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Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c1471
1 files changed, 844 insertions, 627 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 5208013b6fe..77cd64be7c1 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -54,15 +54,20 @@
#include "BKE_modifier.h"
#include "BKE_nla.h"
#include "BKE_curve.h"
+#include "BKE_context.h"
+#include "DEG_depsgraph.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "ED_armature.h"
#include "ED_keyframes_draw.h"
#include "GPU_basic_shader.h"
+#include "GPU_batch.h"
+#include "GPU_immediate.h"
+#include "GPU_immediate_util.h"
+#include "GPU_matrix.h"
#include "UI_resources.h"
@@ -74,8 +79,10 @@
/* 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 */
+/* values of colCode for set_pchan_color */
enum {
PCHAN_COLOR_NORMAL = 0, /* normal drawing */
PCHAN_COLOR_SOLID, /* specific case where "solid" color is needed */
@@ -128,7 +135,7 @@ static void set_pchan_colorset(Object *ob, bPoseChannel *pchan)
}
}
-/* This function is for brightening/darkening a given color (like UI_ThemeColorShade()) */
+/* This function is for brightening/darkening a given color (like UI_GetThemeColorShade3ubv()) */
static void cp_shade_color3ub(unsigned char cp[3], const int offset)
{
int r, g, b;
@@ -146,13 +153,13 @@ static void cp_shade_color3ub(unsigned char cp[3], const int offset)
}
/* This function sets the gl-color for coloring a certain bone (based on bcolor) */
-static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
+static bool set_pchan_color(short colCode, int boneflag, short constflag)
{
switch (colCode) {
case PCHAN_COLOR_NORMAL:
{
if (bcolor) {
- unsigned char cp[3];
+ unsigned char cp[4] = {255};
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
@@ -169,20 +176,20 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
cp_shade_color3ub(cp, -50);
}
- glColor3ubv(cp);
+ rgb_uchar_to_float(fcolor, cp);
}
else {
if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
- UI_ThemeColor(TH_BONE_POSE_ACTIVE);
+ UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, fcolor);
}
else if (boneflag & BONE_DRAW_ACTIVE) {
- UI_ThemeColorBlend(TH_WIRE, TH_BONE_POSE, 0.15f); /* unselected active */
+ UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, fcolor);
}
else if (boneflag & BONE_SELECTED) {
- UI_ThemeColor(TH_BONE_POSE);
+ UI_GetThemeColor4fv(TH_BONE_POSE, fcolor);
}
else {
- UI_ThemeColor(TH_WIRE);
+ UI_GetThemeColor4fv(TH_WIRE, fcolor);
}
}
@@ -191,21 +198,25 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
case PCHAN_COLOR_SOLID:
{
if (bcolor) {
- glColor3ubv((unsigned char *)bcolor->solid);
+ rgb_uchar_to_float(fcolor, (unsigned char *)bcolor->solid);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
}
- else
- UI_ThemeColor(TH_BONE_SOLID);
return true;
}
case PCHAN_COLOR_CONSTS:
{
if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) {
- if (constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80);
- else if (constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80);
- else if (constflag & PCHAN_HAS_SPLINEIK) glColor4ub(200, 255, 0, 80);
- else if (constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80);
-
+ unsigned char cp[4];
+ if (constflag & PCHAN_HAS_TARGET) rgba_char_args_set((char *)cp, 255, 150, 0, 80);
+ else if (constflag & PCHAN_HAS_IK) rgba_char_args_set((char *)cp, 255, 255, 0, 80);
+ else if (constflag & PCHAN_HAS_SPLINEIK) rgba_char_args_set((char *)cp, 200, 255, 0, 80);
+ else if (constflag & PCHAN_HAS_CONST) rgba_char_args_set((char *)cp, 0, 255, 120, 80);
+
+ rgba_uchar_to_float(fcolor, cp);
+
return true;
}
return false;
@@ -213,7 +224,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
case PCHAN_COLOR_SPHEREBONE_BASE:
{
if (bcolor) {
- unsigned char cp[3];
+ unsigned char cp[4] = {255};
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
@@ -225,12 +236,18 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
copy_v3_v3_char((char *)cp, bcolor->solid);
}
- glColor3ubv(cp);
+ rgb_uchar_to_float(fcolor, cp);
}
else {
- if (boneflag & BONE_DRAW_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 40);
- else if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_BONE_POSE);
- else UI_ThemeColor(TH_BONE_SOLID);
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ UI_GetThemeColorShade4fv(TH_BONE_POSE, 40, fcolor);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ UI_GetThemeColor4fv(TH_BONE_POSE, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
}
return true;
@@ -238,7 +255,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
case PCHAN_COLOR_SPHEREBONE_END:
{
if (bcolor) {
- unsigned char cp[3];
+ unsigned char cp[4] = {255};
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
@@ -253,12 +270,18 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
cp_shade_color3ub(cp, -30);
}
- glColor3ubv(cp);
+ rgb_uchar_to_float(fcolor, cp);
}
else {
- if (boneflag & BONE_DRAW_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 10);
- else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_BONE_POSE, -30);
- else UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ UI_GetThemeColorShade4fv(TH_BONE_POSE, 10, fcolor);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ UI_GetThemeColorShade4fv(TH_BONE_POSE, -30, fcolor);
+ }
+ else {
+ UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor);
+ }
}
break;
}
@@ -266,19 +289,24 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
{
/* inner part in background color or constraint */
if ((constflag) && ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS))) {
- if (constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0);
- else if (constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0);
- else if (constflag & PCHAN_HAS_SPLINEIK) glColor3ub(200, 255, 0);
- else if (constflag & PCHAN_HAS_CONST) glColor3ub(0, 255, 120);
- else if (constflag) UI_ThemeColor(TH_BONE_POSE); /* PCHAN_HAS_ACTION */
+ unsigned char cp[4];
+ if (constflag & PCHAN_HAS_TARGET) rgba_char_args_set((char *)cp, 255, 150, 0, 255);
+ else if (constflag & PCHAN_HAS_IK) rgba_char_args_set((char *)cp, 255, 255, 0, 255);
+ else if (constflag & PCHAN_HAS_SPLINEIK) rgba_char_args_set((char *)cp, 200, 255, 0, 255);
+ else if (constflag & PCHAN_HAS_CONST) rgba_char_args_set((char *)cp, 0, 255, 120, 255);
+ else if (constflag) UI_GetThemeColor4ubv(TH_BONE_POSE, cp); /* PCHAN_HAS_ACTION */
+
+ rgb_uchar_to_float(fcolor, cp);
}
else {
if (bcolor) {
const char *cp = bcolor->solid;
- glColor4ub(cp[0], cp[1], cp[2], 204);
+ rgb_uchar_to_float(fcolor, (unsigned char *)cp);
+ fcolor[3] = 204.f / 255.f;
+ }
+ else {
+ UI_GetThemeColorShade4fv(TH_BACK, -30, fcolor);
}
- else
- UI_ThemeColorShade(TH_BACK, -30);
}
return true;
@@ -288,26 +316,37 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
return false;
}
-static void set_ebone_glColor(const unsigned int boneflag)
+static void set_ebone_color(const unsigned int boneflag)
{
if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
- UI_ThemeColor(TH_EDGE_SELECT);
+ UI_GetThemeColor4fv(TH_EDGE_SELECT, fcolor);
}
else if (boneflag & BONE_DRAW_ACTIVE) {
- UI_ThemeColorBlend(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f); /* unselected active */
+ UI_GetThemeColorBlendShade4fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, fcolor);
}
else if (boneflag & BONE_SELECTED) {
- UI_ThemeColorShade(TH_EDGE_SELECT, -20);
+ UI_GetThemeColorShade4fv(TH_EDGE_SELECT, -20, fcolor);
}
else {
- UI_ThemeColor(TH_WIRE_EDIT);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, fcolor);
}
}
/* *************** Armature drawing, helper calls for parts ******************* */
+static void add_solid_flat_triangle(Gwn_VertBuf *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])
+{
+ GWN_vertbuf_attr_set(vbo, nor, *vertex, n);
+ GWN_vertbuf_attr_set(vbo, pos, (*vertex)++, p1);
+ GWN_vertbuf_attr_set(vbo, nor, *vertex, n);
+ GWN_vertbuf_attr_set(vbo, pos, (*vertex)++, p2);
+ GWN_vertbuf_attr_set(vbo, nor, *vertex, n);
+ GWN_vertbuf_attr_set(vbo, pos, (*vertex)++, p3);
+}
+
/* half the cube, in Y */
-static const float cube[8][3] = {
+static const float cube_vert[8][3] = {
{-1.0, 0.0, -1.0},
{-1.0, 0.0, 1.0},
{-1.0, 1.0, 1.0},
@@ -318,128 +357,184 @@ static const float cube[8][3] = {
{ 1.0, 1.0, -1.0},
};
+static const float cube_wire[24] = {
+ 0, 1, 1, 2, 2, 3, 3, 0,
+ 4, 5, 5, 6, 6, 7, 7, 4,
+ 0, 4, 1, 5, 2, 6, 3, 7,
+};
+
static void drawsolidcube_size(float xsize, float ysize, float zsize)
{
- static GLuint displist = 0;
- float n[3] = {0.0f};
-
- glScalef(xsize, ysize, zsize);
-
- if (displist == 0) {
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
+ static Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_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 = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ /* Vertices */
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&vbo, 36);
- glBegin(GL_QUADS);
n[0] = -1.0;
- glNormal3fv(n);
- glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[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[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[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[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[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[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[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[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[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[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[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();
+ GWN_batch_init(&batch, GWN_PRIM_TRIS, &vbo, NULL);
}
- glCallList(displist);
+ gpuPushMatrix();
+ gpuScale3f(xsize, ysize, zsize);
+
+ if (flat_color) {
+ GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+ else {
+ /* TODO replace with good default lighting shader ? */
+ GWN_batch_program_set_builtin(&batch, GPU_SHADER_SIMPLE_LIGHTING);
+ GWN_batch_uniform_3fv(&batch, "light", light_vec);
+ }
+ GWN_batch_uniform_4fv(&batch, "color", fcolor);
+ GWN_batch_draw(&batch);
+
+ gpuPopMatrix();
}
static void drawcube_size(float xsize, float ysize, float zsize)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- glBegin(GL_LINE_STRIP);
- glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
- glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[6]);
- glVertex3fv(cube[7]); glVertex3fv(cube[4]);
- glEnd();
-
- glBegin(GL_LINES);
- glVertex3fv(cube[1]); glVertex3fv(cube[5]);
- glVertex3fv(cube[2]); glVertex3fv(cube[6]);
- glVertex3fv(cube[3]); glVertex3fv(cube[7]);
- glEnd();
-
- glEndList();
+ static Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_IndexBufBuilder elb = {0};
+ static Gwn_IndexBuf el = {0};
+ static Gwn_Batch batch = {{0}};
+
+ if (format.attrib_ct == 0) {
+ /* Vertex format */
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ /* Elements */
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES, 12, 8);
+ for (int i = 0; i < 12; ++i) {
+ GWN_indexbuf_add_line_verts(&elb, cube_wire[i * 2], cube_wire[i * 2 + 1]);
+ }
+ GWN_indexbuf_build_in_place(&elb, &el);
+
+ /* Vertices */
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&vbo, 8);
+ for (int i = 0; i < 8; ++i) {
+ GWN_vertbuf_attr_set(&vbo, pos, i, cube_vert[i]);
+ }
+
+ GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, &el);
+ GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
- glScalef(xsize, ysize, zsize);
- glCallList(displist);
-
+ gpuPushMatrix();
+ gpuScale3f(xsize, ysize, zsize);
+
+ GWN_batch_program_use_begin(&batch);
+ GWN_batch_uniform_4fv(&batch, "color", fcolor);
+ GWN_batch_draw(&batch);
+
+ gpuPopMatrix();
}
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 Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_Batch batch = {{0}};
+
+ if (format.attrib_ct == 0) {
+ /* Vertex format */
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ /* Vertices */
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&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);
+ GWN_vertbuf_attr_set(&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);
+ GWN_vertbuf_attr_set(&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);
+ GWN_vertbuf_attr_set(&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);
+ GWN_vertbuf_attr_set(&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);
+ GWN_vertbuf_attr_set(&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);
+ GWN_vertbuf_attr_set(&vbo, pos, i * 6 + 5, vert);
+ }
+
+ GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, NULL);
+ GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
- glCallList(displist);
+ GWN_batch_program_use_begin(&batch);
+ GWN_batch_uniform_4fv(&batch, "color", fcolor);
+ GWN_batch_draw(&batch);
}
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();
+ Gwn_Batch *batch = GPU_batch_preset_sphere(0);
+ const float light_vec[3] = {0.0f, 0.0f, 1.0f};
+
+ gpuPushMatrix();
+ gpuScaleUniform(0.05);
+
+ if (flat_color) {
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
+ else {
+ /* TODO replace with good default lighting shader ? */
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING);
+ GWN_batch_uniform_3fv(batch, "light", light_vec);
+ }
+ GWN_batch_uniform_4fv(batch, "color", fcolor);
+ GWN_batch_draw(batch);
- glCallList(displist);
+ gpuPopMatrix();
}
static const float bone_octahedral_verts[6][3] = {
@@ -451,8 +546,11 @@ static const float bone_octahedral_verts[6][3] = {
{ 0.0f, 1.0f, 0.0f}
};
-static const unsigned int bone_octahedral_wire_sides[8] = {0, 1, 5, 3, 0, 4, 5, 2};
-static const unsigned int bone_octahedral_wire_square[8] = {1, 2, 3, 4, 1};
+static const unsigned int bone_octahedral_wire[24] = {
+ 0, 1, 1, 5, 5, 3, 3, 0,
+ 0, 4, 4, 5, 5, 2, 2, 0,
+ 1, 2, 2, 3, 3, 4, 4, 1,
+};
static const unsigned int bone_octahedral_solid_tris[8][3] = {
{2, 1, 0}, /* bottom */
@@ -480,70 +578,78 @@ static const float bone_octahedral_solid_normals[8][3] = {
static void draw_bone_octahedral(void)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
- /* Section 1, sides */
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, bone_octahedral_verts);
- glDrawElements(GL_LINE_LOOP,
- sizeof(bone_octahedral_wire_sides) / sizeof(*bone_octahedral_wire_sides),
- GL_UNSIGNED_INT,
- bone_octahedral_wire_sides);
-
- /* Section 1, square */
- glDrawElements(GL_LINE_LOOP,
- sizeof(bone_octahedral_wire_square) / sizeof(*bone_octahedral_wire_square),
- GL_UNSIGNED_INT,
- bone_octahedral_wire_square);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glEndList();
+ static Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_IndexBufBuilder elb = {0};
+ static Gwn_IndexBuf el = {0};
+ static Gwn_Batch batch = {{0}};
+
+ if (format.attrib_ct == 0) {
+ /* Vertex format */
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ /* Elements */
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES, 12, 6);
+ for (int i = 0; i < 12; ++i) {
+ GWN_indexbuf_add_line_verts(&elb, bone_octahedral_wire[i * 2], bone_octahedral_wire[i * 2 + 1]);
+ }
+ GWN_indexbuf_build_in_place(&elb, &el);
+
+ /* Vertices */
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&vbo, 6);
+ for (int i = 0; i < 6; ++i) {
+ GWN_vertbuf_attr_set(&vbo, pos, i, bone_octahedral_verts[i]);
+ }
+
+ GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, &el);
+ GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
- glCallList(displist);
-}
+ GWN_batch_program_use_begin(&batch);
+ GWN_batch_uniform_4fv(&batch, "color", fcolor);
+ GWN_batch_draw(&batch);
+}
static void draw_bone_solid_octahedral(void)
{
- static GLuint displist = 0;
-
- if (displist == 0) {
- int i;
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
-
-#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]]);
- }
-
- glEnd();
-
-#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
+ static Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_Batch batch = {{0}};
+ const float light_vec[3] = {0.0f, 0.0f, 1.0f};
+
+ if (format.attrib_ct == 0) {
+ unsigned int v_idx = 0;
+ /* Vertex format */
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ /* Vertices */
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&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]);
+ }
- glEndList();
+ GWN_batch_init(&batch, GWN_PRIM_TRIS, &vbo, NULL);
}
- glCallList(displist);
-}
+ if (flat_color) {
+ GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+ else {
+ /* TODO replace with good default lighting shader ? */
+ GWN_batch_program_set_builtin(&batch, GPU_SHADER_SIMPLE_LIGHTING);
+ GWN_batch_uniform_3fv(&batch, "light", light_vec);
+ }
+ GWN_batch_uniform_4fv(&batch, "color", fcolor);
+ GWN_batch_draw(&batch);
+}
/* *************** Armature drawing, bones ******************* */
@@ -557,15 +663,20 @@ 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_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
}
else {
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, 0);
- else
- UI_ThemeColor(TH_BONE_SOLID);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, 0);
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
}
if (dt > OB_WIRE)
@@ -580,24 +691,29 @@ 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_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
}
else {
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, 0);
- else
- UI_ThemeColor(TH_BONE_SOLID);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, 0);
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
}
- glTranslatef(0.0f, 1.0f, 0.0f);
+ gpuPushMatrix();
+ gpuTranslate2f(0.0f, 1.0f);
if (dt > OB_WIRE)
draw_bonevert_solid();
else
draw_bonevert();
- glTranslatef(0.0f, -1.0f, 0.0f);
-
+ gpuPopMatrix();
}
/* 16 values of sin function (still same result!) */
@@ -696,8 +812,13 @@ 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);
+
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immBegin(GWN_PRIM_TRI_STRIP, 66);
+ immUniformColor4ub(255, 255, 255, 50);
for (a = 0; a < 16; a++) {
vec[0] = -si[a] * dirvec[0] + co[a] * norvec[0];
@@ -707,10 +828,8 @@ 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--) {
@@ -721,10 +840,8 @@ 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... */
@@ -735,12 +852,11 @@ 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();
}
}
@@ -752,6 +868,11 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
{
float head, tail /*, length*/;
float *headvec, *tailvec, dirvec[3];
+
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* figure out the sizes of spheres */
if (ebone) {
@@ -780,35 +901,49 @@ 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_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_VERTEX, fcolor);
+ }
}
else if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
-
+ set_pchan_color(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_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ }
+ else {
+ 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_GetThemeColor4fv(TH_SELECT, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, fcolor);
+ }
}
sub_v3_v3v3(dirvec, tailvec, headvec);
@@ -834,34 +969,40 @@ 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(GWN_PRIM_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;
+ Gwn_Batch *sphere = GPU_batch_preset_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 */
+ GWN_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING);
+ GWN_batch_uniform_3fv(sphere, "light", light_vec);
+
+ gpuPushMatrix();
/* figure out the sizes of spheres */
if (ebone) {
@@ -882,110 +1023,124 @@ 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);
+ gpuRotateAxis(-90.0f, 'X');
- 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);
+ set_pchan_color(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();
+ gpuScaleUniform(head);
+ GWN_batch_uniform_4fv(sphere, "color", fcolor);
+ GWN_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();
+ gpuScaleUniform(tail);
+ GWN_batch_program_use_begin(sphere); /* hack to make the following uniforms stick */
+ GWN_batch_uniform_4fv(sphere, "color", fcolor);
+ GWN_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);
+ set_pchan_color(PCHAN_COLOR_SPHEREBONE_BASE, boneflag, constflag);
else if (dt == OB_SOLID)
- UI_ThemeColor(TH_BONE_SOLID);
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+
+ GWN_batch_program_use_begin(sphere); /* hack to make the following uniforms stick */
+ GWN_batch_uniform_4fv(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);
+ gpuScaleUniform(size1);
+
+ GWN_batch_draw(sphere);
+ gpuPopMatrix();
+
+ gpuPushMatrix();
+ gpuTranslate3f(0.0f, 0.0f, head);
+ gpuScaleUniform(size2);
+
+ GWN_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);
+
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int nor = GWN_vertformat_attr_add(format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_SIMPLE_LIGHTING);
+ immUniformColor4fv(fcolor);
+ immUniform3fv("light", light_vec);
+
+ gpuTranslate3f(0.0f, 0.0f, head);
+ imm_draw_cylinder_fill_normal_3d(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);
+
+ gpuScaleUniform(size1);
+ GWN_batch_draw(sphere);
}
- glPopMatrix();
- gluDeleteQuadric(qobj);
+ gpuPopMatrix();
}
-static GLubyte bm_dot6[] = {0x0, 0x18, 0x3C, 0x7E, 0x7E, 0x3C, 0x18, 0x0};
-static GLubyte bm_dot8[] = {0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C};
-
-static GLubyte bm_dot5[] = {0x0, 0x0, 0x10, 0x38, 0x7c, 0x38, 0x10, 0x0};
-static GLubyte bm_dot7[] = {0x0, 0x38, 0x7C, 0xFE, 0xFE, 0xFE, 0x7C, 0x38};
-
-
static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned int id,
bPoseChannel *pchan, EditBone *ebone)
{
- /* call this once, avoid constant changing */
- BLI_assert(glaGetOneInt(GL_UNPACK_ALIGNMENT) == 1);
-
float length;
if (pchan)
@@ -993,103 +1148,119 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
else
length = ebone->length;
- glPushMatrix();
- glScalef(length, length, length);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ gpuPushMatrix();
+ gpuScaleUniform(length);
/* this chunk not in object mode */
if (armflag & (ARM_EDITMODE | ARM_POSEMODE)) {
glLineWidth(4.0f);
- if (G.f & G_PICKSEL) {
- /* no bitmap in selection mode, crashes 3d cards...
- * instead draw a solid point the same size */
- glPointSize(8.0f);
- }
+ glPointSize(8.0f);
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
else if (armflag & ARM_EDITMODE) {
- UI_ThemeColor(TH_WIRE_EDIT);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, fcolor);
}
-
+
+ /* line */
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4fv(fcolor);
+
+ if (id != -1)
+ GPU_select_load_id(id | BONESEL_BONE);
+
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3f(pos, 0.0f, 1.0f, 0.0f);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immEnd();
+
+ immUnbindProgram();
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+ immUniformColor4fv(fcolor);
+
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
- if (G.f & G_PICKSEL) {
+ if (G.f & G_PICKSEL)
GPU_select_load_id(id | BONESEL_ROOT);
- glBegin(GL_POINTS);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glEnd();
- }
- else {
- glRasterPos3f(0.0f, 0.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot8);
- }
+
+ immBegin(GWN_PRIM_POINTS, 1);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immEnd();
}
-
- if (id != -1)
- GPU_select_load_id((GLuint) id | BONESEL_BONE);
-
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
-
+
/* tip */
- if (G.f & G_PICKSEL) {
- /* no bitmap in selection mode, crashes 3d cards... */
+ if (G.f & G_PICKSEL)
GPU_select_load_id(id | BONESEL_TIP);
- glBegin(GL_POINTS);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
- }
- else {
- glRasterPos3f(0.0f, 1.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot7);
- }
-
+
+ immBegin(GWN_PRIM_POINTS, 1);
+ immVertex3f(pos, 0.0f, 1.0f, 0.0f);
+ immEnd();
+
+ immUnbindProgram();
+
+
/* further we send no names */
if (id != -1)
GPU_select_load_id(id & 0xFFFF); /* object tag, for bordersel optim */
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_LINEBONE, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_LINEBONE, boneflag, constflag);
}
-
- glLineWidth(2.0);
-
+
+ /* Now draw the inner color */
+ glLineWidth(2.0f);
+ glPointSize(5.0f);
+
+ /* line */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_SELECTED) UI_GetThemeColor4fv(TH_EDGE_SELECT, fcolor);
+ else UI_GetThemeColorShade4fv(TH_BACK, -30, fcolor);
+ }
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4fv(fcolor);
+
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3f(pos, 0.0f, 1.0f, 0.0f);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immEnd();
+
+ immUnbindProgram();
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+
/*Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
- if ((G.f & G_PICKSEL) == 0) {
- /* no bitmap in selection mode, crashes 3d cards... */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
- }
- glRasterPos3f(0.0f, 0.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot6);
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_ROOTSEL) UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ else UI_GetThemeColor4fv(TH_VERTEX, fcolor);
}
+ immUniformColor4fv(fcolor);
+ immBegin(GWN_PRIM_POINTS, 1);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immEnd();
}
-
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_EDGE_SELECT);
- else UI_ThemeColorShade(TH_BACK, -30);
- }
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
-
+
/* tip */
if ((G.f & G_PICKSEL) == 0) {
/* no bitmap in selection mode, crashes 3d cards... */
if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
- else UI_ThemeColor(TH_VERTEX);
+ if (boneflag & BONE_TIPSEL) UI_GetThemeColor4fv(TH_VERTEX_SELECT, fcolor);
+ else UI_GetThemeColor4fv(TH_VERTEX, fcolor);
}
- glRasterPos3f(0.0f, 1.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot5);
+ immUniformColor4fv(fcolor);
+ immBegin(GWN_PRIM_POINTS, 1);
+ immVertex3f(pos, 0.0f, 1.0f, 0.0f);
+ immEnd();
}
-
- glPopMatrix();
+
+ immUnbindProgram();
+
+ gpuPopMatrix();
}
/* A partial copy of b_bone_spline_setup(), with just the parts for previewing editmode curve settings
@@ -1188,18 +1359,16 @@ static void draw_b_bone_boxes(const short dt, bPoseChannel *pchan, EditBone *ebo
}
for (a = 0; a < segments; a++) {
- glPushMatrix();
- glMultMatrixf(bbone[a].mat);
+ gpuPushMatrix();
+ gpuMultMatrix(bbone[a].mat);
if (dt == OB_SOLID) drawsolidcube_size(xwidth, dlen, zwidth);
else drawcube_size(xwidth, dlen, zwidth);
- glPopMatrix();
+ gpuPopMatrix();
}
}
else {
- glPushMatrix();
if (dt == OB_SOLID) drawsolidcube_size(xwidth, length, zwidth);
else drawcube_size(xwidth, length, zwidth);
- glPopMatrix();
}
}
@@ -1222,26 +1391,27 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
/* draw points only if... */
if (armflag & ARM_EDITMODE) {
/* move to unitspace */
- glPushMatrix();
- glScalef(length, length, length);
+ gpuPushMatrix();
+ gpuScaleUniform(length);
draw_bone_points(dt, armflag, boneflag, id);
- glPopMatrix();
+ gpuPopMatrix();
length *= 0.95f; /* make vertices visible */
}
/* colors for modes */
if (armflag & ARM_POSEMODE) {
if (dt <= OB_WIRE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
else
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, constflag);
}
else if (armflag & ARM_EDITMODE) {
if (dt == OB_WIRE) {
- set_ebone_glColor(boneflag);
+ set_ebone_color(boneflag);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
}
- else
- UI_ThemeColor(TH_BONE_SOLID);
}
if (id != -1) {
@@ -1250,33 +1420,31 @@ 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
- UI_ThemeColor(TH_BONE_SOLID);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, constflag);
+ else {
+ 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 */
if (armflag & ARM_POSEMODE) {
if (constflag && ((G.f & G_PICKSEL) == 0)) {
/* set constraint colors */
- if (set_pchan_glColor(PCHAN_COLOR_CONSTS, boneflag, constflag)) {
+ if (set_pchan_color(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);
}
/* restore colors */
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
}
}
@@ -1286,33 +1454,41 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float length, int segments)
{
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4fv(fcolor);
+
if ((segments > 1) && (pchan)) {
float dlen = length / (float)segments;
Mat4 *bbone = bbones;
int a;
-
+
for (a = 0; a < segments; a++, bbone++) {
- glPushMatrix();
- glMultMatrixf(bbone->mat);
-
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, dlen, 0.0f);
- glEnd(); /* GL_LINES */
-
- glPopMatrix();
+ gpuPushMatrix();
+ gpuMultMatrix(bbone->mat);
+
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immVertex3f(pos, 0.0f, dlen, 0.0f);
+ immEnd();
+
+ gpuPopMatrix();
}
}
else {
- glPushMatrix();
-
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, length, 0.0f);
- glEnd();
-
- glPopMatrix();
+ gpuPushMatrix();
+
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, 0.0f);
+ immVertex3f(pos, 0.0f, length, 0.0f);
+ immEnd();
+
+ gpuPopMatrix();
}
+
+ immUnbindProgram();
}
static void draw_wire_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id,
@@ -1338,10 +1514,11 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
/* draw points only if... */
if (armflag & ARM_EDITMODE) {
/* move to unitspace */
- glPushMatrix();
- glScalef(length, length, length);
+ gpuPushMatrix();
+ gpuScaleUniform(length);
+ flat_color = true;
draw_bone_points(dt, armflag, boneflag, id);
- glPopMatrix();
+ gpuPopMatrix();
length *= 0.95f; /* make vertices visible */
}
@@ -1359,10 +1536,10 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
/* colors for modes */
if (armflag & ARM_POSEMODE) {
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
}
else if (armflag & ARM_EDITMODE) {
- set_ebone_glColor(boneflag);
+ set_ebone_color(boneflag);
}
/* draw normal */
@@ -1372,23 +1549,23 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
static void draw_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id, float length)
{
- /* Draw a 3d octahedral bone, we use normalized space based on length,
- * for display-lists */
-
- glScalef(length, length, length);
+ /* Draw a 3d octahedral bone, we use normalized space based on length */
+ gpuScaleUniform(length);
/* set up solid drawing */
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) {
if (dt <= OB_WIRE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
else
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, constflag);
}
@@ -1403,12 +1580,12 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
if (dt <= OB_WIRE) {
/* colors */
if (armflag & ARM_EDITMODE) {
- set_ebone_glColor(boneflag);
+ set_ebone_color(boneflag);
}
else if (armflag & ARM_POSEMODE) {
if (constflag && ((G.f & G_PICKSEL) == 0)) {
/* draw constraint colors */
- if (set_pchan_glColor(PCHAN_COLOR_CONSTS, boneflag, constflag)) {
+ if (set_pchan_color(PCHAN_COLOR_CONSTS, boneflag, constflag)) {
glEnable(GL_BLEND);
draw_bone_solid_octahedral();
@@ -1417,7 +1594,7 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
}
/* restore colors */
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag);
}
}
draw_bone_octahedral();
@@ -1425,35 +1602,33 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
else {
/* solid */
if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, constflag);
else
- UI_ThemeColor(TH_BONE_SOLID);
- draw_bone_solid_octahedral();
- }
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
- /* disable solid drawing */
- if (dt > OB_WIRE) {
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ draw_bone_solid_octahedral();
}
}
-static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob,
- const short dt, int armflag, int boneflag, unsigned int id, float length)
+static void draw_custom_bone(
+ const struct EvaluationContext *eval_ctx,
+ Scene *scene, ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d, Object *ob,
+ const short dt, int armflag, int boneflag, unsigned int id, float length)
{
if (ob == NULL) return;
- glScalef(length, length, length);
+ gpuScaleUniform(length);
/* colors for posemode */
if (armflag & ARM_POSEMODE) {
- set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, 0);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, 0);
}
if (id != -1) {
GPU_select_load_id((GLuint) id | BONESEL_BONE);
}
-
- draw_object_instance(scene, v3d, rv3d, ob, dt, armflag & ARM_POSEMODE);
+
+ draw_object_instance(eval_ctx, scene, view_layer, v3d, rv3d, ob, dt, armflag & ARM_POSEMODE, fcolor);
}
@@ -1461,7 +1636,20 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
{
bConstraint *con;
bPoseChannel *parchan;
-
+
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
+
+ float viewport_size[4];
+ glGetFloatv(GL_VIEWPORT, viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+
+ immUniform1i("num_colors", 0); /* "simple" mode */
+ immUniformColor4fv(fcolor);
+ immUniform1f("dash_width", 6.0f);
+ immUniform1f("dash_factor", 0.5f);
+
for (con = pchan->constraints.first; con; con = con->next) {
if (con->enforce == 0.0f)
continue;
@@ -1471,47 +1659,45 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
{
bKinematicConstraint *data = (bKinematicConstraint *)con->data;
int segcount = 0;
+ float ik_tip[3];
/* if only_temp, only draw if it is a temporary ik-chain */
if ((only_temp) && !(data->flag & CONSTRAINT_IK_TEMP))
continue;
-
- setlinestyle(3);
- glBegin(GL_LINES);
-
+
/* exclude tip from chain? */
if ((data->flag & CONSTRAINT_IK_TIP) == 0)
parchan = pchan->parent;
else
parchan = pchan;
- glVertex3fv(parchan->pose_tail);
+ copy_v3_v3(ik_tip, parchan->pose_tail);
/* Find the chain's root */
while (parchan->parent) {
segcount++;
- if (segcount == data->rootbone || segcount > 255) {
- break; /* 255 is weak */
- }
+ /* FIXME: revise the breaking conditions */
+ if (segcount == data->rootbone || segcount > 255) break; /* 255 is weak */
parchan = parchan->parent;
}
- if (parchan)
- glVertex3fv(parchan->pose_head);
+
+ if (parchan) {
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(shdr_pos, ik_tip);
+ immVertex3fv(shdr_pos, parchan->pose_head);
+ immEnd();
+ }
- glEnd();
- setlinestyle(0);
break;
}
case CONSTRAINT_TYPE_SPLINEIK:
{
bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
int segcount = 0;
-
- setlinestyle(3);
- glBegin(GL_LINES);
+ float ik_tip[3];
parchan = pchan;
- glVertex3fv(parchan->pose_tail);
+ copy_v3_v3(ik_tip, parchan->pose_tail);
/* Find the chain's root */
while (parchan->parent) {
@@ -1521,18 +1707,21 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
parchan = parchan->parent;
}
/* 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? */
- glVertex3fv(parchan->pose_head);
-
- glEnd();
- setlinestyle(0);
+ if (parchan != pchan) { /* XXX revise the breaking conditions to only stop at the tail? */
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(shdr_pos, ik_tip);
+ immVertex3fv(shdr_pos, parchan->pose_head);
+ immEnd();
+ }
break;
}
}
}
+
+ immUnbindProgram();
}
-static void bgl_sphere_project(float ax, float az)
+static void imm_sphere_project(unsigned int pos, float ax, float az)
{
float dir[3], sine, q3;
@@ -1543,11 +1732,13 @@ static void bgl_sphere_project(float ax, float az)
dir[1] = 1.0f - 2.0f * sine;
dir[2] = ax * q3;
- glVertex3fv(dir);
+ immVertex3fv(pos, dir);
}
-static void draw_dof_ellipse(float ax, float az)
+static void draw_dof_ellipse(unsigned int pos, float ax, float az)
{
+ const int n = 16;
+ const int tri = n * n - 2 * n + 1; /* Yay fancy math ! */
const float staticSine[16] = {
0.0f, 0.104528463268f, 0.207911690818f, 0.309016994375f,
0.406736643076f, 0.5f, 0.587785252292f, 0.669130606359f,
@@ -1556,15 +1747,15 @@ static void draw_dof_ellipse(float ax, float az)
0.994521895368f, 1.0f
};
- int i, j, n = 16;
+ int i, j;
float x, z, px, pz;
glEnable(GL_BLEND);
glDepthMask(0);
- glColor4ub(70, 70, 70, 50);
+ immUniformColor4ub(70, 70, 70, 50);
- glBegin(GL_QUADS);
+ immBegin(GWN_PRIM_TRIS, tri * 3);
pz = 0.0f;
for (i = 1; i < n; i++) {
z = staticSine[i];
@@ -1574,36 +1765,35 @@ static void draw_dof_ellipse(float ax, float az)
x = staticSine[j];
if (j == n - i) {
- glEnd();
- glBegin(GL_TRIANGLES);
- bgl_sphere_project(ax * px, az * z);
- bgl_sphere_project(ax * px, az * pz);
- bgl_sphere_project(ax * x, az * pz);
- glEnd();
- glBegin(GL_QUADS);
+ imm_sphere_project(pos, ax * px, az * z);
+ imm_sphere_project(pos, ax * px, az * pz);
+ imm_sphere_project(pos, ax * x, az * pz);
}
else {
- bgl_sphere_project(ax * x, az * z);
- bgl_sphere_project(ax * x, az * pz);
- bgl_sphere_project(ax * px, az * pz);
- bgl_sphere_project(ax * px, az * z);
+ imm_sphere_project(pos, ax * x, az * z);
+ imm_sphere_project(pos, ax * x, az * pz);
+ imm_sphere_project(pos, ax * px, az * pz);
+
+ imm_sphere_project(pos, ax * px, az * pz);
+ imm_sphere_project(pos, ax * px, az * z);
+ imm_sphere_project(pos, ax * x, az * z);
}
px = x;
}
pz = z;
}
- glEnd();
+ immEnd();
glDisable(GL_BLEND);
glDepthMask(1);
- glColor3ub(0, 0, 0);
+ immUniformColor3ub(0, 0, 0);
- glBegin(GL_LINE_STRIP);
+ immBegin(GWN_PRIM_LINE_STRIP, n);
for (i = 0; i < n; i++)
- bgl_sphere_project(staticSine[n - i - 1] * ax, staticSine[i] * az);
- glEnd();
+ imm_sphere_project(pos, staticSine[n - i - 1] * ax, staticSine[i] * az);
+ immEnd();
}
static void draw_pose_dofs(Object *ob)
@@ -1611,7 +1801,12 @@ static void draw_pose_dofs(Object *ob)
bArmature *arm = ob->data;
bPoseChannel *pchan;
Bone *bone;
-
+
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
bone = pchan->bone;
@@ -1625,54 +1820,55 @@ static void draw_pose_dofs(Object *ob)
int a, i;
/* in parent-bone pose, but own restspace */
- glPushMatrix();
+ gpuPushMatrix();
copy_v3_v3(posetrans, pchan->pose_mat[3]);
- glTranslate3fv(posetrans);
+ gpuTranslate3fv(posetrans);
if (pchan->parent) {
copy_m4_m4(mat, pchan->parent->pose_mat);
mat[3][0] = mat[3][1] = mat[3][2] = 0.0f;
- glMultMatrixf(mat);
+ gpuMultMatrix(mat);
}
copy_m4_m3(mat, pchan->bone->bone_mat);
- glMultMatrixf(mat);
+ gpuMultMatrix(mat);
scale = bone->length * pchan->size[1];
- glScalef(scale, scale, scale);
+ gpuScaleUniform(scale);
- if (pchan->ikflag & BONE_IK_XLIMIT) {
- if (pchan->ikflag & BONE_IK_ZLIMIT) {
- float amin[3], amax[3];
-
- for (i = 0; i < 3; i++) {
- /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
- amin[i] = sinf(pchan->limitmin[i] * 0.5f);
- amax[i] = sinf(pchan->limitmax[i] * 0.5f);
- }
-
- glScalef(1.0f, -1.0f, 1.0f);
- if ((amin[0] != 0.0f) && (amin[2] != 0.0f))
- draw_dof_ellipse(amin[0], amin[2]);
- if ((amin[0] != 0.0f) && (amax[2] != 0.0f))
- draw_dof_ellipse(amin[0], amax[2]);
- if ((amax[0] != 0.0f) && (amin[2] != 0.0f))
- draw_dof_ellipse(amax[0], amin[2]);
- if ((amax[0] != 0.0f) && (amax[2] != 0.0f))
- draw_dof_ellipse(amax[0], amax[2]);
- glScalef(1.0f, -1.0f, 1.0f);
+ if (((pchan->ikflag & BONE_IK_XLIMIT) != 0) &&
+ ((pchan->ikflag & BONE_IK_ZLIMIT) != 0))
+ {
+ float amin[3], amax[3];
+
+ for (i = 0; i < 3; i++) {
+ /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
+ amin[i] = sinf(pchan->limitmin[i] * 0.5f);
+ amax[i] = sinf(pchan->limitmax[i] * 0.5f);
}
+
+ gpuScale3f(1.0f, -1.0f, 1.0f);
+ if ((amin[0] != 0.0f) && (amin[2] != 0.0f))
+ draw_dof_ellipse(pos, amin[0], amin[2]);
+ if ((amin[0] != 0.0f) && (amax[2] != 0.0f))
+ draw_dof_ellipse(pos, amin[0], amax[2]);
+ if ((amax[0] != 0.0f) && (amin[2] != 0.0f))
+ draw_dof_ellipse(pos, amax[0], amin[2]);
+ if ((amax[0] != 0.0f) && (amax[2] != 0.0f))
+ draw_dof_ellipse(pos, amax[0], amax[2]);
+ gpuScale3f(1.0f, -1.0f, 1.0f); /* XXX same as above, is this intentional? */
}
/* arcs */
if (pchan->ikflag & BONE_IK_ZLIMIT) {
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
theta = RAD2DEGF(0.5f * (pchan->limitmin[2] + pchan->limitmax[2]));
- glRotatef(theta, 0.0f, 0.0f, 1.0f);
+ gpuPushMatrix();
+ gpuRotateAxis(theta, 'Z');
- glColor3ub(50, 50, 255); /* blue, Z axis limit */
- glBegin(GL_LINE_STRIP);
+ immUniformColor3ub(50, 50, 255); /* blue, Z axis limit */
+ immBegin(GWN_PRIM_LINE_STRIP, 33);
for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
float fac = ((float)a) / 16.0f * 0.5f;
@@ -1683,20 +1879,21 @@ static void draw_pose_dofs(Object *ob)
corner[i][0] = sinf(phi);
corner[i][1] = cosf(phi);
corner[i][2] = 0.0f;
- glVertex3fv(corner[i]);
+ immVertex3fv(pos, corner[i]);
}
- glEnd();
+ immEnd();
- glRotatef(-theta, 0.0f, 0.0f, 1.0f);
+ gpuPopMatrix();
}
if (pchan->ikflag & BONE_IK_XLIMIT) {
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
theta = RAD2DEGF(0.5f * (pchan->limitmin[0] + pchan->limitmax[0]));
- glRotatef(theta, 1.0f, 0.0f, 0.0f);
+ gpuPushMatrix();
+ gpuRotateAxis(theta, 'X');
- glColor3ub(255, 50, 50); /* Red, X axis limit */
- glBegin(GL_LINE_STRIP);
+ immUniformColor3ub(255, 50, 50); /* Red, X axis limit */
+ immBegin(GWN_PRIM_LINE_STRIP, 33);
for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
float fac = ((float)a) / 16.0f * 0.5f;
@@ -1706,21 +1903,23 @@ static void draw_pose_dofs(Object *ob)
corner[i][0] = 0.0f;
corner[i][1] = sinf(phi);
corner[i][2] = cosf(phi);
- glVertex3fv(corner[i]);
+ immVertex3fv(pos, corner[i]);
}
- glEnd();
+ immEnd();
- glRotatef(-theta, 1.0f, 0.0f, 0.0f);
+ gpuPopMatrix();
}
/* out of cone, out of bone */
- glPopMatrix();
+ gpuPopMatrix();
}
}
}
}
}
}
+
+ immUnbindProgram();
}
static void bone_matrix_translate_y(float mat[4][4], float y)
@@ -1733,9 +1932,10 @@ static void bone_matrix_translate_y(float mat[4][4], float y)
}
/* assumes object is Armature with pose */
-static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
- const short dt, const unsigned char ob_wire_col[4],
- const bool do_const_color, const bool is_outline)
+static void draw_pose_bones(
+ const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, View3D *v3d, ARegion *ar, Base *base,
+ const short dt, const unsigned char ob_wire_col[4],
+ const bool do_const_color, const bool is_outline)
{
RegionView3D *rv3d = ar->regiondata;
Object *ob = base->object;
@@ -1756,7 +1956,9 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* being set below */
arm->layer_used = 0;
-
+
+ rgba_uchar_to_float(fcolor, ob_wire_col);
+
/* precalc inverse matrix for drawing screen aligned */
if (arm->drawtype == ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
@@ -1805,7 +2007,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* if solid we draw that first, with selection codes, but without names, axes etc */
if (dt > OB_WIRE) {
if (arm->flag & ARM_POSEMODE)
- index = base->selcol;
+ index = base->object->select_color;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
bone = pchan->bone;
@@ -1817,13 +2019,13 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
{
if (bone->layer & arm->layer) {
const bool use_custom = (pchan->custom) && !(arm->flag & ARM_NO_CUSTOM);
- glPushMatrix();
+ gpuPushMatrix();
if (use_custom && pchan->custom_tx) {
- glMultMatrixf(pchan->custom_tx->pose_mat);
+ gpuMultMatrix(pchan->custom_tx->pose_mat);
}
else {
- glMultMatrixf(pchan->pose_mat);
+ gpuMultMatrix(pchan->pose_mat);
}
/* catch exception for bone with hidden parent */
@@ -1858,7 +2060,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
glDisable(GL_CULL_FACE);
}
- draw_custom_bone(scene, v3d, rv3d, pchan->custom,
+ draw_custom_bone(eval_ctx, scene, view_layer, v3d, rv3d, pchan->custom,
OB_SOLID, arm->flag, flag, index, PCHAN_CUSTOM_DRAW_SIZE(pchan));
}
}
@@ -1885,7 +2087,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
}
- glPopMatrix();
+ gpuPopMatrix();
}
}
@@ -1913,7 +2115,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
(draw_wire || (dt <= OB_WIRE)) )
{
if (arm->flag & ARM_POSEMODE)
- index = base->selcol;
+ index = base->object->select_color;
/* only draw custom bone shapes that need to be drawn as wires */
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
@@ -1926,13 +2128,13 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (bone->layer & arm->layer) {
if (pchan->custom) {
if ((dt < OB_SOLID) || (bone->flag & BONE_DRAWWIRE)) {
- glPushMatrix();
+ gpuPushMatrix();
if (pchan->custom_tx) {
- glMultMatrixf(pchan->custom_tx->pose_mat);
+ gpuMultMatrix(pchan->custom_tx->pose_mat);
}
else {
- glMultMatrixf(pchan->pose_mat);
+ gpuMultMatrix(pchan->pose_mat);
}
/* prepare colors */
@@ -1942,7 +2144,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
else if (arm->flag & ARM_POSEMODE)
set_pchan_colorset(ob, pchan);
else {
- glColor3ubv(ob_wire_col);
+ rgba_uchar_to_float(fcolor, ob_wire_col);
}
/* catch exception for bone with hidden parent */
@@ -1954,10 +2156,10 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (bone == arm->act_bone)
flag |= BONE_DRAW_ACTIVE;
- draw_custom_bone(scene, v3d, rv3d, pchan->custom,
+ draw_custom_bone(eval_ctx, scene, view_layer, v3d, rv3d, pchan->custom,
OB_WIRE, arm->flag, flag, index, PCHAN_CUSTOM_DRAW_SIZE(pchan));
- glPopMatrix();
+ gpuPopMatrix();
}
}
}
@@ -1979,7 +2181,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* draw line check first. we do selection indices */
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
if (arm->flag & ARM_POSEMODE)
- index = base->selcol;
+ index = base->object->select_color;
}
/* if solid && posemode, we draw again with polygonoffset */
else if ((dt > OB_WIRE) && (arm->flag & ARM_POSEMODE)) {
@@ -1988,7 +2190,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
else {
/* and we use selection indices if not done yet */
if (arm->flag & ARM_POSEMODE)
- index = base->selcol;
+ index = base->object->select_color;
}
if (is_cull_enabled == false) {
@@ -2011,16 +2213,30 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
* - only if V3D_HIDE_HELPLINES is enabled...
*/
if ((do_dashed & DASH_HELP_LINES) && ((bone->flag & BONE_CONNECTED) == 0)) {
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
+
+ float viewport_size[4];
+ glGetFloatv(GL_VIEWPORT, viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+
+ immUniform1i("num_colors", 0); /* "simple" mode */
+ immUniformColor4fv(fcolor);
+ immUniform1f("dash_width", 6.0f);
+ immUniform1f("dash_factor", 0.5f);
+
if (arm->flag & ARM_POSEMODE) {
GPU_select_load_id(index & 0xFFFF); /* object tag, for bordersel optim */
- UI_ThemeColor(TH_WIRE);
+ immUniformThemeColor(TH_WIRE);
}
- setlinestyle(3);
- glBegin(GL_LINES);
- glVertex3fv(pchan->pose_head);
- glVertex3fv(pchan->parent->pose_tail);
- glEnd();
- setlinestyle(0);
+
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(shdr_pos, pchan->parent->pose_tail);
+ immVertex3fv(shdr_pos, pchan->pose_head);
+ immEnd();
+
+ immUnbindProgram();
}
/* Draw a line to IK root bone
@@ -2029,8 +2245,11 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (arm->flag & ARM_POSEMODE) {
if (constflag & PCHAN_HAS_IK) {
if (bone->flag & BONE_SELECTED) {
- if (constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
- else glColor3ub(200, 200, 50); /* add theme! */
+ if (constflag & PCHAN_HAS_TARGET) {
+ rgba_float_args_set(fcolor, 200.f / 255.f, 120.f / 255.f, 0.f / 255.f, 1.0f);
+ }
+ /* add theme! */
+ else rgba_float_args_set(fcolor, 200.f / 255.f, 200.f / 255.f, 50.f / 255.f, 1.0f);
GPU_select_load_id(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & DASH_HELP_LINES));
@@ -2038,8 +2257,9 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
else if (constflag & PCHAN_HAS_SPLINEIK) {
if (bone->flag & BONE_SELECTED) {
- glColor3ub(150, 200, 50); /* add theme! */
-
+ /* add theme! */
+ rgba_float_args_set(fcolor, 150.f / 255.f, 200.f / 255.f, 50.f / 255.f, 1.0f);
+
GPU_select_load_id(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & DASH_HELP_LINES));
}
@@ -2047,9 +2267,9 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
}
- glPushMatrix();
+ gpuPushMatrix();
if (arm->drawtype != ARM_ENVELOPE)
- glMultMatrixf(pchan->pose_mat);
+ gpuMultMatrix(pchan->pose_mat);
/* catch exception for bone with hidden parent */
flag = bone->flag;
@@ -2086,7 +2306,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
else
draw_bone(OB_WIRE, arm->flag, flag, constflag, index, bone->length);
- glPopMatrix();
+ gpuPopMatrix();
}
}
@@ -2106,7 +2326,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* draw DoFs */
if (arm->flag & ARM_POSEMODE) {
- if (((base->flag & OB_FROMDUPLI) == 0) && ((v3d->flag & V3D_HIDE_HELPLINES) == 0)) {
+ if (((base->flag_legacy & OB_FROMDUPLI) == 0) && ((v3d->flag & V3D_HIDE_HELPLINES) == 0)) {
draw_pose_dofs(ob);
}
}
@@ -2114,26 +2334,17 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* finally names and axes */
if ((arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) &&
(is_outline == 0) &&
- ((base->flag & OB_FROMDUPLI) == 0))
+ ((base->flag_legacy & OB_FROMDUPLI) == 0))
{
/* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
unsigned char col[4];
- if (do_const_color) {
- /* so we can draw bone names in current const color */
- float tcol[4];
- glGetFloatv(GL_CURRENT_COLOR, tcol);
- rgb_float_to_uchar(col, tcol);
- col[3] = 255;
- }
- else {
- col[0] = ob_wire_col[0];
- col[1] = ob_wire_col[1];
- col[2] = ob_wire_col[2];
- col[3] = 255;
- }
+ col[0] = ob_wire_col[0];
+ col[1] = ob_wire_col[1];
+ col[2] = ob_wire_col[2];
+ col[3] = 255;
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
@@ -2156,18 +2367,16 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* Draw additional axes on the bone tail */
if ((arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE)) {
- glPushMatrix();
+ gpuPushMatrix();
copy_m4_m4(bmat, pchan->pose_mat);
bone_matrix_translate_y(bmat, pchan->bone->length);
- glMultMatrixf(bmat);
+ gpuMultMatrix(bmat);
- glColor3ubv(col);
-
float viewmat_pchan[4][4];
mul_m4_m4m4(viewmat_pchan, rv3d->viewmatob, bmat);
- drawaxes(viewmat_pchan, pchan->bone->length * 0.25f, OB_ARROWS);
+ drawaxes(viewmat_pchan, pchan->bone->length * 0.25f, OB_ARROWS, col);
- glPopMatrix();
+ gpuPopMatrix();
}
}
}
@@ -2233,9 +2442,9 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
for (eBone = arm->edbo->first, index = 0; eBone; eBone = eBone->next, index++) {
if (eBone->layer & arm->layer) {
if ((eBone->flag & BONE_HIDDEN_A) == 0) {
- glPushMatrix();
+ gpuPushMatrix();
get_matrix_editbone(eBone, bmat);
- glMultMatrixf(bmat);
+ gpuMultMatrix(bmat);
/* catch exception for bone with hidden parent */
flag = eBone->flag;
@@ -2257,7 +2466,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
draw_bone(OB_SOLID, arm->flag, flag, 0, index, eBone->length);
}
- glPopMatrix();
+ gpuPopMatrix();
}
}
}
@@ -2295,9 +2504,9 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
draw_sphere_bone_wire(smat, imat, arm->flag, flag, 0, index, NULL, eBone);
}
else {
- glPushMatrix();
+ gpuPushMatrix();
get_matrix_editbone(eBone, bmat);
- glMultMatrixf(bmat);
+ gpuMultMatrix(bmat);
if (arm->drawtype == ARM_LINE)
draw_line_bone(arm->flag, flag, 0, index, NULL, eBone);
@@ -2308,21 +2517,32 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
else
draw_bone(OB_WIRE, arm->flag, flag, 0, index, eBone->length);
- glPopMatrix();
+ gpuPopMatrix();
}
/* offset to parent */
if (eBone->parent) {
- UI_ThemeColor(TH_WIRE_EDIT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
GPU_select_load_id(-1); /* -1 here is OK! */
- setlinestyle(3);
-
- glBegin(GL_LINES);
- glVertex3fv(eBone->parent->tail);
- glVertex3fv(eBone->head);
- glEnd();
-
- setlinestyle(0);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
+
+ float viewport_size[4];
+ glGetFloatv(GL_VIEWPORT, viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+
+ immUniform1i("num_colors", 0); /* "simple" mode */
+ immUniformThemeColor(TH_WIRE_EDIT);
+ immUniform1f("dash_width", 6.0f);
+ immUniform1f("dash_factor", 0.5f);
+
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(shdr_pos, eBone->parent->tail);
+ immVertex3fv(shdr_pos, eBone->head);
+ immEnd();
+
+ immUnbindProgram();
}
}
}
@@ -2364,18 +2584,16 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
}
/* Draw additional axes */
if (arm->flag & ARM_DRAWAXES) {
- glPushMatrix();
+ gpuPushMatrix();
get_matrix_editbone(eBone, bmat);
bone_matrix_translate_y(bmat, eBone->length);
- glMultMatrixf(bmat);
-
- glColor3ubv(col);
+ gpuMultMatrix(bmat);
float viewmat_ebone[4][4];
mul_m4_m4m4(viewmat_ebone, rv3d->viewmatob, bmat);
- drawaxes(viewmat_ebone, eBone->length * 0.25f, OB_ARROWS);
+ drawaxes(viewmat_ebone, eBone->length * 0.25f, OB_ARROWS, col);
- glPopMatrix();
+ gpuPopMatrix();
}
}
@@ -2448,7 +2666,8 @@ static void ghost_poses_tag_unselected(Object *ob, short unset)
/* draw ghosts that occur within a frame range
* note: object should be in posemode
*/
-static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
+static void draw_ghost_poses_range(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, View3D *v3d, ARegion *ar, Base *base)
{
Object *ob = base->object;
AnimData *adt = BKE_animdata_from_id(&ob->id);
@@ -2456,6 +2675,7 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
bPose *posen, *poseo;
float start, end, stepsize, range, colfac;
int cfrao, flago;
+ unsigned char col[4];
start = (float)arm->ghostsf;
end = (float)arm->ghostef;
@@ -2488,11 +2708,11 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
/* draw from first frame of range to last */
for (CFRA = (int)start; CFRA <= end; CFRA += (int)stepsize) {
colfac = (end - (float)CFRA) / range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)));
+ UI_GetThemeColorShadeAlpha4ubv(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)), col);
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
- BKE_pose_where_is(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
+ BKE_pose_where_is(eval_ctx, scene, ob);
+ draw_pose_bones(eval_ctx, scene, view_layer, v3d, ar, base, OB_WIRE, col, true, false);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
@@ -2514,7 +2734,9 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
/* draw ghosts on keyframes in action within range
* - object should be in posemode
*/
-static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
+static void draw_ghost_poses_keys(
+ const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer,
+ View3D *v3d, ARegion *ar, Base *base)
{
Object *ob = base->object;
AnimData *adt = BKE_animdata_from_id(&ob->id);
@@ -2525,6 +2747,7 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
ActKeyColumn *ak, *akn;
float start, end, range, colfac, i;
int cfrao, flago;
+ unsigned char col[4];
start = (float)arm->ghostsf;
end = (float)arm->ghostef;
@@ -2566,13 +2789,13 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
/* draw from first frame of range to last */
for (ak = keys.first, i = 0; ak; ak = ak->next, i++) {
colfac = i / range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)));
+ UI_GetThemeColorShadeAlpha4ubv(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)), col);
CFRA = (int)ak->cfra;
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
- BKE_pose_where_is(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
+ BKE_pose_where_is(eval_ctx, scene, ob);
+ draw_pose_bones(eval_ctx, scene, view_layer, v3d, ar, base, OB_WIRE, col, true, false);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
@@ -2595,7 +2818,9 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
/* draw ghosts around current frame
* - object is supposed to be armature in posemode
*/
-static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
+static void draw_ghost_poses(
+ const struct EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer,
+ View3D *v3d, ARegion *ar, Base *base)
{
Object *ob = base->object;
AnimData *adt = BKE_animdata_from_id(&ob->id);
@@ -2603,7 +2828,8 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
bPose *posen, *poseo;
float cur, start, end, stepsize, range, colfac, actframe, ctime;
int cfrao, flago;
-
+ unsigned char col[4];
+
/* pre conditions, get an action with sufficient frames */
if (ELEM(NULL, adt, adt->action))
return;
@@ -2640,7 +2866,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
for (cur = stepsize; cur < range; cur += stepsize) {
ctime = cur - (float)fmod(cfrao, stepsize); /* ensures consistent stepping */
colfac = ctime / range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)));
+ UI_GetThemeColorShadeAlpha4ubv(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)), col);
/* only within action range */
if (actframe + ctime >= start && actframe + ctime <= end) {
@@ -2648,14 +2874,14 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
- BKE_pose_where_is(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
+ BKE_pose_where_is(eval_ctx, scene, ob);
+ draw_pose_bones(eval_ctx, scene, view_layer, v3d, ar, base, OB_WIRE, col, true, false);
}
}
ctime = cur + (float)fmod((float)cfrao, stepsize) - stepsize + 1.0f; /* ensures consistent stepping */
colfac = ctime / range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)));
+ UI_GetThemeColorShadeAlpha4ubv(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)), col);
/* only within action range */
if ((actframe - ctime >= start) && (actframe - ctime <= end)) {
@@ -2663,8 +2889,8 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
- BKE_pose_where_is(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
+ BKE_pose_where_is(eval_ctx, scene, ob);
+ draw_pose_bones(eval_ctx, scene, view_layer, v3d, ar, base, OB_WIRE, col, true, false);
}
}
}
@@ -2689,9 +2915,10 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
/* called from drawobject.c, return true if nothing was drawn
* (ob_wire_col == NULL) when drawing ghost */
-bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
- const short dt, const short dflag, const unsigned char ob_wire_col[4],
- const bool is_outline)
+bool draw_armature(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, View3D *v3d, ARegion *ar, Base *base,
+ const short dt, const short dflag, const unsigned char ob_wire_col[4],
+ const bool is_outline)
{
Object *ob = base->object;
bArmature *arm = ob->data;
@@ -2700,11 +2927,7 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return true;
- /* needed for 'draw_line_bone' which draws pixel. */
- if (arm->drawtype == ARM_LINE) {
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- }
-
+#if 0 /* Not used until lighting is properly reimplemented */
if (dt > OB_WIRE) {
/* we use color for solid lighting */
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
@@ -2719,7 +2942,8 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); /* only for lighting... */
}
}
-
+#endif
+
/* arm->flag is being used to detect mode... */
/* editmode? */
if (arm->edbo) {
@@ -2736,7 +2960,7 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
/* drawing posemode selection indices or colors only in these cases */
- if (!(base->flag & OB_FROMDUPLI)) {
+ if (!(base->flag_legacy & OB_FROMDUPLI)) {
if (G.f & G_PICKSEL) {
#if 0
/* nifty but actually confusing to allow bone selection out of posemode */
@@ -2752,31 +2976,28 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
else if (ob->mode & OB_MODE_POSE) {
if (arm->ghosttype == ARM_GHOST_RANGE) {
- draw_ghost_poses_range(scene, v3d, ar, base);
+ draw_ghost_poses_range(eval_ctx, scene, view_layer, v3d, ar, base);
}
else if (arm->ghosttype == ARM_GHOST_KEYS) {
- draw_ghost_poses_keys(scene, v3d, ar, base);
+ draw_ghost_poses_keys(eval_ctx, scene, view_layer, v3d, ar, base);
}
else if (arm->ghosttype == ARM_GHOST_CUR) {
if (arm->ghostep)
- draw_ghost_poses(scene, v3d, ar, base);
+ draw_ghost_poses(eval_ctx, scene, view_layer, v3d, ar, base);
}
if ((dflag & DRAW_SCENESET) == 0) {
- if (ob == OBACT)
+ if (ob == OBACT(view_layer))
arm->flag |= ARM_POSEMODE;
- else if (OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
- if (ob == modifiers_isDeformedByArmature(OBACT))
+ else if (OBACT(view_layer) && (OBACT(view_layer)->mode & OB_MODE_WEIGHT_PAINT)) {
+ if (ob == modifiers_isDeformedByArmature(OBACT(view_layer)))
arm->flag |= ARM_POSEMODE;
}
draw_pose_paths(scene, v3d, ar, ob);
}
}
}
- draw_pose_bones(scene, v3d, ar, base, dt, ob_wire_col, (dflag & DRAW_CONSTCOLOR), is_outline);
+ draw_pose_bones(eval_ctx, scene, view_layer, v3d, ar, base, dt, ob_wire_col, (dflag & DRAW_CONSTCOLOR), is_outline);
arm->flag &= ~ARM_POSEMODE;
-
- if (ob->mode & OB_MODE_POSE)
- UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
}
else {
retval = true;
@@ -2785,9 +3006,5 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* restore */
glFrontFace(GL_CCW);
- if (arm->drawtype == ARM_LINE) {
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- }
-
return retval;
}