diff options
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 1435 |
1 files changed, 818 insertions, 617 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index 314b7bf3335..2152d67e447 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -55,14 +55,16 @@ #include "BKE_nla.h" #include "BKE_curve.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 +76,10 @@ /* 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 +132,7 @@ 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 +150,13 @@ 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 +173,20 @@ 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 +195,25 @@ 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 +221,7 @@ 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 +233,18 @@ 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 +252,7 @@ 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 +267,18 @@ 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 +286,24 @@ 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 +313,37 @@ 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(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]) +{ + VertexBuffer_set_attrib(vbo, nor, *vertex, n); + VertexBuffer_set_attrib(vbo, pos, (*vertex)++, p1); + VertexBuffer_set_attrib(vbo, nor, *vertex, n); + VertexBuffer_set_attrib(vbo, pos, (*vertex)++, p2); + VertexBuffer_set_attrib(vbo, nor, *vertex, n); + VertexBuffer_set_attrib(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 +354,184 @@ 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); + 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 = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned int nor = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT); + + /* Vertices */ + VertexBuffer_init_with_format(&vbo, &format); + VertexBuffer_allocate_data(&vbo, 36); - if (displist == 0) { - displist = glGenLists(1); - glNewList(displist, GL_COMPILE); - - 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(); + Batch_init(&batch, PRIM_TRIANGLES, &vbo, NULL); } - glCallList(displist); + gpuPushMatrix(); + 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); + + 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 VertexFormat format = {0}; + static VertexBuffer vbo = {{0}}; + static ElementListBuilder elb = {0}; + static ElementList el = {0}; + static Batch batch = {{0}}; + + if (format.attrib_ct == 0) { + /* Vertex format */ + unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); + + /* Elements */ + ElementListBuilder_init(&elb, PRIM_LINES, 12, 8); + for (int i = 0; i < 12; ++i) { + add_line_vertices(&elb, cube_wire[i*2], cube_wire[i*2+1]); + } + ElementList_build_in_place(&elb, &el); + + /* Vertices */ + VertexBuffer_init_with_format(&vbo, &format); + VertexBuffer_allocate_data(&vbo, 8); + for (int i = 0; i < 8; ++i) { + VertexBuffer_set_attrib(&vbo, pos, i, cube_vert[i]); + } + + Batch_init(&batch, PRIM_LINES, &vbo, &el); + Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR); } - glScalef(xsize, ysize, zsize); - glCallList(displist); - + gpuPushMatrix(); + gpuScale3f(xsize, ysize, zsize); + + Batch_use_program(&batch); + Batch_Uniform4fv(&batch, "color", fcolor); + 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 VertexFormat format = {0}; + static VertexBuffer vbo = {{0}}; + static Batch batch = {{0}}; + + if (format.attrib_ct == 0) { + /* Vertex format */ + unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 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); + VertexBuffer_set_attrib(&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); + VertexBuffer_set_attrib(&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); + VertexBuffer_set_attrib(&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); + VertexBuffer_set_attrib(&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); + VertexBuffer_set_attrib(&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); + VertexBuffer_set_attrib(&vbo, pos, i * 6 + 5, vert); + } + + Batch_init(&batch, PRIM_LINES, &vbo, NULL); + Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR); } - glCallList(displist); + Batch_use_program(&batch); + Batch_Uniform4fv(&batch, "color", fcolor); + 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(); + Batch *batch = Batch_get_sphere(0); + const float light_vec[3] = {0.0f, 0.0f, 1.0f}; + + gpuPushMatrix(); + gpuScaleUniform(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); + gpuPopMatrix(); } static const float bone_octahedral_verts[6][3] = { @@ -451,8 +543,11 @@ 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 +575,78 @@ 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 VertexFormat format = {0}; + static VertexBuffer vbo = {{0}}; + static ElementListBuilder elb = {0}; + static ElementList el = {0}; + static Batch batch = {{0}}; + + if (format.attrib_ct == 0) { + /* Vertex format */ + unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); + + /* Elements */ + ElementListBuilder_init(&elb, PRIM_LINES, 12, 6); + for (int i = 0; i < 12; ++i) { + add_line_vertices(&elb, bone_octahedral_wire[i*2], bone_octahedral_wire[i*2+1]); + } + ElementList_build_in_place(&elb, &el); + + /* Vertices */ + VertexBuffer_init_with_format(&vbo, &format); + VertexBuffer_allocate_data(&vbo, 6); + for (int i = 0; i < 6; ++i) { + VertexBuffer_set_attrib(&vbo, pos, i, bone_octahedral_verts[i]); + } + + Batch_init(&batch, PRIM_LINES, &vbo, &el); + Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR); } - glCallList(displist); -} + Batch_use_program(&batch); + Batch_Uniform4fv(&batch, "color", fcolor); + 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 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 v_idx = 0; + /* Vertex format */ + unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned int nor = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT); + + /* 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]); + } - glEndList(); + Batch_init(&batch, PRIM_TRIANGLES, &vbo, NULL); } - glCallList(displist); -} + 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); +} /* *************** Armature drawing, bones ******************* */ @@ -557,15 +660,20 @@ 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 +688,29 @@ 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 +809,13 @@ 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 int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); + immBegin(PRIM_TRIANGLE_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 +825,8 @@ 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 +837,8 @@ 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 +849,11 @@ 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 +865,11 @@ 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 = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); /* figure out the sizes of spheres */ if (ebone) { @@ -780,35 +898,49 @@ 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 +966,40 @@ 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(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; + 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); + + gpuPushMatrix(); /* figure out the sizes of spheres */ if (ebone) { @@ -882,110 +1020,124 @@ 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); + 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(); + gpuScaleUniform(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); + 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); + + 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); + gpuScaleUniform(size1); + + Batch_draw(sphere); + gpuPopMatrix(); + + gpuPushMatrix(); + gpuTranslate3f(0.0f, 0.0f, head); + gpuScaleUniform(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 = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned int nor = VertexFormat_add_attrib(format, "nor", COMP_F32, 3, KEEP_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); + 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 +1145,119 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned else length = ebone->length; - glPushMatrix(); - glScalef(length, length, length); + VertexFormat *format = immVertexFormat(); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_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(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(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(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(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(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(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 +1356,16 @@ 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 +1388,27 @@ 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 +1417,31 @@ 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 +1451,41 @@ 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) { + VertexFormat *format = immVertexFormat(); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_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(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(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 +1511,11 @@ 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 +1533,10 @@ 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 +1546,23 @@ 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 +1577,12 @@ 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 +1591,7 @@ 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 +1599,31 @@ 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, +static void draw_custom_bone(Scene *scene, SceneLayer *sl, 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(scene, sl, v3d, rv3d, ob, dt, armflag & ARM_POSEMODE, fcolor); } @@ -1461,7 +1631,20 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp) { bConstraint *con; bPoseChannel *parchan; - + + const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR); + + float viewport_size[4]; + glGetFloatv(GL_VIEWPORT, viewport_size); + immUniform2f("viewport_size", viewport_size[2], viewport_size[3]); + + 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 +1654,45 @@ 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(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 +1702,21 @@ 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(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 +1727,13 @@ 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 +1742,15 @@ 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(PRIM_TRIANGLES, tri*3); pz = 0.0f; for (i = 1; i < n; i++) { z = staticSine[i]; @@ -1574,36 +1760,35 @@ 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(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 +1796,12 @@ static void draw_pose_dofs(Object *ob) bArmature *arm = ob->data; bPoseChannel *pchan; Bone *bone; - + + VertexFormat *format = immVertexFormat(); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); + for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { bone = pchan->bone; @@ -1625,54 +1815,55 @@ 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(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 +1874,21 @@ 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(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 +1898,23 @@ 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) @@ -1733,7 +1927,7 @@ 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, +static void draw_pose_bones(Scene *scene, SceneLayer *sl, 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) { @@ -1756,7 +1950,9 @@ 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 +2001,7 @@ 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 +2013,13 @@ 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 +2054,7 @@ 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(scene, sl, v3d, rv3d, pchan->custom, OB_SOLID, arm->flag, flag, index, PCHAN_CUSTOM_DRAW_SIZE(pchan)); } } @@ -1885,7 +2081,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, } } - glPopMatrix(); + gpuPopMatrix(); } } @@ -1908,7 +2104,7 @@ 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) { @@ -1921,13 +2117,13 @@ 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 */ @@ -1937,7 +2133,7 @@ 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 */ @@ -1949,10 +2145,10 @@ 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(scene, sl, v3d, rv3d, pchan->custom, OB_WIRE, arm->flag, flag, index, PCHAN_CUSTOM_DRAW_SIZE(pchan)); - glPopMatrix(); + gpuPopMatrix(); } } } @@ -1979,7 +2175,7 @@ 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 +2184,7 @@ 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 +2207,30 @@ 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 = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR); + + float viewport_size[4]; + glGetFloatv(GL_VIEWPORT, viewport_size); + immUniform2f("viewport_size", viewport_size[2], viewport_size[3]); + + 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(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 +2239,8 @@ 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); + else rgba_float_args_set(fcolor, 200.f/255.f, 200.f/255.f, 50.f/255.f, 1.0f); /* add theme! */ GPU_select_load_id(index & 0xFFFF); pchan_draw_IK_root_lines(pchan, !(do_dashed & DASH_HELP_LINES)); @@ -2038,7 +2248,7 @@ 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! */ + rgba_float_args_set(fcolor, 150.f/255.f, 200.f/255.f, 50.f/255.f, 1.0f); /* add theme! */ GPU_select_load_id(index & 0xFFFF); pchan_draw_IK_root_lines(pchan, !(do_dashed & DASH_HELP_LINES)); @@ -2047,9 +2257,9 @@ 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 +2296,7 @@ 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 +2316,7 @@ 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 +2324,17 @@ 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 +2357,16 @@ 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 +2432,9 @@ 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 +2456,7 @@ 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 +2494,9 @@ 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 +2507,32 @@ 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 = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_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_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(PRIM_LINES, 2); + immVertex3fv(shdr_pos, eBone->parent->tail); + immVertex3fv(shdr_pos, eBone->head); + immEnd(); + + immUnbindProgram(); } } } @@ -2364,18 +2574,16 @@ 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 +2656,7 @@ 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(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, Base *base) { Object *ob = base->object; AnimData *adt = BKE_animdata_from_id(&ob->id); @@ -2456,6 +2664,7 @@ 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 +2697,11 @@ 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); + draw_pose_bones(scene, sl, v3d, ar, base, OB_WIRE, col, true, false); } glDisable(GL_BLEND); if (v3d->zbuf) glEnable(GL_DEPTH_TEST); @@ -2514,7 +2723,7 @@ 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(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, BaseLegacy *base) { Object *ob = base->object; AnimData *adt = BKE_animdata_from_id(&ob->id); @@ -2525,6 +2734,7 @@ 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 +2776,13 @@ 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); + draw_pose_bones(scene, sl, v3d, ar, base, OB_WIRE, col, true, false); } glDisable(GL_BLEND); if (v3d->zbuf) glEnable(GL_DEPTH_TEST); @@ -2595,7 +2805,7 @@ 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(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, Base *base) { Object *ob = base->object; AnimData *adt = BKE_animdata_from_id(&ob->id); @@ -2603,6 +2813,7 @@ 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)) @@ -2640,7 +2851,7 @@ 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) { @@ -2649,13 +2860,13 @@ 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); + draw_pose_bones(scene, sl, 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)) { @@ -2664,7 +2875,7 @@ 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); + draw_pose_bones(scene, sl, v3d, ar, base, OB_WIRE, col, true, false); } } } @@ -2689,7 +2900,7 @@ 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, +bool draw_armature(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *ar, Base *base, const short dt, const short dflag, const unsigned char ob_wire_col[4], const bool is_outline) { @@ -2700,11 +2911,7 @@ 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 +2926,8 @@ 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 +2944,7 @@ 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 +2960,28 @@ 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(scene, sl, v3d, ar, base); } else if (arm->ghosttype == ARM_GHOST_KEYS) { - draw_ghost_poses_keys(scene, v3d, ar, base); + draw_ghost_poses_keys(scene, sl, v3d, ar, base); } else if (arm->ghosttype == ARM_GHOST_CUR) { if (arm->ghostep) - draw_ghost_poses(scene, v3d, ar, base); + draw_ghost_poses(scene, sl, v3d, ar, base); } if ((dflag & DRAW_SCENESET) == 0) { - if (ob == OBACT) + if (ob == OBACT_NEW) arm->flag |= ARM_POSEMODE; - else if (OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) { - if (ob == modifiers_isDeformedByArmature(OBACT)) + else if (OBACT_NEW && (OBACT_NEW->mode & OB_MODE_WEIGHT_PAINT)) { + if (ob == modifiers_isDeformedByArmature(OBACT_NEW)) 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(scene, sl, 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 +2990,5 @@ 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; } |