diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-03-06 22:55:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-03-06 22:57:16 +0300 |
commit | 583373f04976e919db11c4a119d74ea8bca14a0b (patch) | |
tree | 1767d2bc70d090cf30165ac3f49c8abc8e82faba /source/blender/editors/screen/glutil.c | |
parent | 517db46b34410fafaa8f45c1a2586e00cdcc2204 (diff) |
OpenGL: Object bound drawing.
Diffstat (limited to 'source/blender/editors/screen/glutil.c')
-rw-r--r-- | source/blender/editors/screen/glutil.c | 39 |
1 files changed, 38 insertions, 1 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c index dd06f3952af..ed8ac261c4a 100644 --- a/source/blender/editors/screen/glutil.c +++ b/source/blender/editors/screen/glutil.c @@ -164,7 +164,7 @@ void imm_cpack(unsigned int x) (((x) >> 16) & 0xFF)); } -void imm_cylinder(unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks) +void imm_cylinder_nor(unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks) { immBegin(GL_TRIANGLES, 6 * slices * stacks); for (int i = 0; i < slices; ++i) { @@ -215,6 +215,43 @@ void imm_cylinder(unsigned int pos, unsigned int nor, float base, float top, flo immEnd(); } +void imm_cylinder_wire(unsigned int pos, float base, float top, float height, int slices, int stacks) +{ + immBegin(GL_LINES, 6 * slices * stacks); + for (int i = 0; i < slices; ++i) { + const float angle1 = 2 * M_PI * ((float)i / (float)slices); + const float angle2 = 2 * M_PI * ((float)(i+1) / (float)slices); + const float cos1 = cosf(angle1); + const float sin1 = sinf(angle1); + const float cos2 = cosf(angle2); + const float sin2 = sinf(angle2); + + for (int j = 0; j < stacks; ++j) { + float fac1 = (float)j / (float)stacks; + float fac2 = (float)(j+1) / (float)stacks; + float r1 = base * (1.f - fac1) + top * fac1; + float r2 = base * (1.f - fac2) + top * fac2; + float h1 = height * ((float)j / (float)stacks); + float h2 = height * ((float)(j+1) / (float)stacks); + + float v1[3] = {r1 * cos2, r1 * sin2, h1}; + float v2[3] = {r2 * cos2, r2 * sin2, h2}; + float v3[3] = {r2 * cos1, r2 * sin1, h2}; + float v4[3] = {r1 * cos1, r1 * sin1, h1}; + + immVertex3fv(pos, v1); + immVertex3fv(pos, v2); + + immVertex3fv(pos, v2); + immVertex3fv(pos, v3); + + immVertex3fv(pos, v1); + immVertex3fv(pos, v4); + } + } + immEnd(); +} + float glaGetOneFloat(int param) { GLfloat v; |