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authorGermano Cavalcante <germano.costa@ig.com.br>2021-11-17 20:54:14 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2021-11-18 19:42:36 +0300
commit77df32548b9f377a834b54d0b740a6a51bb2f0a5 (patch)
tree88c9adba987a194e1f59f1e22210c684d4839c6b /source/blender/gpu
parent5e6fdaa07fff907e02b36813ccde0702bad4fb4d (diff)
Revert "Adjust snap source drawing when adding multiple snap points"
This reverts commit cb3ba68ec4470a170905a2dc9ea64b8fa1f8ace3.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_immediate_util.h2
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c29
2 files changed, 31 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_immediate_util.h b/source/blender/gpu/GPU_immediate_util.h
index 047c3d3da00..5b14b139662 100644
--- a/source/blender/gpu/GPU_immediate_util.h
+++ b/source/blender/gpu/GPU_immediate_util.h
@@ -93,6 +93,8 @@ void imm_draw_cylinder_fill_3d(
uint pos, float base, float top, float height, int slices, int stacks);
void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], uint pos);
+void imm_drawX(const float cent[3], float size, const float tmat[4][4], uint pos);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
index df18b89bd67..2dd23fa46ae 100644
--- a/source/blender/gpu/intern/gpu_immediate_util.c
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -654,3 +654,32 @@ void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], ui
}
immEnd();
}
+
+void imm_drawX(const float cent[3], float size, const float tmat[4][4], uint pos)
+{
+ /* Draw an "X" indicating where the previous snap point is.
+ * This is useful for indicating perpendicular snap. */
+
+ /* v1, v2, v3 and v4 indicate the coordinates of the ends of the "X". */
+ float vx[3], vy[3], v1[3], v2[3], v3[3], v4[4];
+
+ mul_v3_v3fl(vx, tmat[0], size);
+ mul_v3_v3fl(vy, tmat[1], size);
+
+ add_v3_v3v3(v1, vx, vy);
+ sub_v3_v3v3(v2, vx, vy);
+ negate_v3_v3(v3, v1);
+ negate_v3_v3(v4, v2);
+
+ add_v3_v3(v1, cent);
+ add_v3_v3(v2, cent);
+ add_v3_v3(v3, cent);
+ add_v3_v3(v4, cent);
+
+ immBegin(GPU_PRIM_LINES, 4);
+ immVertex3fv(pos, v3);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v4);
+ immVertex3fv(pos, v2);
+ immEnd();
+}