UI: Display alpha checkers in image info's color swatch.

This commit is contained in:
Campbell Barton 2013-12-24 17:20:37 +11:00
parent 8a3d3de3ae
commit 8901701808
7 changed files with 62 additions and 49 deletions

@ -59,6 +59,7 @@ extern const unsigned char stipple_halftone[128];
extern const unsigned char stipple_quarttone[128];
extern const unsigned char stipple_diag_stripes_pos[128];
extern const unsigned char stipple_diag_stripes_neg[128];
extern const unsigned char stipple_checker_8px[128];
/**
* Draw a lined (non-looping) arc with the given

@ -726,8 +726,8 @@ void UI_exit(void);
#define UI_LAYOUT_MENU 2
#define UI_LAYOUT_TOOLBAR 3
#define UI_UNIT_X U.widget_unit
#define UI_UNIT_Y U.widget_unit
#define UI_UNIT_X ((void)0, U.widget_unit)
#define UI_UNIT_Y ((void)0, U.widget_unit)
#define UI_LAYOUT_ALIGN_EXPAND 0
#define UI_LAYOUT_ALIGN_LEFT 1
@ -748,6 +748,10 @@ void UI_exit(void);
#define UI_LAYOUT_OP_SHOW_TITLE 1
#define UI_LAYOUT_OP_SHOW_EMPTY 2
/* used for transp checkers */
#define UI_ALPHA_CHECKER_DARK 100
#define UI_ALPHA_CHECKER_LIGHT 160
/* flags to set which corners will become rounded:
*
* 1------2

@ -935,11 +935,11 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
/* first background, to show tranparency */
glColor4ub(UI_TRANSP_DARK, UI_TRANSP_DARK, UI_TRANSP_DARK, 255);
glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255);
glRectf(x1, y1, x1 + sizex, y1 + sizey);
glEnable(GL_POLYGON_STIPPLE);
glColor4ub(UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, 255);
glPolygonStipple(checker_stipple_sml);
glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255);
glPolygonStipple(stipple_checker_8px);
glRectf(x1, y1, x1 + sizex, y1 + sizey);
glDisable(GL_POLYGON_STIPPLE);

@ -544,11 +544,6 @@ void ui_widget_color_init(struct ThemeUI *tui);
void ui_draw_menu_item(struct uiFontStyle *fstyle, rcti *rect, const char *name, int iconid, int state, bool use_sep);
void ui_draw_preview_item(struct uiFontStyle *fstyle, rcti *rect, const char *name, int iconid, int state);
extern const unsigned char checker_stipple_sml[32 * 32 / 8];
/* used for transp checkers */
#define UI_TRANSP_DARK 100
#define UI_TRANSP_LIGHT 160
#define UI_TEXT_MARGIN_X 0.4f
/* interface_style.c */

@ -181,18 +181,6 @@ static const unsigned int check_tria_face[4][3] = {
{3, 2, 4}, {3, 4, 5}, {1, 0, 3}, {0, 2, 3}
};
GLubyte const checker_stipple_sml[32 * 32 / 8] =
{
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
};
/* ************************************************* */
void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3)
@ -681,15 +669,15 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
float x_mid = 0.0f; /* used for dumb clamping of values */
/* dark checkers */
glColor4ub(UI_TRANSP_DARK, UI_TRANSP_DARK, UI_TRANSP_DARK, 255);
glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, wtb->inner_v);
glDrawArrays(GL_POLYGON, 0, wtb->totvert);
/* light checkers */
glEnable(GL_POLYGON_STIPPLE);
glColor4ub(UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, 255);
glPolygonStipple(checker_stipple_sml);
glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255);
glPolygonStipple(stipple_checker_8px);
glVertexPointer(2, GL_FLOAT, 0, wtb->inner_v);
glDrawArrays(GL_POLYGON, 0, wtb->totvert);

@ -137,6 +137,16 @@ const GLubyte stipple_diag_stripes_neg[128] = {
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80};
const GLubyte stipple_checker_8px[128] = {
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
void fdrawbezier(float vec[4][3])
{
@ -204,22 +214,12 @@ void fdrawcheckerboard(float x1, float y1, float x2, float y2)
{
unsigned char col1[4] = {40, 40, 40}, col2[4] = {50, 50, 50};
GLubyte checker_stipple[32 * 32 / 8] = {
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
glColor3ubv(col1);
glRectf(x1, y1, x2, y2);
glColor3ubv(col2);
glEnable(GL_POLYGON_STIPPLE);
glPolygonStipple(checker_stipple);
glPolygonStipple(stipple_checker_8px);
glRectf(x1, y1, x2, y2);
glDisable(GL_POLYGON_STIPPLE);
}

@ -165,6 +165,7 @@ static void draw_render_info(Scene *scene, Image *ima, ARegion *ar, float zoomx,
void ED_image_draw_info(Scene *scene, ARegion *ar, int color_manage, int use_default_view, int channels, int x, int y,
const unsigned char cp[4], const float fp[4], const float linearcol[4], int *zp, float *zpf)
{
rcti color_rect;
char str[256];
int dx = 6;
const int dy = 0.3f * UI_UNIT_Y;
@ -317,23 +318,47 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, int color_manage, int use_def
}
glDisable(GL_BLEND);
glColor3fv(finalcol);
dx += 0.25f * UI_UNIT_X;
glBegin(GL_QUADS);
glVertex2f(dx, 0.15f * UI_UNIT_Y);
glVertex2f(dx, 0.85f * UI_UNIT_Y);
glVertex2f(dx + 1.5f * UI_UNIT_X, 0.85 * UI_UNIT_Y);
glVertex2f(dx + 1.5f * UI_UNIT_X, 0.15f * UI_UNIT_Y);
glEnd();
BLI_rcti_init(&color_rect, dx, dx + (1.5f * UI_UNIT_X), 0.15f * UI_UNIT_Y, 0.85f * UI_UNIT_Y);
if (channels == 4) {
rcti color_rect_half;
int color_quater_x, color_quater_y;
color_rect_half = color_rect;
color_rect_half.xmax = BLI_rcti_cent_x(&color_rect);
glRecti(color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
color_rect_half = color_rect;
color_rect_half.xmin = BLI_rcti_cent_x(&color_rect);
color_quater_x = BLI_rcti_cent_x(&color_rect_half);
color_quater_y = BLI_rcti_cent_y(&color_rect_half);
glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255);
glRecti(color_rect_half.xmin, color_rect_half.ymin, color_rect_half.xmax, color_rect_half.ymax);
glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255);
glRecti(color_quater_x, color_quater_y, color_rect_half.xmax, color_rect_half.ymax);
glRecti(color_rect_half.xmin, color_rect_half.ymin, color_quater_x, color_quater_y);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(UNPACK3(finalcol), fp ? fp[3] : (cp[3] / 255.0f));
glRecti(color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
glDisable(GL_BLEND);
}
else {
glColor3fv(finalcol);
glRecti(color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
}
/* draw outline */
glColor3ub(128, 128, 128);
glBegin(GL_LINE_LOOP);
glVertex2f(dx, 0.15f * UI_UNIT_Y);
glVertex2f(dx, 0.85f * UI_UNIT_Y);
glVertex2f(dx + 1.5f * UI_UNIT_X, 0.85f * UI_UNIT_Y);
glVertex2f(dx + 1.5f * UI_UNIT_X, 0.15f * UI_UNIT_Y);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glRecti(color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
dx += 1.75f * UI_UNIT_X;