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authorClément Foucault <foucault.clem@gmail.com>2017-02-13 14:41:05 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-02-14 02:35:25 +0300
commit22df54acb62084cf8a8409203e8656f176c28a29 (patch)
treedfb71c813c6daa95f5c7a5093c58b3e6ca250b97 /source/blender/editors/space_view3d/drawarmature.c
parent0790976b6c37b4d6d688b196093358a0369a2ee0 (diff)
OpenGL immediate mode: drawarmature.c (cont)
All (except for stick and wire) are now rendered using batch or immediate API. Using simple front facing lighting for now, waiting for gpu_basic_shader.c to be recoded.
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c508
1 files changed, 325 insertions, 183 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index a7bff0a8301..1de862b72e3 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -64,6 +64,7 @@
#include "GPU_basic_shader.h"
#include "GPU_batch.h"
+#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "UI_resources.h"
@@ -77,6 +78,7 @@
/* global here is reset before drawing each bone */
static ThemeWireColor *bcolor = NULL;
static float fcolor[4] = {0.0f};
+static bool flat_color;
/* values of colCode for set_pchan_glcolor */
enum {
@@ -355,6 +357,17 @@ static void set_ebone_glColor(const unsigned int boneflag)
/* *************** Armature drawing, helper calls for parts ******************* */
+static void add_solid_flat_triangle(VertexBuffer *vbo, unsigned int *vertex, unsigned int pos, unsigned int nor,
+ const float p1[3], const float p2[3], const float p3[3], const float n[3])
+{
+ setAttrib(vbo, nor, *vertex, n);
+ setAttrib(vbo, pos, (*vertex)++, p1);
+ setAttrib(vbo, nor, *vertex, n);
+ setAttrib(vbo, pos, (*vertex)++, p2);
+ setAttrib(vbo, nor, *vertex, n);
+ setAttrib(vbo, pos, (*vertex)++, p3);
+}
+
/* half the cube, in Y */
static const float cube_vert[8][3] = {
{-1.0, 0.0, -1.0},
@@ -375,44 +388,63 @@ static const float cube_wire[24] = {
static void drawsolidcube_size(float xsize, float ysize, float zsize)
{
- static GLuint displist = 0;
- float n[3] = {0.0f};
-
- glScalef(xsize, ysize, zsize);
+ static VertexFormat format = {0};
+ static VertexBuffer vbo = {0};
+ static Batch batch = {0};
+ const float light_vec[3] = {0.0f, 0.0f, 1.0f};
+
+ if (format.attrib_ct == 0) {
+ unsigned int i = 0;
+ float n[3] = {0.0f};
+ /* Vertex format */
+ unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int nor = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
- if (displist == 0) {
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
+ /* Vertices */
+ VertexBuffer_init_with_format(&vbo, &format);
+ VertexBuffer_allocate_data(&vbo, 36);
- glBegin(GL_QUADS);
n[0] = -1.0;
- glNormal3fv(n);
- glVertex3fv(cube_vert[0]); glVertex3fv(cube_vert[1]); glVertex3fv(cube_vert[2]); glVertex3fv(cube_vert[3]);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[0], cube_vert[1], cube_vert[2], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[2], cube_vert[3], cube_vert[0], n);
n[0] = 0;
n[1] = -1.0;
- glNormal3fv(n);
- glVertex3fv(cube_vert[0]); glVertex3fv(cube_vert[4]); glVertex3fv(cube_vert[5]); glVertex3fv(cube_vert[1]);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[0], cube_vert[4], cube_vert[5], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[5], cube_vert[1], cube_vert[0], n);
n[1] = 0;
n[0] = 1.0;
- glNormal3fv(n);
- glVertex3fv(cube_vert[4]); glVertex3fv(cube_vert[7]); glVertex3fv(cube_vert[6]); glVertex3fv(cube_vert[5]);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[4], cube_vert[7], cube_vert[6], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[6], cube_vert[5], cube_vert[4], n);
n[0] = 0;
n[1] = 1.0;
- glNormal3fv(n);
- glVertex3fv(cube_vert[7]); glVertex3fv(cube_vert[3]); glVertex3fv(cube_vert[2]); glVertex3fv(cube_vert[6]);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[7], cube_vert[3], cube_vert[2], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[2], cube_vert[6], cube_vert[7], n);
n[1] = 0;
n[2] = 1.0;
- glNormal3fv(n);
- glVertex3fv(cube_vert[1]); glVertex3fv(cube_vert[5]); glVertex3fv(cube_vert[6]); glVertex3fv(cube_vert[2]);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[1], cube_vert[5], cube_vert[6], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[6], cube_vert[2], cube_vert[1], n);
n[2] = -1.0;
- glNormal3fv(n);
- glVertex3fv(cube_vert[7]); glVertex3fv(cube_vert[4]); glVertex3fv(cube_vert[0]); glVertex3fv(cube_vert[3]);
- glEnd();
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[7], cube_vert[4], cube_vert[0], n);
+ add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[0], cube_vert[3], cube_vert[7], n);
- glEndList();
+ Batch_init(&batch, GL_TRIANGLES, &vbo, NULL);
+ }
+
+ gpuMatrixBegin3D_legacy();
+ gpuScale3f(xsize, ysize, zsize);
+
+ if (flat_color) {
+ Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+ else {
+ /* TODO replace with good default lighting shader ? */
+ Batch_set_builtin_program(&batch, GPU_SHADER_SIMPLE_LIGHTING);
+ Batch_Uniform3fv(&batch, "light", light_vec);
}
+ Batch_Uniform4fv(&batch, "color", fcolor);
+ Batch_draw(&batch);
- glCallList(displist);
+ gpuMatrixEnd();
}
static void drawcube_size(float xsize, float ysize, float zsize)
@@ -458,55 +490,79 @@ static void drawcube_size(float xsize, float ysize, float zsize)
static void draw_bonevert(void)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- GLUquadricObj *qobj;
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- glPushMatrix();
-
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
- gluDisk(qobj, 0.0, 0.05, 16, 1);
-
- glRotatef(90, 0, 1, 0);
- gluDisk(qobj, 0.0, 0.05, 16, 1);
-
- glRotatef(90, 1, 0, 0);
- gluDisk(qobj, 0.0, 0.05, 16, 1);
-
- gluDeleteQuadric(qobj);
-
- glPopMatrix();
- glEndList();
+ static VertexFormat format = {0};
+ static VertexBuffer vbo = {0};
+ static Batch batch = {0};
+
+ if (format.attrib_ct == 0) {
+ /* Vertex format */
+ unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ /* Vertices */
+ VertexBuffer_init_with_format(&vbo, &format);
+ VertexBuffer_allocate_data(&vbo, 96);
+ for (int i = 0; i < 16; ++i) {
+ float vert[3] = {0.f, 0.f, 0.f};
+ const float r = 0.05f;
+
+ vert[0] = r * cosf(2 * M_PI * i / 16.f);
+ vert[1] = r * sinf(2 * M_PI * i / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 0, vert);
+ vert[0] = r * cosf(2 * M_PI * (i + 1) / 16.f);
+ vert[1] = r * sinf(2 * M_PI * (i + 1) / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 1, vert);
+
+ vert[0] = 0.f;
+ vert[1] = r * cosf(2 * M_PI * i / 16.f);
+ vert[2] = r * sinf(2 * M_PI * i / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 2, vert);
+ vert[1] = r * cosf(2 * M_PI * (i + 1) / 16.f);
+ vert[2] = r * sinf(2 * M_PI * (i + 1) / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 3, vert);
+
+ vert[1] = 0.f;
+ vert[0] = r * cosf(2 * M_PI * i / 16.f);
+ vert[2] = r * sinf(2 * M_PI * i / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 4, vert);
+ vert[0] = r * cosf(2 * M_PI * (i + 1) / 16.f);
+ vert[2] = r * sinf(2 * M_PI * (i + 1) / 16.f);
+ setAttrib(&vbo, pos, i * 6 + 5, vert);
+ }
+
+ Batch_init(&batch, GL_LINES, &vbo, NULL);
+ Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
- glCallList(displist);
+ gpuMatrixBegin3D_legacy();
+
+ Batch_use_program(&batch);
+ Batch_Uniform4fv(&batch, "color", fcolor);
+ Batch_draw(&batch);
+
+ gpuMatrixEnd();
}
static void draw_bonevert_solid(void)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- GLUquadricObj *qobj;
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_FILL);
- /* Draw tips of a bone */
- gluSphere(qobj, 0.05, 8, 5);
- gluDeleteQuadric(qobj);
-
- glEndList();
+ Batch *batch = Batch_get_sphere(0);
+ const float light_vec[3] = {0.0f, 0.0f, 1.0f};
+
+ gpuMatrixBegin3D_legacy();
+
+ gpuScale3f(0.05, 0.05, 0.05);
+
+ if (flat_color) {
+ Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
+ else {
+ /* TODO replace with good default lighting shader ? */
+ Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING);
+ Batch_Uniform3fv(batch, "light", light_vec);
+ }
+ Batch_Uniform4fv(batch, "color", fcolor);
+ Batch_draw(batch);
- glCallList(displist);
+ gpuMatrixEnd();
}
static const float bone_octahedral_verts[6][3] = {
@@ -589,40 +645,46 @@ static void draw_bone_octahedral(void)
static void draw_bone_solid_octahedral(void)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- int i;
+ static VertexFormat format = {0};
+ static VertexBuffer vbo = {0};
+ static Batch batch = {0};
+ const float light_vec[3] = {0.0f, 0.0f, 1.0f};
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
+ if (format.attrib_ct == 0) {
+ unsigned int v_idx = 0;
+ /* Vertex format */
+ unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int nor = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
-#if 1
- glBegin(GL_TRIANGLES);
- for (i = 0; i < 8; i++) {
- glNormal3fv(bone_octahedral_solid_normals[i]);
- glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][0]]);
- glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][1]]);
- glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][2]]);
+ /* Vertices */
+ VertexBuffer_init_with_format(&vbo, &format);
+ VertexBuffer_allocate_data(&vbo, 24);
+
+ for (int i = 0; i < 8; i++) {
+ add_solid_flat_triangle(&vbo, &v_idx, pos, nor,
+ bone_octahedral_verts[bone_octahedral_solid_tris[i][0]],
+ bone_octahedral_verts[bone_octahedral_solid_tris[i][1]],
+ bone_octahedral_verts[bone_octahedral_solid_tris[i][2]],
+ bone_octahedral_solid_normals[i]);
}
- glEnd();
+ Batch_init(&batch, GL_TRIANGLES, &vbo, NULL);
+ }
-#else /* not working because each vert needs a different normal */
- glEnableClientState(GL_NORMAL_ARRAY);
- glEnableClientState(GL_VERTEX_ARRAY);
- glNormalPointer(GL_FLOAT, 0, bone_octahedral_solid_normals);
- glVertexPointer(3, GL_FLOAT, 0, bone_octahedral_verts);
- glDrawElements(GL_TRIANGLES, sizeof(bone_octahedral_solid_tris) / sizeof(unsigned int),
- GL_UNSIGNED_INT, bone_octahedral_solid_tris);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
-#endif
+ gpuMatrixBegin3D_legacy();
- glEndList();
+ if (flat_color) {
+ Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+ else {
+ /* TODO replace with good default lighting shader ? */
+ Batch_set_builtin_program(&batch, GPU_SHADER_SIMPLE_LIGHTING);
+ Batch_Uniform3fv(&batch, "light", light_vec);
}
+ Batch_Uniform4fv(&batch, "color", fcolor);
+ Batch_draw(&batch);
- glCallList(displist);
+ gpuMatrixEnd();
}
/* *************** Armature drawing, bones ******************* */
@@ -637,15 +699,23 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
if (dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
+ if (boneflag & BONE_ROOTSEL) {
+ UI_ThemeColor(TH_VERTEX_SELECT);
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_ThemeColor(TH_VERTEX);
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
}
else {
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, 0);
- else
+ else {
UI_ThemeColor(TH_BONE_SOLID);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
}
if (dt > OB_WIRE)
@@ -660,15 +730,23 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
if (dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
+ if (boneflag & BONE_TIPSEL) {
+ UI_ThemeColor(TH_VERTEX_SELECT);
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_ThemeColor(TH_VERTEX);
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
}
else {
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, 0);
- else
+ else {
UI_ThemeColor(TH_BONE_SOLID);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
}
glTranslatef(0.0f, 1.0f, 0.0f);
@@ -776,8 +854,13 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
//mul_v3_fl(dirvec, head);
cross_v3_v3v3(norvec, dirvec, imat[2]);
-
- glBegin(GL_QUAD_STRIP);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immBegin(GL_TRIANGLE_STRIP, 66);
+ immUniformColor4ub(255, 255, 255, 50);
for (a = 0; a < 16; a++) {
vec[0] = -si[a] * dirvec[0] + co[a] * norvec[0];
@@ -787,10 +870,8 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
madd_v3_v3v3fl(vec1, headvec, vec, head);
madd_v3_v3v3fl(vec2, headvec, vec, head + dist);
- glColor4ub(255, 255, 255, 50);
- glVertex3fv(vec1);
- //glColor4ub(255, 255, 255, 0);
- glVertex3fv(vec2);
+ immVertex3fv(pos, vec1);
+ immVertex3fv(pos, vec2);
}
for (a = 15; a >= 0; a--) {
@@ -801,10 +882,8 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
madd_v3_v3v3fl(vec1, tailvec, vec, tail);
madd_v3_v3v3fl(vec2, tailvec, vec, tail + dist);
- //glColor4ub(255, 255, 255, 50);
- glVertex3fv(vec1);
- //glColor4ub(255, 255, 255, 0);
- glVertex3fv(vec2);
+ immVertex3fv(pos, vec1);
+ immVertex3fv(pos, vec2);
}
/* make it cyclic... */
@@ -815,12 +894,11 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
madd_v3_v3v3fl(vec1, headvec, vec, head);
madd_v3_v3v3fl(vec2, headvec, vec, head + dist);
- //glColor4ub(255, 255, 255, 50);
- glVertex3fv(vec1);
- //glColor4ub(255, 255, 255, 0);
- glVertex3fv(vec2);
+ immVertex3fv(pos, vec1);
+ immVertex3fv(pos, vec2);
- glEnd();
+ immEnd();
+ immUnbindProgram();
}
}
@@ -832,6 +910,11 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
{
float head, tail /*, length*/;
float *headvec, *tailvec, dirvec[3];
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* figure out the sizes of spheres */
if (ebone) {
@@ -860,35 +943,55 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
/* sphere root color */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
+ if (boneflag & BONE_ROOTSEL) {
+ UI_ThemeColor(TH_VERTEX_SELECT);
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_ThemeColor(TH_VERTEX);
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
else if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
-
+
+ immUniformColor4fv(fcolor);
+
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
GPU_select_load_id(id | BONESEL_ROOT);
- drawcircball(GL_LINE_LOOP, headvec, head, imat);
+ imm_drawcircball(headvec, head, imat, pos);
}
/* Draw tip point */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
+ if (boneflag & BONE_TIPSEL) {
+ UI_ThemeColor(TH_VERTEX_SELECT);
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_ThemeColor(TH_VERTEX);
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
if (id != -1)
GPU_select_load_id(id | BONESEL_TIP);
- drawcircball(GL_LINE_LOOP, tailvec, tail, imat);
+ imm_drawcircball(tailvec, tail, imat, pos);
/* base */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT);
- else UI_ThemeColor(TH_WIRE_EDIT);
+ if (boneflag & BONE_SELECTED){
+ UI_ThemeColor(TH_SELECT);
+ UI_GetThemeColor4fv(TH_SELECT, fcolor);
+ }
+ else {
+ UI_ThemeColor(TH_WIRE_EDIT);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, fcolor);
+ }
}
sub_v3_v3v3(dirvec, tailvec, headvec);
@@ -914,34 +1017,41 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
if (id != -1)
GPU_select_load_id(id | BONESEL_BONE);
- glBegin(GL_LINES);
+ immBegin(GL_LINES, 4);
add_v3_v3v3(vec, headvec, norvech);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
add_v3_v3v3(vec, tailvec, norvect);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
sub_v3_v3v3(vec, headvec, norvech);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
sub_v3_v3v3(vec, tailvec, norvect);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
- glEnd();
+ immEnd();
}
+
+ immUnbindProgram();
}
/* does wire only for outline selecting */
static void draw_sphere_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id,
bPoseChannel *pchan, EditBone *ebone)
{
- GLUquadricObj *qobj;
+ Batch *sphere = Batch_get_sphere(1);
float head, tail, length;
- float fac1, fac2;
-
- glPushMatrix();
- qobj = gluNewQuadric();
+ float fac1, fac2, size1, size2;
+ const float light_vec[3] = {0.0f, 0.0f, 1.0f};
+
+ /* dt is always OB_SOlID */
+ Batch_set_builtin_program(sphere, GPU_SHADER_SIMPLE_LIGHTING);
+ Batch_Uniform3fv(sphere, "light", light_vec);
+
+ gpuMatrixBegin3D_legacy();
+ gpuPushMatrix();
/* figure out the sizes of spheres */
if (ebone) {
@@ -962,95 +1072,120 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
}
/* move to z-axis space */
- glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
+ gpuRotate3f(-90.0f, 1.0f, 0.0f, 0.0f);
- if (dt == OB_SOLID) {
- /* set up solid drawing */
- GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
-
- gluQuadricDrawStyle(qobj, GLU_FILL);
- }
- else {
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
- }
-
/* sphere root color */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ if (boneflag & BONE_ROOTSEL)
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ else
+ UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor);
}
else if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_END, boneflag, constflag);
else if (dt == OB_SOLID)
- UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor);
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
GPU_select_load_id(id | BONESEL_ROOT);
- gluSphere(qobj, head, 16, 10);
+ gpuPushMatrix();
+ gpuScale3f(head, head, head);
+ Batch_Uniform4fv(sphere, "color", fcolor);
+ Batch_draw(sphere);
+ gpuPopMatrix();
}
/* Draw tip point */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ if (boneflag & BONE_TIPSEL) UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ else UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor);
}
if (id != -1)
GPU_select_load_id(id | BONESEL_TIP);
- glTranslatef(0.0f, 0.0f, length);
- gluSphere(qobj, tail, 16, 10);
- glTranslatef(0.0f, 0.0f, -length);
+ gpuTranslate3f(0.0f, 0.0f, length);
+
+ gpuPushMatrix();
+ gpuScale3f(tail, tail, tail);
+ Batch_use_program(sphere); /* hack to make the following uniforms stick */
+ Batch_Uniform4fv(sphere, "color", fcolor);
+ Batch_draw(sphere);
+ gpuPopMatrix();
+
+ gpuTranslate3f(0.0f, 0.0f, -length);
/* base */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT);
- else UI_ThemeColor(TH_BONE_SOLID);
+ if (boneflag & BONE_SELECTED) UI_GetThemeColor4fv(TH_SELECT, fcolor);
+ else UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
}
else if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_BASE, boneflag, constflag);
else if (dt == OB_SOLID)
- UI_ThemeColor(TH_BONE_SOLID);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+
+ Batch_use_program(sphere); /* hack to make the following uniforms stick */
+ Batch_Uniform4fv(sphere, "color", fcolor);
fac1 = (length - head) / length;
fac2 = (length - tail) / length;
if (length > (head + tail)) {
+ size1 = fac2 * tail + (1.0f - fac2) * head;
+ size2 = fac1 * head + (1.0f - fac1) * tail;
+
if (id != -1)
GPU_select_load_id(id | BONESEL_BONE);
+ /* draw sphere on extrema */
+ gpuPushMatrix();
+ gpuTranslate3f(0.0f, 0.0f, length - tail);
+ gpuScale3f(size1, size1, size1);
+
+ Batch_draw(sphere);
+ gpuPopMatrix();
+
+ gpuPushMatrix();
+ gpuTranslate3f(0.0f, 0.0f, head);
+ gpuScale3f(size2, size2, size2);
+
+ Batch_draw(sphere);
+ gpuPopMatrix();
+
+ /* draw cynlinder between spheres */
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
-
- glTranslatef(0.0f, 0.0f, head);
- gluCylinder(qobj, fac1 * head + (1.0f - fac1) * tail, fac2 * tail + (1.0f - fac2) * head, length - head - tail, 16, 1);
- glTranslatef(0.0f, 0.0f, -head);
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int nor = add_attrib(format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_SIMPLE_LIGHTING);
+ immUniformColor4fv(fcolor);
+ immUniform3fv("light", light_vec);
+
+ gpuTranslate3f(0.0f, 0.0f, head);
+ imm_cylinder(pos, nor, size2, size1, length - head - tail, 16, 1);
+
+ immUnbindProgram();
glDisable(GL_POLYGON_OFFSET_FILL);
-
- /* draw sphere on extrema */
- glTranslatef(0.0f, 0.0f, length - tail);
- gluSphere(qobj, fac2 * tail + (1.0f - fac2) * head, 16, 10);
- glTranslatef(0.0f, 0.0f, -length + tail);
-
- glTranslatef(0.0f, 0.0f, head);
- gluSphere(qobj, fac1 * head + (1.0f - fac1) * tail, 16, 10);
}
else {
+ size1 = fac1 * head + (1.0f - fac1) * tail;
+
/* 1 sphere in center */
- glTranslatef(0.0f, 0.0f, (head + length - tail) / 2.0f);
- gluSphere(qobj, fac1 * head + (1.0f - fac1) * tail, 16, 10);
- }
-
- /* restore */
- if (dt == OB_SOLID) {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ gpuTranslate3f(0.0f, 0.0f, (head + length - tail) / 2.0f);
+
+ gpuScale3f(size1, size1, size1);
+ Batch_draw(sphere);
}
- glPopMatrix();
- gluDeleteQuadric(qobj);
+ gpuPopMatrix();
+ gpuMatrixEnd();
}
static GLubyte bm_dot6[] = {0x0, 0x18, 0x3C, 0x7E, 0x7E, 0x3C, 0x18, 0x0};
@@ -1320,8 +1455,10 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
if (dt == OB_WIRE) {
set_ebone_glColor(boneflag);
}
- else
+ else {
UI_ThemeColor(TH_BONE_SOLID);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
}
if (id != -1) {
@@ -1330,17 +1467,15 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
/* set up solid drawing */
if (dt > OB_WIRE) {
- GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
-
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
- else
+ else {
UI_ThemeColor(TH_BONE_SOLID);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
+ flat_color = false;
draw_b_bone_boxes(OB_SOLID, pchan, ebone, xwidth, length, zwidth);
-
- /* disable solid drawing */
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
else {
/* wire */
@@ -1350,6 +1485,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
if (set_pchan_glColor(PCHAN_COLOR_CONSTS, boneflag, constflag)) {
glEnable(GL_BLEND);
+ flat_color = true;
draw_b_bone_boxes(OB_SOLID, pchan, ebone, xwidth, length, zwidth);
glDisable(GL_BLEND);
@@ -1461,7 +1597,11 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
if (dt > OB_WIRE) {
GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
UI_ThemeColor(TH_BONE_SOLID);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ flat_color = false;
}
+ else
+ flat_color = true;
/* colors for posemode */
if (armflag & ARM_POSEMODE) {
@@ -1506,8 +1646,10 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
/* solid */
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
- else
+ else {
UI_ThemeColor(TH_BONE_SOLID);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
draw_bone_solid_octahedral();
}