texid);
	glDisable(GL_TEXTURE_2D);
	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA)
		glDisable(GL_BLEND);
	glDeleteTextures(1, &texid);

	if (glsl_used)
		IMB_colormanagement_finish_glsl_draw();

	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {

		float x1 = v2d->tot.xmin;
		float y1 = v2d->tot.ymin;
		float x2 = v2d->tot.xmax;
		float y2 = v2d->tot.ymax;

		/* border */
		setlinestyle(3);

		UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);

		glBegin(GL_LINE_LOOP);
		glVertex2f(x1 - 0.5f, y1 - 0.5f);
		glVertex2f(x1 - 0.5f, y2 + 0.5f);
		glVertex2f(x2 + 0.5f, y2 + 0.5f);
		glVertex2f(x2 + 0.5f, y1 - 0.5f);
		glEnd();

		/* safety border */
		if ((sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) {
			float fac = 0.1;

			float a = fac * (x2 - x1);
			x1 += a;
			x2 -= a;

			a = fac * (y2 - y1);
			y1 += a;
			y2 -= a;

			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

			uiSetRoundBox(UI_CNR_ALL);
			uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);

			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

		}

		setlinestyle(0);
	}
	
	if (sseq->flag & SEQ_SHOW_GPENCIL) {
		if (is_imbuf) {
			/* draw grease-pencil (image aligned) */
			draw_gpencil_2dimage(C);
		}
	}

	if (!scope)
		IMB_freeImBuf(ibuf);
	
	/* ortho at pixel level */
	UI_view2d_view_restore(C);
	
	if (sseq->flag & SEQ_SHOW_GPENCIL) {
		if (is_imbuf) {
			/* draw grease-pencil (screen aligned) */
			draw_gpencil_view2d(C, 0);
		}
	}


	/* NOTE: sequencer mask editing isnt finished, the draw code is working but editing not,
	 * for now just disable drawing since the strip frame will likely be offset */

	//if (sc->mode == SC_MODE_MASKEDIT) {
	if (0 && sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
		Mask *mask = BKE_sequencer_mask_get(scene);

		if (mask) {
			int width, height;
			float aspx = 1.0f, aspy = 1.0f;
			// ED_mask_get_size(C, &width, &height);

			//Scene *scene = CTX_data_scene(C);
			width = (scene->r.size * scene->r.xsch) / 100;
			height = (scene->r.size * scene->r.ysch) / 100;

			ED_mask_draw_region(mask, ar,
			                    0, 0,  /* TODO */
			                    width, height,
			                    aspx, aspy,
			                    FALSE, TRUE,
			                    NULL, C);
		}
	}

	if (cache_handle)
		IMB_display_buffer_release(cache_handle);
}
Пример #5
0
// TODO: depreceate this code...
static void draw_nla_channel_list_gl(bAnimContext *ac, ListBase *anim_data, View2D *v2d, float y)
{
	SpaceNla *snla = (SpaceNla *)ac->sl;
	bAnimListElem *ale;
	float x = 0.0f;
	
	/* loop through channels, and set up drawing depending on their type  */
	for (ale = anim_data->first; ale; ale = ale->next) {
		const float yminc = (float)(y - NLACHANNEL_HEIGHT_HALF(snla));
		const float ymaxc = (float)(y + NLACHANNEL_HEIGHT_HALF(snla));
		const float ydatac = (float)(y - 0.35f * U.widget_unit);
		
		/* check if visible */
		if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
		    IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
		{
			AnimData *adt = ale->adt;
			
			short indent = 0, offset = 0, sel = 0, group = 0;
			int special = -1;
			char name[128];
			bool do_draw = false;
			
			/* determine what needs to be drawn */
			switch (ale->type) {
				case ANIMTYPE_NLAACTION: /* NLA Action-Line */
				{
					bAction *act = (bAction *)ale->data;
					
					group = 5;
					
					special = ICON_ACTION;
					
					BLI_strncpy(name, act ? act->id.name + 2 : "<No Action>", sizeof(name));

					/* draw manually still */
					do_draw = TRUE;
					break;
				}
				default: /* handled by standard channel-drawing API */
					/* (draw backdrops only...) */
					ANIM_channel_draw(ac, ale, yminc, ymaxc);
					break;
			}
			
			/* if special types, draw manually for now... */
			if (do_draw) {
				if (ale->id) {
					/* special exception for textures */
					if (GS(ale->id->name) == ID_TE) {
						offset = 0.7f * U.widget_unit;
						indent = 1;
					}
					/* special exception for nodetrees */
					else if (GS(ale->id->name) == ID_NT) {
						bNodeTree *ntree = (bNodeTree *)ale->id;
						
						switch (ntree->type) {
							case NTREE_SHADER:
							{
								/* same as for textures */
								offset = 0.7f * U.widget_unit;
								indent = 1;
								break;
							}
							case NTREE_TEXTURE:
							{
								/* even more */
								offset = U.widget_unit;
								indent = 1;
								break;
							}
							default:
								/* normal will do */
								offset = 0.7f * U.widget_unit;
								break;
						}
					}
					else {
						offset = 0.7f * U.widget_unit;
					}
				}
				else {
					offset = 0;
				}
				
				/* now, start drawing based on this information */
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glEnable(GL_BLEND);
				
				/* draw backing strip behind channel name */
				if (group == 5) {
					float color[4];
					
					/* Action Line
					 *   The alpha values action_get_color returns are only useful for drawing 
					 *   strips backgrounds but here we're doing channel list backgrounds instead
					 *   so we ignore that and use our own when needed
					 */
					nla_action_get_color(adt, (bAction *)ale->data, color);
					
					if (adt && (adt->flag & ADT_NLA_EDIT_ON)) {
						/* Yes, the color vector has 4 components, BUT we only want to be using 3 of them! */
						glColor3fv(color);
					}
					else {
						float alpha = (adt && (adt->flag & ADT_NLA_SOLO_TRACK)) ? 0.3f : 1.0f;
						glColor4f(color[0], color[1], color[2], alpha);
					}
					
					offset += 0.35f * U.widget_unit * indent;
					
					/* only on top two corners, to show that this channel sits on top of the preceding ones */
					uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT);
					
					/* draw slightly shifted up vertically to look like it has more separation from other channels,
					 * but we then need to slightly shorten it so that it doesn't look like it overlaps
					 */
					uiDrawBox(GL_POLYGON, x + offset,  yminc + NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc + NLACHANNEL_SKIP - 1, 8);
					
					/* clear group value, otherwise we cause errors... */
					group = 0;
				}
				
				
				/* draw special icon indicating certain data-types */
				if (special > -1) {
					/* for normal channels */
					UI_icon_draw(x + offset, ydatac, special);
					offset += 0.85f * U.widget_unit;
				}
				glDisable(GL_BLEND);
				
				/* draw name */
				if (sel)
					UI_ThemeColor(TH_TEXT_HI);
				else
					UI_ThemeColor(TH_TEXT);
				offset += 3;
				UI_DrawString(x + offset, y - 4, name);
				
				/* reset offset - for RHS of panel */
				offset = 0;
				
				/* set blending again, as text drawing may clear it */
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glEnable(GL_BLEND);
				
				
				/* draw NLA-action line 'status-icons' - only when there's an action */
				if ((ale->type == ANIMTYPE_NLAACTION) && (ale->data)) {
					offset += 0.8f * U.widget_unit;
					
					/* now draw some indicator icons  */
					if ((adt) && (adt->flag & ADT_NLA_EDIT_ON)) {
						/* toggle for tweaking with mapping/no-mapping (i.e. 'in place editing' toggle) */
						// for now, use pin icon to symbolise this
						if (adt->flag & ADT_NLA_EDIT_NOMAP)
							UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_PINNED);
						else
							UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_UNPINNED);
						
						fdrawline((float)(v2d->cur.xmax - offset), yminc,
						          (float)(v2d->cur.xmax - offset), ymaxc);
						offset += 0.8f * U.widget_unit;
						
						/* 'tweaking action' indicator - not a button */
						UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_EDIT);
					}
					else {
						/* XXX firstly draw a little rect to help identify that it's different from the toggles */
						glBegin(GL_LINE_LOOP);
						glVertex2f((float)v2d->cur.xmax - offset - 1, y - 0.35f * U.widget_unit);
						glVertex2f((float)v2d->cur.xmax - offset - 1, y + 0.45f * U.widget_unit);
						glVertex2f((float)v2d->cur.xmax - 1, y + 0.45f * U.widget_unit);
						glVertex2f((float)v2d->cur.xmax - 1, y - 0.35f * U.widget_unit);
						glEnd();
						
						/* 'push down' icon for normal active-actions */
						UI_icon_draw((float)v2d->cur.xmax - offset, ydatac, ICON_FREEZE);
					}
				}
				
				glDisable(GL_BLEND);
			}
		}
		
		/* adjust y-position for next one */
		y -= NLACHANNEL_STEP(snla);
	}
}
Пример #6
0
void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
	const float skin_rad = DEG2RADF(123.0f); /* angle in radians of the skin tone line */
	Scopes *scopes = (Scopes *)but->poin;
	rctf rect;
	int i, j;
	float w, h, centerx, centery, diam;
	float alpha;
	const float colors[6][3] = {
	    {0.75, 0.0, 0.0},  {0.75, 0.75, 0.0}, {0.0, 0.75, 0.0},
	    {0.0, 0.75, 0.75}, {0.0, 0.0, 0.75},  {0.75, 0.0, 0.75}};
	GLint scissor[4];
	
	rect.xmin = (float)recti->xmin + 1;
	rect.xmax = (float)recti->xmax - 1;
	rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
	rect.ymax = (float)recti->ymax - 1;
	
	w = BLI_rctf_size_x(&rect);
	h = BLI_rctf_size_y(&rect);
	centerx = rect.xmin + w / 2;
	centery = rect.ymin + h / 2;
	diam = (w < h) ? w : h;
	
	alpha = scopes->vecscope_alpha * scopes->vecscope_alpha * scopes->vecscope_alpha;
			
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	
	glColor4f(0.f, 0.f, 0.f, 0.3f);
	uiSetRoundBox(UI_CNR_ALL);
	uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);

	/* need scissor test, hvectorscope can draw outside of boundary */
	glGetIntegerv(GL_VIEWPORT, scissor);
	glScissor(ar->winrct.xmin + (rect.xmin - 1),
	          ar->winrct.ymin + (rect.ymin - 1),
	          (rect.xmax + 1) - (rect.xmin - 1),
	          (rect.ymax + 1) - (rect.ymin - 1));
	
	glColor4f(1.f, 1.f, 1.f, 0.08f);
	/* draw grid elements */
	/* cross */
	fdrawline(centerx - (diam / 2) - 5, centery, centerx + (diam / 2) + 5, centery);
	fdrawline(centerx, centery - (diam / 2) - 5, centerx, centery + (diam / 2) + 5);
	/* circles */
	for (j = 0; j < 5; j++) {
		glBegin(GL_LINE_STRIP);
		for (i = 0; i <= 360; i = i + 15) {
			const float a = DEG2RADF((float)i);
			const float r = (j + 1) / 10.0f;
			glVertex2f(polar_to_x(centerx, diam, r, a), polar_to_y(centery, diam, r, a));
		}
		glEnd();
	}
	/* skin tone line */
	glColor4f(1.f, 0.4f, 0.f, 0.2f);
	fdrawline(polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5, skin_rad),
	          polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1, skin_rad));
	/* saturation points */
	for (i = 0; i < 6; i++)
		vectorscope_draw_target(centerx, centery, diam, colors[i]);
	
	if (scopes->ok && scopes->vecscope != NULL) {
		/* pixel point cloud */
		glBlendFunc(GL_ONE, GL_ONE);
		glColor3f(alpha, alpha, alpha);

		glPushMatrix();
		glEnableClientState(GL_VERTEX_ARRAY);

		glTranslatef(centerx, centery, 0.f);
		glScalef(diam, diam, 0.f);

		glVertexPointer(2, GL_FLOAT, 0, scopes->vecscope);
		glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
		
		glDisableClientState(GL_VERTEX_ARRAY);
		glPopMatrix();
	}

	/* outline, scale gripper */
	draw_scope_end(&rect, scissor);
		
	glDisable(GL_BLEND);
}
Пример #7
0
void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
	Scopes *scopes = (Scopes *)but->poin;
	rctf rect;
	int i, c;
	float w, w3, h, alpha, yofs;
	GLint scissor[4];
	float colors[3][3] = MAT3_UNITY;
	float colorsycc[3][3] = {{1, 0, 1}, {1, 1, 0}, {0, 1, 1}};
	float colors_alpha[3][3], colorsycc_alpha[3][3]; /* colors  pre multiplied by alpha for speed up */
	float min, max;
	
	if (scopes == NULL) return;
	
	rect.xmin = (float)recti->xmin + 1;
	rect.xmax = (float)recti->xmax - 1;
	rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
	rect.ymax = (float)recti->ymax - 1;

	if (scopes->wavefrm_yfac < 0.5f)
		scopes->wavefrm_yfac = 0.98f;
	w = BLI_rctf_size_x(&rect) - 7;
	h = BLI_rctf_size_y(&rect) * scopes->wavefrm_yfac;
	yofs = rect.ymin + (BLI_rctf_size_y(&rect) - h) / 2.0f;
	w3 = w / 3.0f;
	
	/* log scale for alpha */
	alpha = scopes->wavefrm_alpha * scopes->wavefrm_alpha;
	
	for (c = 0; c < 3; c++) {
		for (i = 0; i < 3; i++) {
			colors_alpha[c][i] = colors[c][i] * alpha;
			colorsycc_alpha[c][i] = colorsycc[c][i] * alpha;
		}
	}
			
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	
	glColor4f(0.f, 0.f, 0.f, 0.3f);
	uiSetRoundBox(UI_CNR_ALL);
	uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
	

	/* need scissor test, waveform can draw outside of boundary */
	glGetIntegerv(GL_VIEWPORT, scissor);
	glScissor(ar->winrct.xmin + (rect.xmin - 1),
	          ar->winrct.ymin + (rect.ymin - 1),
	          (rect.xmax + 1) - (rect.xmin - 1),
	          (rect.ymax + 1) - (rect.ymin - 1));

	glColor4f(1.f, 1.f, 1.f, 0.08f);
	/* draw grid lines here */
	for (i = 0; i < 6; i++) {
		char str[4];
		BLI_snprintf(str, sizeof(str), "%-3d", i * 20);
		str[3] = '\0';
		fdrawline(rect.xmin + 22, yofs + (i / 5.f) * h, rect.xmax + 1, yofs + (i / 5.f) * h);
		BLF_draw_default(rect.xmin + 1, yofs - 5 + (i / 5.f) * h, 0, str, sizeof(str) - 1);
		/* in the loop because blf_draw reset it */
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	/* 3 vertical separation */
	if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) {
		for (i = 1; i < 3; i++) {
			fdrawline(rect.xmin + i * w3, rect.ymin, rect.xmin + i * w3, rect.ymax);
		}
	}
	
	/* separate min max zone on the right */
	fdrawline(rect.xmin + w, rect.ymin, rect.xmin + w, rect.ymax);
	/* 16-235-240 level in case of ITU-R BT601/709 */
	glColor4f(1.f, 0.4f, 0.f, 0.2f);
	if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)) {
		fdrawline(rect.xmin + 22, yofs + h * 16.0f / 255.0f, rect.xmax + 1, yofs + h * 16.0f / 255.0f);
		fdrawline(rect.xmin + 22, yofs + h * 235.0f / 255.0f, rect.xmin + w3, yofs + h * 235.0f / 255.0f);
		fdrawline(rect.xmin + 3 * w3, yofs + h * 235.0f / 255.0f, rect.xmax + 1, yofs + h * 235.0f / 255.0f);
		fdrawline(rect.xmin + w3, yofs + h * 240.0f / 255.0f, rect.xmax + 1, yofs + h * 240.0f / 255.0f);
	}
	/* 7.5 IRE black point level for NTSC */
	if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA)
		fdrawline(rect.xmin, yofs + h * 0.075f, rect.xmax + 1, yofs + h * 0.075f);

	if (scopes->ok && scopes->waveform_1 != NULL) {
		
		/* LUMA (1 channel) */
		glBlendFunc(GL_ONE, GL_ONE);
		glColor3f(alpha, alpha, alpha);
		if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {

			glBlendFunc(GL_ONE, GL_ONE);
			
			glPushMatrix();
			glEnableClientState(GL_VERTEX_ARRAY);
			
			glTranslatef(rect.xmin, yofs, 0.f);
			glScalef(w, h, 0.f);
			glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
			glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
					
			glDisableClientState(GL_VERTEX_ARRAY);
			glPopMatrix();

			/* min max */
			glColor3f(0.5f, 0.5f, 0.5f);
			min = yofs + scopes->minmax[0][0] * h;
			max = yofs + scopes->minmax[0][1] * h;
			CLAMP(min, rect.ymin, rect.ymax);
			CLAMP(max, rect.ymin, rect.ymax);
			fdrawline(rect.xmax - 3, min, rect.xmax - 3, max);
		}

		/* RGB / YCC (3 channels) */
		else if (ELEM4(scopes->wavefrm_mode,
		               SCOPES_WAVEFRM_RGB,
		               SCOPES_WAVEFRM_YCC_601,
		               SCOPES_WAVEFRM_YCC_709,
		               SCOPES_WAVEFRM_YCC_JPEG))
		{
			int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB);
			
			glBlendFunc(GL_ONE, GL_ONE);
			
			glPushMatrix();
			glEnableClientState(GL_VERTEX_ARRAY);
			
			glTranslatef(rect.xmin, yofs, 0.f);
			glScalef(w3, h, 0.f);
			
			glColor3fv((rgb) ? colors_alpha[0] : colorsycc_alpha[0]);
			glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_1);
			glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);

			glTranslatef(1.f, 0.f, 0.f);
			glColor3fv((rgb) ? colors_alpha[1] : colorsycc_alpha[1]);
			glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_2);
			glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
			
			glTranslatef(1.f, 0.f, 0.f);
			glColor3fv((rgb) ? colors_alpha[2] : colorsycc_alpha[2]);
			glVertexPointer(2, GL_FLOAT, 0, scopes->waveform_3);
			glDrawArrays(GL_POINTS, 0, scopes->waveform_tot);
			
			glDisableClientState(GL_VERTEX_ARRAY);
			glPopMatrix();

			
			/* min max */
			for (c = 0; c < 3; c++) {
				if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB)
					glColor3f(colors[c][0] * 0.75f, colors[c][1] * 0.75f, colors[c][2] * 0.75f);
				else
					glColor3f(colorsycc[c][0] * 0.75f, colorsycc[c][1] * 0.75f, colorsycc[c][2] * 0.75f);
				min = yofs + scopes->minmax[c][0] * h;
				max = yofs + scopes->minmax[c][1] * h;
				CLAMP(min, rect.ymin, rect.ymax);
				CLAMP(max, rect.ymin, rect.ymax);
				fdrawline(rect.xmin + w + 2 + c * 2, min, rect.xmin + w + 2 + c * 2, max);
			}
		}
		
	}
	
	/* outline, scale gripper */
	draw_scope_end(&rect, scissor);
}
Пример #8
0
void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
	Histogram *hist = (Histogram *)but->poin;
	int res = hist->x_resolution;
	rctf rect;
	int i;
	float w, h;
	const short is_line = (hist->flag & HISTO_FLAG_LINE) != 0;
	//float alpha;
	GLint scissor[4];
	
	rect.xmin = (float)recti->xmin + 1;
	rect.xmax = (float)recti->xmax - 1;
	rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
	rect.ymax = (float)recti->ymax - 1;
	
	w = BLI_rctf_size_x(&rect);
	h = BLI_rctf_size_y(&rect) * hist->ymax;
	
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	
	glColor4f(0.f, 0.f, 0.f, 0.3f);
	uiSetRoundBox(UI_CNR_ALL);
	uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);

	/* need scissor test, histogram can draw outside of boundary */
	glGetIntegerv(GL_VIEWPORT, scissor);
	glScissor(ar->winrct.xmin + (rect.xmin - 1),
	          ar->winrct.ymin + (rect.ymin - 1),
	          (rect.xmax + 1) - (rect.xmin - 1),
	          (rect.ymax + 1) - (rect.ymin - 1));

	glColor4f(1.f, 1.f, 1.f, 0.08f);
	/* draw grid lines here */
	for (i = 1; i <= HISTOGRAM_TOT_GRID_LINES; i++) {
		const float fac = (float)i / (float)HISTOGRAM_TOT_GRID_LINES;

		/* so we can tell the 1.0 color point */
		if (i == HISTOGRAM_TOT_GRID_LINES) {
			glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
		}

		fdrawline(rect.xmin, rect.ymin + fac * h, rect.xmax, rect.ymin + fac * h);
		fdrawline(rect.xmin + fac * w, rect.ymin, rect.xmin + fac * w, rect.ymax);
	}
	
	if (hist->mode == HISTO_MODE_LUMA) {
		histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_luma, res, is_line);
	}
	else if (hist->mode == HISTO_MODE_ALPHA) {
		histogram_draw_one(1.0, 1.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_a, res, is_line);
	}
	else {
		if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_R)
			histogram_draw_one(1.0, 0.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_r, res, is_line);
		if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_G)
			histogram_draw_one(0.0, 1.0, 0.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_g, res, is_line);
		if (hist->mode == HISTO_MODE_RGB || hist->mode == HISTO_MODE_B)
			histogram_draw_one(0.0, 0.0, 1.0, 0.75, rect.xmin, rect.ymin, w, h, hist->data_b, res, is_line);
	}
	
	/* outline, scale gripper */
	draw_scope_end(&rect, scissor);
}
Пример #9
0
void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
	rctf rect;
	int ok = 0, width, height;
	GLint scissor[4];
	MovieClipScopes *scopes = (MovieClipScopes *)but->poin;

	rect.xmin = (float)recti->xmin + 1;
	rect.xmax = (float)recti->xmax - 1;
	rect.ymin = (float)recti->ymin + SCOPE_RESIZE_PAD + 2;
	rect.ymax = (float)recti->ymax - 1;

	width  = BLI_rctf_size_x(&rect) + 1;
	height = BLI_rctf_size_y(&rect);

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	/* need scissor test, preview image can draw outside of boundary */
	glGetIntegerv(GL_VIEWPORT, scissor);
	glScissor(ar->winrct.xmin + (rect.xmin - 1),
	          ar->winrct.ymin + (rect.ymin - 1),
	          (rect.xmax + 1) - (rect.xmin - 1),
	          (rect.ymax + 1) - (rect.ymin - 1));

	if (scopes->track_disabled) {
		glColor4f(0.7f, 0.3f, 0.3f, 0.3f);
		uiSetRoundBox(UI_CNR_ALL);
		uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);

		ok = 1;
	}
	else if ((scopes->track_search) &&
	         ((!scopes->track_preview) ||
	          (scopes->track_preview->x != width || scopes->track_preview->y != height)))
	{
		ImBuf *tmpibuf;

		if (scopes->track_preview)
			IMB_freeImBuf(scopes->track_preview);

		tmpibuf = BKE_tracking_sample_pattern(scopes->frame_width, scopes->frame_height,
		                                            scopes->track_search, scopes->track,
		                                            &scopes->undist_marker, TRUE, scopes->use_track_mask,
		                                            width, height, scopes->track_pos);

		if (tmpibuf) {
			if (tmpibuf->rect_float)
				IMB_rect_from_float(tmpibuf);

			if (tmpibuf->rect)
				scopes->track_preview = tmpibuf;
			else
				IMB_freeImBuf(tmpibuf);
		}
	}

	if (!ok && scopes->track_preview) {
		float track_pos[2];
		int a;
		ImBuf *drawibuf;

		glPushMatrix();

		track_pos[0] = scopes->track_pos[0];
		track_pos[1] = scopes->track_pos[1];

		/* draw content of pattern area */
		glScissor(ar->winrct.xmin + rect.xmin, ar->winrct.ymin + rect.ymin, scissor[2], scissor[3]);

		if (width > 0 && height > 0) {
			drawibuf = scopes->track_preview;

			if (scopes->use_track_mask) {
				glColor4f(0.0f, 0.0f, 0.0f, 0.3f);
				uiSetRoundBox(UI_CNR_ALL);
				uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
			}

			glaDrawPixelsSafe(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y,
			                  drawibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, drawibuf->rect);

			/* draw cross for pizel position */
			glTranslatef(rect.xmin + track_pos[0], rect.ymin + track_pos[1], 0.f);
			glScissor(ar->winrct.xmin + rect.xmin,
			          ar->winrct.ymin + rect.ymin,
			          BLI_rctf_size_x(&rect),
			          BLI_rctf_size_y(&rect));

			for (a = 0; a < 2; a++) {
				if (a == 1) {
					glLineStipple(3, 0xaaaa);
					glEnable(GL_LINE_STIPPLE);
					UI_ThemeColor(TH_SEL_MARKER);
				}
				else {
					UI_ThemeColor(TH_MARKER_OUTLINE);
				}

				glBegin(GL_LINES);
				glVertex2f(-10.0f, 0.0f);
				glVertex2f(10.0f, 0.0f);
				glVertex2f(0.0f, -10.0f);
				glVertex2f(0.0f, 10.0f);
				glEnd();
			}
		}

		glDisable(GL_LINE_STIPPLE);
		glPopMatrix();

		ok = 1;
	}

	if (!ok) {
		glColor4f(0.f, 0.f, 0.f, 0.3f);
		uiSetRoundBox(UI_CNR_ALL);
		uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
	}

	/* outline, scale gripper */
	draw_scope_end(&rect, scissor);

	glDisable(GL_BLEND);
}
Пример #10
0
void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, rcti *rect)
{
	static GLuint displist = 0;
	int a, old[8];
	GLfloat diff[4], diffn[4] = {1.0f, 1.0f, 1.0f, 1.0f};
	float vec0[4] = {0.0f, 0.0f, 0.0f, 0.0f};
	float dir[4], size;
	
	/* store stuff */
	glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
		
	/* backdrop */
	glColor3ubv((unsigned char *)wcol->inner);
	uiSetRoundBox(UI_CNR_ALL);
	uiDrawBox(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
	
	/* sphere color */
	glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
	glCullFace(GL_BACK);
	glEnable(GL_CULL_FACE);
	
	/* disable blender light */
	for (a = 0; a < 8; a++) {
		old[a] = glIsEnabled(GL_LIGHT0 + a);
		glDisable(GL_LIGHT0 + a);
	}
	
	/* own light */
	glEnable(GL_LIGHT7);
	glEnable(GL_LIGHTING);
	
	ui_get_but_vectorf(but, dir);

	dir[3] = 0.0f;   /* glLightfv needs 4 args, 0.0 is sun */
	glLightfv(GL_LIGHT7, GL_POSITION, dir); 
	glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn); 
	glLightfv(GL_LIGHT7, GL_SPECULAR, vec0); 
	glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
	glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
	
	/* transform to button */
	glPushMatrix();
	glTranslatef(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect), 0.0f);
	
	if (BLI_rcti_size_x(rect) < BLI_rcti_size_y(rect))
		size = BLI_rcti_size_x(rect) / 200.f;
	else
		size = BLI_rcti_size_y(rect) / 200.f;
	
	glScalef(size, size, size);

	if (displist == 0) {
		GLUquadricObj *qobj;

		displist = glGenLists(1);
		glNewList(displist, GL_COMPILE);
		
		qobj = gluNewQuadric();
		gluQuadricDrawStyle(qobj, GLU_FILL);
		glShadeModel(GL_SMOOTH);
		gluSphere(qobj, 100.0, 32, 24);
		glShadeModel(GL_FLAT);
		gluDeleteQuadric(qobj);
		
		glEndList();
	}

	glCallList(displist);

	/* restore */
	glDisable(GL_LIGHTING);
	glDisable(GL_CULL_FACE);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, diff); 
	glDisable(GL_LIGHT7);
	
	/* AA circle */
	glEnable(GL_BLEND);
	glEnable(GL_LINE_SMOOTH);
	glColor3ubv((unsigned char *)wcol->inner);
	glutil_draw_lined_arc(0.0f, M_PI * 2.0, 100.0f, 32);
	glDisable(GL_BLEND);
	glDisable(GL_LINE_SMOOTH);

	/* matrix after circle */
	glPopMatrix();

	/* enable blender light */
	for (a = 0; a < 8; a++) {
		if (old[a])
			glEnable(GL_LIGHT0 + a);
	}
}
Пример #11
0
void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *recti)
{
	rctf rect;
	int ok= 0;
	GLint scissor[4];
	MovieClipScopes *scopes = (MovieClipScopes *)but->poin;

	rect.xmin = (float)recti->xmin+1;
	rect.xmax = (float)recti->xmax-1;
	rect.ymin = (float)recti->ymin+SCOPE_RESIZE_PAD+2;
	rect.ymax = (float)recti->ymax-1;

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

	/* need scissor test, preview image can draw outside of boundary */
	glGetIntegerv(GL_VIEWPORT, scissor);
	glScissor(ar->winrct.xmin + (rect.xmin-1), ar->winrct.ymin+(rect.ymin-1), (rect.xmax+1)-(rect.xmin-1), (rect.ymax+1)-(rect.ymin-1));

	if(scopes->track_disabled) {
		glColor4f(0.7f, 0.3f, 0.3f, 0.3f);
		uiSetRoundBox(15);
		uiDrawBox(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);

		ok= 1;
	}
	else if(scopes->track_preview) {
		int a, off_x, off_y;
		float zoomx, zoomy;
		ImBuf *drawibuf;

		glPushMatrix();

		/* draw content of pattern area */
		glScissor(ar->winrct.xmin+rect.xmin, ar->winrct.ymin+rect.ymin, scissor[2], scissor[3]);

		zoomx= (rect.xmax-rect.xmin) / (scopes->track_preview->x-2.0f);
		zoomy= (rect.ymax-rect.ymin) / (scopes->track_preview->y-2.0f);

		off_x= ((int)scopes->track_pos[0]-scopes->track_pos[0]-0.5f)*zoomx;
		off_y= ((int)scopes->track_pos[1]-scopes->track_pos[1]-0.5f)*zoomy;

		drawibuf= scale_trackpreview_ibuf(scopes->track_preview, zoomx, zoomy);
		glaDrawPixelsSafe(off_x+rect.xmin, off_y+rect.ymin, rect.xmax-rect.xmin+1.f-off_x, rect.ymax-rect.ymin+1.f-off_y, drawibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, drawibuf->rect);

		IMB_freeImBuf(drawibuf);

		/* draw cross for pizel position */
		glTranslatef(off_x+rect.xmin+scopes->track_pos[0]*zoomx, off_y+rect.ymin+scopes->track_pos[1]*zoomy, 0.f);
		glScissor(ar->winrct.xmin + rect.xmin, ar->winrct.ymin+rect.ymin, rect.xmax-rect.xmin, rect.ymax-rect.ymin);

		for(a= 0; a< 2; a++) {
			if(a==1) {
				glLineStipple(3, 0xaaaa);
				glEnable(GL_LINE_STIPPLE);
				UI_ThemeColor(TH_SEL_MARKER);
			}
			else {
				UI_ThemeColor(TH_MARKER_OUTLINE);
			}

			glBegin(GL_LINES);
				glVertex2f(-10.0f, 0.0f);
				glVertex2f(10.0f, 0.0f);
				glVertex2f(0.0f, -10.0f);
				glVertex2f(0.0f, 10.0f);
			glEnd();
		}

		glDisable(GL_LINE_STIPPLE);
		glPopMatrix();

		ok= 1;
	}

	if(!ok) {
		glColor4f(0.f, 0.f, 0.f, 0.3f);
		uiSetRoundBox(15);
		uiDrawBox(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
	}

	/* outline, scale gripper */
	draw_scope_end(&rect, scissor);

	glDisable(GL_BLEND);
}
Пример #12
0
void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs)
{
	struct Main *bmain = CTX_data_main(C);
	struct ImBuf *ibuf = NULL;
	struct ImBuf *scope = NULL;
	struct View2D *v2d = &ar->v2d;
	int rectx, recty;
	float viewrectx, viewrecty;
	float render_size = 0.0;
	float proxy_size = 100.0;
	float col[3];
	GLuint texid;
	GLuint last_texid;
	SeqRenderData context;

	render_size = sseq->render_size;
	if (render_size == 0) {
		render_size = scene->r.size;
	}
	else {
		proxy_size = render_size;
	}
	if (render_size < 0) {
		return;
	}

	viewrectx = (render_size * (float)scene->r.xsch) / 100.0f;
	viewrecty = (render_size * (float)scene->r.ysch) / 100.0f;

	rectx = viewrectx + 0.5f;
	recty = viewrecty + 0.5f;

	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
		viewrectx *= scene->r.xasp / scene->r.yasp;
		viewrectx /= proxy_size / 100.0f;
		viewrecty /= proxy_size / 100.0f;
	}

	if (frame_ofs == 0) {
		UI_GetThemeColor3fv(TH_SEQ_PREVIEW, col);
		glClearColor(col[0], col[1], col[2], 0.0);
		glClear(GL_COLOR_BUFFER_BIT);
	}

	/* without this colors can flicker from previous opengl state */
	glColor4ub(255, 255, 255, 255);

	UI_view2d_totRect_set(v2d, viewrectx + 0.5f, viewrecty + 0.5f);
	UI_view2d_curRect_validate(v2d);

	/* only initialize the preview if a render is in progress */
	if (G.rendering)
		return;

	context = seq_new_render_data(bmain, scene, rectx, recty, proxy_size);

	if (special_seq_update)
		ibuf = give_ibuf_seq_direct(context, cfra + frame_ofs, special_seq_update);
	else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) {
		ibuf = give_ibuf_seq(context, cfra + frame_ofs, sseq->chanshown);
	else
		ibuf = give_ibuf_seq_threaded(context, cfra + frame_ofs, sseq->chanshown);
	
	if (ibuf == NULL)
		return;

	if (ibuf->rect == NULL && ibuf->rect_float == NULL)
		return;
	
	switch (sseq->mainb) {
		case SEQ_DRAW_IMG_IMBUF:
			if (sseq->zebra != 0) {
				scope = make_zebra_view_from_ibuf(ibuf, sseq->zebra);
			}
			break;
		case SEQ_DRAW_IMG_WAVEFORM:
			if ((sseq->flag & SEQ_DRAW_COLOR_SEPARATED) != 0) {
				scope = make_sep_waveform_view_from_ibuf(ibuf);
			}
			else {
				scope = make_waveform_view_from_ibuf(ibuf);
			}
			break;
		case SEQ_DRAW_IMG_VECTORSCOPE:
			scope = make_vectorscope_view_from_ibuf(ibuf);
			break;
		case SEQ_DRAW_IMG_HISTOGRAM:
			scope = make_histogram_view_from_ibuf(ibuf);
			break;
	}

	if (scope) {
		IMB_freeImBuf(ibuf);
		ibuf = scope;
	}

	if (ibuf->rect_float && ibuf->rect == NULL) {
		IMB_rect_from_float(ibuf);	
	}
	
	/* setting up the view - actual drawing starts here */
	UI_view2d_view_ortho(v2d);

	last_texid = glaGetOneInteger(GL_TEXTURE_2D);
	glEnable(GL_TEXTURE_2D);
	glGenTextures(1, (GLuint *)&texid);

	glBindTexture(GL_TEXTURE_2D, texid);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
	glBegin(GL_QUADS);

	if (frame_ofs) {
		rctf tot_clip;
		tot_clip.xmin = v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmin);
		tot_clip.ymin = v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymin);
		tot_clip.xmax = v2d->tot.xmin + (ABS(v2d->tot.xmax - v2d->tot.xmin) * scene->ed->over_border.xmax);
		tot_clip.ymax = v2d->tot.ymin + (ABS(v2d->tot.ymax - v2d->tot.ymin) * scene->ed->over_border.ymax);

		glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmin, tot_clip.ymin);
		glTexCoord2f(scene->ed->over_border.xmin, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmin, tot_clip.ymax);
		glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymax); glVertex2f(tot_clip.xmax, tot_clip.ymax);
		glTexCoord2f(scene->ed->over_border.xmax, scene->ed->over_border.ymin); glVertex2f(tot_clip.xmax, tot_clip.ymin);
	}
	else {
		glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);
		glTexCoord2f(0.0f, 1.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymax);
		glTexCoord2f(1.0f, 1.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymax);
		glTexCoord2f(1.0f, 0.0f); glVertex2f(v2d->tot.xmax, v2d->tot.ymin);
	}
	glEnd();
	glBindTexture(GL_TEXTURE_2D, last_texid);
	glDisable(GL_TEXTURE_2D);
	glDeleteTextures(1, &texid);

	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {

		float x1 = v2d->tot.xmin;
		float y1 = v2d->tot.ymin;
		float x2 = v2d->tot.xmax;
		float y2 = v2d->tot.ymax;

		/* border */
		setlinestyle(3);

		UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);

		glBegin(GL_LINE_LOOP);
		glVertex2f(x1 - 0.5f, y1 - 0.5f);
		glVertex2f(x1 - 0.5f, y2 + 0.5f);
		glVertex2f(x2 + 0.5f, y2 + 0.5f);
		glVertex2f(x2 + 0.5f, y1 - 0.5f);
		glEnd();

		/* safety border */
		if ((sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) {
			float fac = 0.1;

			float a = fac * (x2 - x1);
			x1 += a;
			x2 -= a;

			a = fac * (y2 - y1);
			y1 += a;
			y2 -= a;

			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

			uiSetRoundBox(UI_CNR_ALL);
			uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);

			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

		}

		setlinestyle(0);
	}
	
	/* draw grease-pencil (image aligned) */
	draw_gpencil_2dimage(C);

	IMB_freeImBuf(ibuf);
	
	/* ortho at pixel level */
	UI_view2d_view_restore(C);
	
	/* draw grease-pencil (screen aligned) */
	draw_gpencil_view2d(C, 0);

	//if (sc->mode == SC_MODE_MASKEDIT) {
	if (sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
		Mask *mask = BKE_sequencer_mask_get(scene);

		if (mask) {
			int width, height;
			// ED_mask_get_size(C, &width, &height);

			//Scene *scene = CTX_data_scene(C);
			width = (scene->r.size * scene->r.xsch) / 100;
			height = (scene->r.size * scene->r.ysch) / 100;

			ED_mask_draw_region(mask, ar,
			                    0, 0,  /* TODO */
			                    width, height,
			                    FALSE, TRUE,
			                    NULL, C);
		}
	}

}
Пример #13
0
// TODO: depreceate this code...
static void draw_nla_channel_list_gl(bAnimContext *ac, ListBase *anim_data, View2D *v2d, float y)
{
	SpaceNla *snla = (SpaceNla *)ac->sl;
	bAnimListElem *ale;
	float x = 0.0f;
	
	/* loop through channels, and set up drawing depending on their type  */	
	for (ale = anim_data->first; ale; ale = ale->next) {
		const float yminc = (float)(y - NLACHANNEL_HEIGHT_HALF(snla));
		const float ymaxc = (float)(y + NLACHANNEL_HEIGHT_HALF(snla));
		const float ydatac = (float)(y - 7);
		
		/* check if visible */
		if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
		    IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
		{
			AnimData *adt = ale->adt;
			
			short indent = 0, offset = 0, sel = 0, group = 0, nonSolo = 0;
			int expand = -1, protect = -1, special = -1, mute = -1;
			char name[128];
			short do_draw = FALSE;
			
			/* determine what needs to be drawn */
			switch (ale->type) {
				case ANIMTYPE_NLATRACK: /* NLA Track */
				{
					NlaTrack *nlt = (NlaTrack *)ale->data;
					
					/* 'solo' as the 'special' button? */
					if (nlt->flag & NLATRACK_SOLO)
						special = ICON_SOLO_ON;
					else
						special = ICON_SOLO_OFF;
						
					/* if this track is active and we're tweaking it, don't draw these toggles */
					// TODO: need a special macro for this...
					if (((nlt->flag & NLATRACK_ACTIVE) && (nlt->flag & NLATRACK_DISABLED)) == 0) {
						if (nlt->flag & NLATRACK_MUTED)
							mute = ICON_MUTE_IPO_ON;
						else
							mute = ICON_MUTE_IPO_OFF;
							
						if (EDITABLE_NLT(nlt))
							protect = ICON_UNLOCKED;
						else
							protect = ICON_LOCKED;
					}
					
					/* is track enabled for solo drawing? */
					if ((adt) && (adt->flag & ADT_NLA_SOLO_TRACK)) {
						if ((nlt->flag & NLATRACK_SOLO) == 0) {
							/* tag for special non-solo handling; also hide the mute toggles */
							nonSolo = 1;
							mute = 0;
						}
					}
						
					sel = SEL_NLT(nlt);
					BLI_strncpy(name, nlt->name, sizeof(name));
					
					/* draw manually still */
					do_draw = TRUE;
				}
				break;
				case ANIMTYPE_NLAACTION: /* NLA Action-Line */
				{
					bAction *act = (bAction *)ale->data;
					
					group = 5;
					
					special = ICON_ACTION;
					
					if (act)
						BLI_snprintf(name, sizeof(name), "%s", act->id.name + 2);
					else
						BLI_strncpy(name, "<No Action>", sizeof(name));
						
					/* draw manually still */
					do_draw = TRUE;
				}
				break;
					
				default: /* handled by standard channel-drawing API */
					// draw backdrops only...
					ANIM_channel_draw(ac, ale, yminc, ymaxc);
					break;
			}	
			
			/* if special types, draw manually for now... */
			if (do_draw) {
				if (ale->id) {
					/* special exception for textures */
					if (GS(ale->id->name) == ID_TE) {
						offset = 14;
						indent = 1;
					}
					/* special exception for nodetrees */
					else if (GS(ale->id->name) == ID_NT) {
						bNodeTree *ntree = (bNodeTree *)ale->id;
						
						switch (ntree->type) {
							case NTREE_SHADER:
							{
								/* same as for textures */
								offset = 14;
								indent = 1;
							}
							break;
								
							case NTREE_TEXTURE:
							{
								/* even more */
								offset = 21;
								indent = 1;
							}	
							break;
								
							default:
								/* normal will do */
								offset = 14;
								break;
						}
					}
					else {
						offset = 14;
					}
				}
				else {
					offset = 0;
				}
				
				/* now, start drawing based on this information */
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glEnable(GL_BLEND);
				
				/* draw backing strip behind channel name */
				// FIXME: hardcoded colors!!!
				if (group == 5) {
					float color[4];
					
					/* Action Line
					 *   The alpha values action_get_color returns are only useful for drawing 
					 *   strips backgrounds but here we're doing channel list backgrounds instead
					 *   so we ignore that and use our own when needed
					 */
					nla_action_get_color(adt, (bAction *)ale->data, color);
					
					if (adt && (adt->flag & ADT_NLA_EDIT_ON)) {
						/* Yes, the color vector has 4 components, BUT we only want to be using 3 of them! */
						glColor3fv(color);
					}
					else {
						float alpha = (adt && (adt->flag & ADT_NLA_SOLO_TRACK)) ? 0.3 : 1.0f;
						glColor4f(color[0], color[1], color[2], alpha);
					}
					
					offset += 7 * indent;
					
					/* only on top two corners, to show that this channel sits on top of the preceding ones */
					uiSetRoundBox(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT);
					
					/* draw slightly shifted up vertically to look like it has more separation from other channels,
					 * but we then need to slightly shorten it so that it doesn't look like it overlaps
					 */
					uiDrawBox(GL_POLYGON, x + offset,  yminc + NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc + NLACHANNEL_SKIP - 1, 8);
					
					/* clear group value, otherwise we cause errors... */
					group = 0;
				}
				else {
					/* NLA tracks - darker color if not solo track when we're showing solo */
					UI_ThemeColorShade(TH_HEADER, ((nonSolo == 0) ? 20 : -20));
					
					indent += group;
					offset += 7 * indent;
					glBegin(GL_QUADS);
					glVertex2f(x + offset, yminc);
					glVertex2f(x + offset, ymaxc);
					glVertex2f((float)v2d->cur.xmax, ymaxc);
					glVertex2f((float)v2d->cur.xmax, yminc);
					glEnd();
				}
				
				/* draw expand/collapse triangle */
				if (expand > 0) {
					UI_icon_draw(x + offset, ydatac, expand);
					offset += 17;
				}
				
				/* draw special icon indicating certain data-types */
				if (special > -1) {
					/* for normal channels */
					UI_icon_draw(x + offset, ydatac, special);
					offset += 17;
				}
				glDisable(GL_BLEND);
				
				/* draw name */
				if (sel)
					UI_ThemeColor(TH_TEXT_HI);
				else
					UI_ThemeColor(TH_TEXT);
				offset += 3;
				UI_DrawString(x + offset, y - 4, name);
				
				/* reset offset - for RHS of panel */
				offset = 0;
				
				/* set blending again, as text drawing may clear it */
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glEnable(GL_BLEND);
				
				/* draw protect 'lock' */
				if (protect > -1) {
					offset = 16;
					UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, protect);
				}
				
				/* draw mute 'eye' */
				if (mute > -1) {
					offset += 16;
					UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, mute);
				}
				
				/* draw NLA-action line 'status-icons' - only when there's an action */
				if ((ale->type == ANIMTYPE_NLAACTION) && (ale->data)) {
					AnimData *adt = ale->adt;
					
					offset += 16;
					
					/* now draw some indicator icons  */
					if ((adt) && (adt->flag & ADT_NLA_EDIT_ON)) {
						/* toggle for tweaking with mapping/no-mapping (i.e. 'in place editing' toggle) */
						// for now, use pin icon to symbolise this
						if (adt->flag & ADT_NLA_EDIT_NOMAP)
							UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_PINNED);
						else
							UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_UNPINNED);
						
						fdrawline((float)(v2d->cur.xmax - offset), yminc,
						          (float)(v2d->cur.xmax - offset), ymaxc);
						offset += 16;
						
						/* 'tweaking action' indicator - not a button */
						UI_icon_draw((float)(v2d->cur.xmax - offset), ydatac, ICON_EDIT);
					}
					else {
						/* XXX firstly draw a little rect to help identify that it's different from the toggles */
						glBegin(GL_LINE_LOOP);
						glVertex2f((float)v2d->cur.xmax - offset - 1, y - 7);
						glVertex2f((float)v2d->cur.xmax - offset - 1, y + 9);
						glVertex2f((float)v2d->cur.xmax - 1, y + 9);
						glVertex2f((float)v2d->cur.xmax - 1, y - 7);
						glEnd(); // GL_LINES
						
						/* 'push down' icon for normal active-actions */
						UI_icon_draw((float)v2d->cur.xmax - offset, ydatac, ICON_FREEZE);
					}
				}
				
				glDisable(GL_BLEND);
			}
		}
		
		/* adjust y-position for next one */
		y -= NLACHANNEL_STEP(snla);
	}
}