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authorBastien Montagne <montagne29@wanadoo.fr>2017-04-26 21:56:10 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2017-04-26 21:57:18 +0300
commitcf959dc03afe8ee847cfc3f6a50fe39ab10aa0e6 (patch)
treee175d07f2d76127a8dd366d8a68b00e3d11bd759 /source/blender/editors/space_view3d/drawarmature.c
parentbb43dff935889f3efa112dbe21528b709b3f434d (diff)
Getting rid of setlinestyle: armature drawing code.
Firts usage of 3D version of new dashed line shader... Though not sure whether that code will be kept for long?
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c72
1 files changed, 57 insertions, 15 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 8b2de77a528..7b553b15aa8 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -1634,11 +1634,22 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 3, KEEP_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
- immUniformColor4fv(fcolor);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR);
+
+ float viewport_size[4];
+ glGetFloatv(GL_VIEWPORT, viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+
+ immUniform4fv("color1", fcolor);
+ immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f);
+ immUniform1f("dash_width", 6.0f);
+ immUniform1f("dash_width_on", 3.0f);
- setlinestyle(3);
for (con = pchan->constraints.first; con; con = con->next) {
if (con->enforce == 0.0f)
continue;
@@ -1672,6 +1683,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
if (parchan) {
immBegin(PRIM_LINES, 2);
+ immAttrib3fv(line_origin, ik_tip);
immVertex3fv(pos, ik_tip);
immVertex3fv(pos, parchan->pose_head);
immEnd();
@@ -1698,6 +1710,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
/* Only draw line in case our chain is more than one bone long! */
if (parchan != pchan) { /* XXX revise the breaking conditions to only stop at the tail? */
immBegin(PRIM_LINES, 2);
+ immAttrib3fv(line_origin, ik_tip);
immVertex3fv(pos, ik_tip);
immVertex3fv(pos, parchan->pose_head);
immEnd();
@@ -1706,8 +1719,10 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
}
}
}
- setlinestyle(0);
+
immUnbindProgram();
+
+ glDisable(GL_BLEND);
}
static void imm_sphere_project(unsigned int pos, float ax, float az)
@@ -2203,23 +2218,37 @@ static void draw_pose_bones(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *
if ((do_dashed & DASH_HELP_LINES) && ((bone->flag & BONE_CONNECTED) == 0)) {
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 3, KEEP_FLOAT);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
- immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR);
+
+ float viewport_size[4];
+ glGetFloatv(GL_VIEWPORT, viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+
+ immUniform4fv("color1", fcolor);
+ immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f);
+ immUniform1f("dash_width", 6.0f);
+ immUniform1f("dash_width_on", 3.0f);
if (arm->flag & ARM_POSEMODE) {
GPU_select_load_id(index & 0xFFFF); /* object tag, for bordersel optim */
UI_GetThemeColor4fv(TH_WIRE, fcolor);
- immUniformColor4fv(fcolor);
+ immUniform4fv("color1", fcolor);
}
- setlinestyle(3);
immBegin(PRIM_LINES, 2);
- immVertex3fv(pos, pchan->pose_head);
+ immAttrib3fv(line_origin, pchan->parent->pose_tail);
immVertex3fv(pos, pchan->parent->pose_tail);
+ immVertex3fv(pos, pchan->pose_head);
immEnd();
- setlinestyle(0);
immUnbindProgram();
+
+ glDisable(GL_BLEND);
}
/* Draw a line to IK root bone
@@ -2503,21 +2532,34 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
if (eBone->parent) {
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 3, KEEP_FLOAT);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
GPU_select_load_id(-1); /* -1 here is OK! */
- immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR);
+
+ float viewport_size[4];
+ glGetFloatv(GL_VIEWPORT, viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+
UI_GetThemeColor4fv(TH_WIRE_EDIT, fcolor);
- immUniformColor4fv(fcolor);
-
- setlinestyle(3);
+ immUniform4fv("color1", fcolor);
+ immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f);
+ immUniform1f("dash_width", 6.0f);
+ immUniform1f("dash_width_on", 3.0f);
+
immBegin(PRIM_LINES, 2);
- immVertex3fv(pos, eBone->head);
+ immAttrib3fv(line_origin, eBone->parent->tail);
immVertex3fv(pos, eBone->parent->tail);
+ immVertex3fv(pos, eBone->head);
immEnd();
- setlinestyle(0);
immUnbindProgram();
+
+ glDisable(GL_BLEND);
}
}
}