Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c4902
1 files changed, 3187 insertions, 1715 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 828617d1447..51dc56bafaf 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -54,6 +54,7 @@
#include "BKE_camera.h"
#include "BKE_colortools.h"
#include "BKE_constraint.h" /* for the get_constraint_target function */
+#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_DerivedMesh.h"
#include "BKE_deform.h"
@@ -62,6 +63,7 @@
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_key.h"
+#include "BKE_layer.h"
#include "BKE_lattice.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
@@ -80,6 +82,8 @@
#include "BKE_editmesh.h"
+#include "DEG_depsgraph.h"
+
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
@@ -90,6 +94,10 @@
#include "GPU_select.h"
#include "GPU_basic_shader.h"
#include "GPU_shader.h"
+#include "GPU_immediate.h"
+#include "GPU_immediate_util.h"
+#include "GPU_batch.h"
+#include "GPU_matrix.h"
#include "ED_mesh.h"
#include "ED_particle.h"
@@ -105,6 +113,13 @@
#include "view3d_intern.h" /* bad level include */
+#include "../../draw/intern/draw_cache_impl.h" /* bad level include (temporary) */
+
+/* prototypes */
+static void imm_draw_box(const float vec[8][3], bool solid, unsigned pos);
+
+// #define USE_MESH_DM_SELECT
+
/* Workaround for sequencer scene render mode.
*
* Strips doesn't use DAG to update objects or so, which
@@ -129,6 +144,7 @@ typedef struct drawDMVerts_userData {
BMVert *eve_act;
char sel;
+ unsigned int pos, color;
/* cached theme values */
unsigned char th_editmesh_active[4];
@@ -181,6 +197,7 @@ typedef struct drawDMFacesSel_userData {
} drawDMFacesSel_userData;
typedef struct drawDMNormal_userData {
+ unsigned int pos;
BMesh *bm;
int uniform_scale;
float normalsize;
@@ -189,6 +206,7 @@ typedef struct drawDMNormal_userData {
} drawDMNormal_userData;
typedef struct drawMVertOffset_userData {
+ unsigned int pos, col;
MVert *mvert;
int offset;
} drawMVertOffset_userData;
@@ -196,9 +214,11 @@ typedef struct drawMVertOffset_userData {
typedef struct drawDMLayer_userData {
BMesh *bm;
int cd_layer_offset;
+ unsigned int pos, col;
} drawDMLayer_userData;
typedef struct drawBMOffset_userData {
+ unsigned int pos, col;
BMesh *bm;
int offset;
} drawBMOffset_userData;
@@ -206,25 +226,23 @@ typedef struct drawBMOffset_userData {
typedef struct drawBMSelect_userData {
BMesh *bm;
bool select;
+ unsigned int pos;
} drawBMSelect_userData;
-static void draw_bounding_volume(Object *ob, char type);
-static void drawcube_size(float size);
-static void drawcircle_size(float size);
-static void draw_empty_sphere(float size);
-static void draw_empty_cone(float size);
-static void draw_box(const float vec[8][3], bool solid);
+static void drawcube_size(float size, unsigned pos);
+static void drawcircle_size(float size, unsigned pos);
+static void draw_empty_sphere(float size, unsigned pos);
+static void draw_empty_cone(float size, unsigned pos);
-static void ob_wire_color_blend_theme_id(const unsigned char ob_wire_col[4], const int theme_id, float fac)
+static void ob_wire_color_blend_theme_id(const unsigned char ob_wire_col[4], const int theme_id, float fac, float r_col[3])
{
- float col_wire[3], col_bg[3], col[3];
+ float col_wire[3], col_bg[3];
rgb_uchar_to_float(col_wire, ob_wire_col);
UI_GetThemeColor3fv(theme_id, col_bg);
- interp_v3_v3v3(col, col_bg, col_wire, fac);
- glColor3fv(col);
+ interp_v3_v3v3(r_col, col_bg, col_wire, fac);
}
int view3d_effective_drawtype(const struct View3D *v3d)
@@ -296,13 +314,13 @@ static bool check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
/* check for glsl drawing */
-bool draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, const char dt)
+bool draw_glsl_material(Scene *scene, ViewLayer *view_layer, Object *ob, View3D *v3d, const char dt)
{
if (G.f & G_PICKSEL)
return false;
if (!check_object_draw_texture(scene, v3d, dt))
return false;
- if (ob == OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
+ if (ob == OBACT(view_layer) && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
return false;
if (v3d->flag2 & V3D_SHOW_SOLID_MATCAP)
@@ -318,7 +336,7 @@ bool draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, const char dt)
static bool check_alpha_pass(Base *base)
{
- if (base->flag & OB_FROMDUPLI)
+ if (base->flag_legacy & OB_FROMDUPLI)
return false;
if (G.f & G_PICKSEL)
@@ -414,9 +432,9 @@ static const float cosval[CIRCLE_RESOL] = {
* \param viewmat_local_unit is typically the 'rv3d->viewmatob'
* copied into a 3x3 matrix and normalized.
*/
-static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3], float size, int axis)
+static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3], float size, int axis, unsigned pos)
{
- int line_type;
+ Gwn_PrimType line_type = GWN_PRIM_LINES;
float buffer[4][3];
int n = 0;
@@ -429,8 +447,6 @@ static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3]
switch (axis) {
case 0: /* x axis */
- line_type = GL_LINES;
-
/* bottom left to top right */
negate_v3_v3(v1, dx);
sub_v3_v3(v1, dy);
@@ -450,8 +466,6 @@ static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3]
break;
case 1: /* y axis */
- line_type = GL_LINES;
-
/* bottom left to top right */
mul_v3_fl(dx, 0.75f);
negate_v3_v3(v1, dx);
@@ -472,7 +486,7 @@ static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3]
break;
case 2: /* z axis */
- line_type = GL_LINE_STRIP;
+ line_type = GWN_PRIM_LINE_STRIP;
/* start at top left */
negate_v3_v3(v1, dx);
@@ -501,54 +515,60 @@ static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3]
return;
}
+ immBegin(line_type, n);
for (int i = 0; i < n; i++) {
mul_transposed_m3_v3((float (*)[3])viewmat_local_unit, buffer[i]);
add_v3_v3(buffer[i], c);
+ immVertex3fv(pos, buffer[i]);
}
+ immEnd();
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, buffer);
- glDrawArrays(line_type, 0, n);
- glDisableClientState(GL_VERTEX_ARRAY);
+ /* TODO: recode this function for clarity once we're not in a hurry to modernize GL usage */
}
-void drawaxes(const float viewmat_local[4][4], float size, char drawtype)
+void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const unsigned char color[4])
{
int axis;
float v1[3] = {0.0, 0.0, 0.0};
float v2[3] = {0.0, 0.0, 0.0};
float v3[3] = {0.0, 0.0, 0.0};
- glLineWidth(1);
+ glLineWidth(1.0f);
- switch (drawtype) {
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ if (color) {
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4ubv(color);
+ }
+ else {
+ immBindBuiltinProgram(GPU_SHADER_3D_DEPTH_ONLY);
+ }
+ switch (drawtype) {
case OB_PLAINAXES:
+ immBegin(GWN_PRIM_LINES, 6);
for (axis = 0; axis < 3; axis++) {
- glBegin(GL_LINES);
-
v1[axis] = size;
v2[axis] = -size;
- glVertex3fv(v1);
- glVertex3fv(v2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
/* reset v1 & v2 to zero */
v1[axis] = v2[axis] = 0.0f;
-
- glEnd();
}
+ immEnd();
break;
- case OB_SINGLE_ARROW:
- glBegin(GL_LINES);
+ case OB_SINGLE_ARROW:
+ immBegin(GWN_PRIM_LINES, 2);
/* in positive z direction only */
v1[2] = size;
- glVertex3fv(v1);
- glVertex3fv(v2);
- glEnd();
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immEnd();
/* square pyramid */
- glBegin(GL_TRIANGLES);
+ immBegin(GWN_PRIM_TRIS, 12);
v2[0] = size * 0.035f; v2[1] = size * 0.035f;
v3[0] = size * -0.035f; v3[1] = size * 0.035f;
@@ -564,28 +584,27 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype)
v3[0] = -v3[0];
}
- glVertex3fv(v1);
- glVertex3fv(v2);
- glVertex3fv(v3);
-
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+ immVertex3fv(pos, v3);
}
- glEnd();
-
+ immEnd();
break;
+
case OB_CUBE:
- drawcube_size(size);
+ drawcube_size(size, pos);
break;
case OB_CIRCLE:
- drawcircle_size(size);
+ drawcircle_size(size, pos);
break;
case OB_EMPTY_SPHERE:
- draw_empty_sphere(size);
+ draw_empty_sphere(size, pos);
break;
case OB_EMPTY_CONE:
- draw_empty_cone(size);
+ draw_empty_cone(size, pos);
break;
case OB_ARROWS:
@@ -599,34 +618,34 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype)
for (axis = 0; axis < 3; axis++) {
const int arrow_axis = (axis == 0) ? 1 : 0;
- glBegin(GL_LINES);
+ immBegin(GWN_PRIM_LINES, 6);
v2[axis] = size;
- glVertex3fv(v1);
- glVertex3fv(v2);
-
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+
v1[axis] = size * 0.85f;
v1[arrow_axis] = -size * 0.08f;
- glVertex3fv(v1);
- glVertex3fv(v2);
-
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
+
v1[arrow_axis] = size * 0.08f;
- glVertex3fv(v1);
- glVertex3fv(v2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
- glEnd();
-
- v2[axis] += size * 0.125f;
+ immEnd();
- draw_xyz_wire(viewmat_local_unit, v2, size, axis);
+ v2[axis] += size * 0.125f;
+ draw_xyz_wire(viewmat_local_unit, v2, size, axis, pos);
/* reset v1 & v2 to zero */
v1[arrow_axis] = v1[axis] = v2[axis] = 0.0f;
}
- break;
}
}
+
+ immUnbindProgram();
}
@@ -634,38 +653,39 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype)
static void draw_empty_image(Object *ob, const short dflag, const unsigned char ob_wire_col[4], eStereoViews sview)
{
Image *ima = ob->data;
- ImBuf *ibuf;
- ImageUser iuser = *ob->iuser;
- /* Support multi-view */
- if (ima && (sview == STEREO_RIGHT_ID)) {
- iuser.multiview_eye = sview;
- iuser.flag |= IMA_SHOW_STEREO;
- BKE_image_multiview_index(ima, &iuser);
- }
+ const float ob_alpha = ob->col[3];
+ float ima_x, ima_y;
- ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
+ int bindcode = 0;
- if (ibuf && (ibuf->rect == NULL) && (ibuf->rect_float != NULL)) {
- IMB_rect_from_float(ibuf);
- }
+ if (ima) {
+ ImageUser iuser = *ob->iuser;
+
+ /* Support multi-view */
+ if (ima && (sview == STEREO_RIGHT_ID)) {
+ iuser.multiview_eye = sview;
+ iuser.flag |= IMA_SHOW_STEREO;
+ BKE_image_multiview_index(ima, &iuser);
+ }
- int ima_x, ima_y;
+ if (ob_alpha > 0.0f) {
+ bindcode = GPU_verify_image(ima, &iuser, GL_TEXTURE_2D, 0, false, false, false);
+ /* don't bother drawing the image if alpha = 0 */
+ }
- /* Get the buffer dimensions so we can fallback to fake ones */
- if (ibuf && ibuf->rect) {
- ima_x = ibuf->x;
- ima_y = ibuf->y;
+ int w, h;
+ BKE_image_get_size(ima, &iuser, &w, &h);
+ ima_x = w;
+ ima_y = h;
}
else {
- ima_x = 1;
- ima_y = 1;
+ /* if no image, make it a 1x1 empty square, honor scale & offset */
+ ima_x = ima_y = 1.0f;
}
- float sca_x = 1.0f;
- float sca_y = 1.0f;
-
/* Get the image aspect even if the buffer is invalid */
+ float sca_x = 1.0f, sca_y = 1.0f;
if (ima) {
if (ima->aspx > ima->aspy) {
sca_y = ima->aspy / ima->aspx;
@@ -675,61 +695,98 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
}
}
- /* Calculate the scale center based on object's origin */
- float ofs_x = ob->ima_ofs[0] * ima_x;
- float ofs_y = ob->ima_ofs[1] * ima_y;
+ float scale_x;
+ float scale_y;
+ {
+ const float scale_x_inv = ima_x * sca_x;
+ const float scale_y_inv = ima_y * sca_y;
+ if (scale_x_inv > scale_y_inv) {
+ scale_x = ob->empty_drawsize;
+ scale_y = ob->empty_drawsize * (scale_y_inv / scale_x_inv);
+ }
+ else {
+ scale_x = ob->empty_drawsize * (scale_x_inv / scale_y_inv);
+ scale_y = ob->empty_drawsize;
+ }
+ }
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ const float ofs_x = ob->ima_ofs[0] * scale_x;
+ const float ofs_y = ob->ima_ofs[1] * scale_y;
- /* Calculate Image scale */
- float scale = ob->empty_drawsize / max_ff((float)ima_x * sca_x, (float)ima_y * sca_y);
+ const rctf rect = {
+ .xmin = ofs_x,
+ .xmax = ofs_x + scale_x,
+ .ymin = ofs_y,
+ .ymax = ofs_y + scale_y,
+ };
- /* Set the object scale */
- glScalef(scale * sca_x, scale * sca_y, 1.0f);
+ bool use_blend = false;
- if (ibuf && ibuf->rect) {
- const bool use_clip = (U.glalphaclip != 1.0f);
- int zoomfilter = (U.gameflags & USER_DISABLE_MIPMAP) ? GL_NEAREST : GL_LINEAR;
- /* Setup GL params */
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if (bindcode) {
+ use_blend = ob_alpha < 1.0f || BKE_image_has_alpha(ima);
- if (use_clip) {
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, U.glalphaclip);
+ if (use_blend) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- /* Use the object color and alpha */
- glColor4fv(ob->col);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int texCoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
+ immUniform1f("alpha", ob_alpha);
+ immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
- /* Draw the Image on the screen */
- glaDrawPixelsTex(ofs_x, ofs_y, ima_x, ima_y, GL_RGBA, GL_UNSIGNED_BYTE, zoomfilter, ibuf->rect);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
+ immAttrib2f(texCoord, 0.0f, 0.0f);
+ immVertex2f(pos, rect.xmin, rect.ymin);
- glDisable(GL_BLEND);
+ immAttrib2f(texCoord, 1.0f, 0.0f);
+ immVertex2f(pos, rect.xmax, rect.ymin);
- if (use_clip) {
- glDisable(GL_ALPHA_TEST);
- glAlphaFunc(GL_ALWAYS, 0.0f);
- }
+ immAttrib2f(texCoord, 1.0f, 1.0f);
+ immVertex2f(pos, rect.xmax, rect.ymax);
+
+ immAttrib2f(texCoord, 0.0f, 1.0f);
+ immVertex2f(pos, rect.xmin, rect.ymax);
+ immEnd();
+
+ immUnbindProgram();
+
+ glBindTexture(GL_TEXTURE_2D, 0); /* necessary? */
}
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- glColor3ubv(ob_wire_col);
+ /* Draw the image outline */
+ glLineWidth(1.5f);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ const bool picking = dflag & DRAW_CONSTCOLOR;
+ if (picking) {
+ /* TODO: deal with picking separately, use this function just to draw */
+ immBindBuiltinProgram(GPU_SHADER_3D_DEPTH_ONLY);
+ if (use_blend) {
+ glDisable(GL_BLEND);
+ }
+
+ imm_draw_box_wire_2d(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
}
+ else {
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3ubv(ob_wire_col);
+ glEnable(GL_LINE_SMOOTH);
- /* Calculate the outline vertex positions */
- glBegin(GL_LINE_LOOP);
- glVertex2f(ofs_x, ofs_y);
- glVertex2f(ofs_x + ima_x, ofs_y);
- glVertex2f(ofs_x + ima_x, ofs_y + ima_y);
- glVertex2f(ofs_x, ofs_y + ima_y);
- glEnd();
+ if (!use_blend) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
- /* Reset GL settings */
- glPopMatrix();
+ imm_draw_box_wire_2d(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
- BKE_image_release_ibuf(ima, ibuf, NULL);
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_BLEND);
+ }
+
+ immUnbindProgram();
}
static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3], float rad, const float tmat[4][4])
@@ -747,62 +804,65 @@ static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3
}
}
-void drawcircball(int mode, const float cent[3], float rad, const float tmat[4][4])
+void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos)
{
float verts[CIRCLE_RESOL][3];
circball_array_fill(verts, cent, rad, tmat);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, verts);
- glDrawArrays(mode, 0, CIRCLE_RESOL);
- glDisableClientState(GL_VERTEX_ARRAY);
+ immBegin(GWN_PRIM_LINE_LOOP, CIRCLE_RESOL);
+ for (int i = 0; i < CIRCLE_RESOL; ++i) {
+ immVertex3fv(pos, verts[i]);
+ }
+ immEnd();
}
/* circle for object centers, special_color is for library or ob users */
-static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3], int selstate, bool special_color)
+static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const float co[3], int selstate, bool special_color)
{
- const float size = ED_view3d_pixel_size(rv3d, co) * (float)U.obcenter_dia * 0.5f;
- float verts[CIRCLE_RESOL][3];
+ const float outlineWidth = 1.0f * U.pixelsize;
+ const float size = U.obcenter_dia * U.pixelsize + outlineWidth;
+
+ if (v3d->zbuf) {
+ glDisable(GL_DEPTH_TEST);
+ /* TODO(merwin): fit things like this into plates/buffers design */
+ }
- /* using glDepthFunc guarantees that it does write z values,
- * but not checks for it, so centers remain visible independent of draw order */
- if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
- /* write to near buffer always */
- glDepthRange(0.0, 0.0);
glEnable(GL_BLEND);
-
+ GPU_enable_program_point_size();
+
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
+ immUniform1f("size", size);
+
if (special_color) {
- if (selstate == ACTIVE || selstate == SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
- else glColor4ub(0x55, 0xCC, 0xCC, 155);
+ if (selstate == ACTIVE || selstate == SELECT) immUniformColor4ub(0x88, 0xFF, 0xFF, 155);
+ else immUniformColor4ub(0x55, 0xCC, 0xCC, 155);
}
else {
- if (selstate == ACTIVE) UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
- else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
- else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
+ if (selstate == ACTIVE) immUniformThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
+ else if (selstate == SELECT) immUniformThemeColorShadeAlpha(TH_SELECT, 0, -80);
+ else if (selstate == DESELECT) immUniformThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
}
- circball_array_fill(verts, co, size, rv3d->viewinv);
-
- /* enable vertex array */
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, verts);
-
- /* 1. draw filled, blended polygon */
- glDrawArrays(GL_POLYGON, 0, CIRCLE_RESOL);
+ /* set up outline */
+ float outlineColor[4];
+ UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, outlineColor);
+ immUniform4fv("outlineColor", outlineColor);
+ immUniform1f("outlineWidth", outlineWidth);
- /* 2. draw outline */
- glLineWidth(1);
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
- glDrawArrays(GL_LINE_LOOP, 0, CIRCLE_RESOL);
+ immBegin(GWN_PRIM_POINTS, 1);
+ immVertex3fv(pos, co);
+ immEnd();
- /* finish up */
- glDisableClientState(GL_VERTEX_ARRAY);
+ immUnbindProgram();
- glDepthRange(0.0, 1.0);
+ GPU_disable_program_point_size();
glDisable(GL_BLEND);
- if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
+ if (v3d->zbuf) {
+ glEnable(GL_DEPTH_TEST);
+ }
}
/* *********** text drawing for object/particles/armature ************* */
@@ -893,36 +953,30 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write)
if (tot) {
int col_pack_prev = 0;
-#if 0
- bglMats mats; /* ZBuffer depth vars */
- double ux, uy, uz;
- float depth;
-
- if (v3d->zbuf)
- bgl_get_mats(&mats);
-#endif
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_disable();
}
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ float original_proj[4][4];
+ gpuGetProjectionMatrix(original_proj);
wmOrtho2_region_pixelspace(ar);
- glLoadIdentity();
+
+ gpuPushMatrix();
+ gpuLoadIdentity();
if (depth_write) {
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
}
else {
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
}
+ const int font_id = BLF_default();
+
for (vos = g_v3d_strings[g_v3d_string_level]; vos; vos = vos->next) {
if (vos->sco[0] != IS_CLIPPED) {
if (col_pack_prev != vos->col.pack) {
- glColor3ubv(vos->col.ub);
+ BLF_color3ubv(font_id, vos->col.ub);
col_pack_prev = vos->col.pack;
}
@@ -939,13 +993,11 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write)
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
else {
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gpuPopMatrix();
+ gpuLoadProjectionMatrix(original_proj);
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_enable();
@@ -969,9 +1021,9 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write)
/* draws a cube given the scaling of the cube, assuming that
* all required matrices have been set (used for drawing empties)
*/
-static void drawcube_size(float size)
+static void drawcube_size(float size, unsigned pos)
{
- const GLfloat pos[8][3] = {
+ const float verts[8][3] = {
{-size, -size, -size},
{-size, -size, size},
{-size, size, -size},
@@ -984,13 +1036,21 @@ static void drawcube_size(float size)
const GLubyte indices[24] = {0, 1, 1, 3, 3, 2, 2, 0, 0, 4, 4, 5, 5, 7, 7, 6, 6, 4, 1, 5, 3, 7, 2, 6};
+#if 0
glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, pos);
+ glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawRangeElements(GL_LINES, 0, 7, 24, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
+#else
+ immBegin(GWN_PRIM_LINES, 24);
+ for (int i = 0; i < 24; ++i) {
+ immVertex3fv(pos, verts[indices[i]]);
+ }
+ immEnd();
+#endif
}
-static void drawshadbuflimits(Lamp *la, float mat[4][4])
+static void drawshadbuflimits(const Lamp *la, const float mat[4][4], unsigned pos)
{
float sta[3], end[3], lavec[3];
@@ -1000,16 +1060,16 @@ static void drawshadbuflimits(Lamp *la, float mat[4][4])
madd_v3_v3v3fl(sta, mat[3], lavec, la->clipsta);
madd_v3_v3v3fl(end, mat[3], lavec, la->clipend);
- glBegin(GL_LINES);
- glVertex3fv(sta);
- glVertex3fv(end);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(pos, sta);
+ immVertex3fv(pos, end);
+ immEnd();
- glPointSize(3.0);
- glBegin(GL_POINTS);
- glVertex3fv(sta);
- glVertex3fv(end);
- glEnd();
+ glPointSize(3.0f);
+ immBegin(GWN_PRIM_POINTS, 2);
+ immVertex3fv(pos, sta);
+ immVertex3fv(pos, end);
+ immEnd();
}
static void spotvolume(float lvec[3], float vvec[3], const float inp)
@@ -1075,62 +1135,63 @@ static void spotvolume(float lvec[3], float vvec[3], const float inp)
mul_m3_v3(mat2, vvec);
}
-static void draw_spot_cone(Lamp *la, float x, float z)
+static void draw_spot_cone(Lamp *la, float x, float z, unsigned pos)
{
z = fabsf(z);
- glBegin(GL_TRIANGLE_FAN);
- glVertex3f(0.0f, 0.0f, -x);
+ const bool square = (la->mode & LA_SQUARE);
+
+ immBegin(GWN_PRIM_TRI_FAN, square ? 6 : 34);
+ immVertex3f(pos, 0.0f, 0.0f, -x);
- if (la->mode & LA_SQUARE) {
- glVertex3f(z, z, 0);
- glVertex3f(-z, z, 0);
- glVertex3f(-z, -z, 0);
- glVertex3f(z, -z, 0);
- glVertex3f(z, z, 0);
+ if (square) {
+ immVertex3f(pos, z, z, 0);
+ immVertex3f(pos, -z, z, 0);
+ immVertex3f(pos, -z, -z, 0);
+ immVertex3f(pos, z, -z, 0);
+ immVertex3f(pos, z, z, 0);
}
else {
for (int a = 0; a < 33; a++) {
float angle = a * M_PI * 2 / (33 - 1);
- glVertex3f(z * cosf(angle), z * sinf(angle), 0);
+ immVertex3f(pos, z * cosf(angle), z * sinf(angle), 0.0f);
}
}
- glEnd();
+ immEnd();
}
-static void draw_transp_spot_volume(Lamp *la, float x, float z)
+static void draw_transp_spot_volume(Lamp *la, float x, float z, unsigned pos)
{
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
/* draw backside darkening */
glCullFace(GL_FRONT);
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
- glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
- draw_spot_cone(la, x, z);
+ draw_spot_cone(la, x, z, pos);
/* draw front side lighting */
glCullFace(GL_BACK);
glBlendFunc(GL_ONE, GL_ONE);
- glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
+ immUniformColor3f(0.2f, 0.2f, 0.2f);
- draw_spot_cone(la, x, z);
+ draw_spot_cone(la, x, z, pos);
/* restore state */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
glDisable(GL_CULL_FACE);
- glCullFace(GL_BACK);
}
#ifdef WITH_GAMEENGINE
-static void draw_transp_sun_volume(Lamp *la)
+static void draw_transp_sun_volume(Lamp *la, unsigned pos)
{
float box[8][3];
@@ -1143,50 +1204,46 @@ static void draw_transp_sun_volume(Lamp *la)
box[1][2] = box[2][2] = box[5][2] = box[6][2] = -la->clipsta;
/* draw edges */
- draw_box(box, false);
+ imm_draw_box(box, false, pos);
/* draw faces */
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
/* draw backside darkening */
glCullFace(GL_FRONT);
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
- glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
- draw_box(box, true);
+ imm_draw_box(box, true, pos);
/* draw front side lighting */
glCullFace(GL_BACK);
glBlendFunc(GL_ONE, GL_ONE);
- glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
+ immUniformColor3f(0.2f, 0.2f, 0.2f);
- draw_box(box, true);
+ imm_draw_box(box, true, pos);
/* restore state */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
glDisable(GL_CULL_FACE);
- glCullFace(GL_BACK);
}
#endif
-static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
- const char dt, const short dflag, const unsigned char ob_wire_col[4], const bool is_obact)
+void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const short dflag, const unsigned char ob_wire_col[4], const bool is_obact)
{
Object *ob = base->object;
const float pixsize = ED_view3d_pixel_size(rv3d, ob->obmat[3]);
Lamp *la = ob->data;
float vec[3], lvec[3], vvec[3], circrad;
- float lampsize;
float imat[4][4];
- unsigned char curcol[4];
- unsigned char col[4];
/* cone can't be drawn for duplicated lamps, because duplilist would be freed */
/* the moment of view3d_draw_transp() call */
const bool is_view = (rv3d->persp == RV3D_CAMOB && v3d->camera == base->object);
@@ -1194,7 +1251,7 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
!(G.f & G_PICKSEL) &&
(la->type == LA_SPOT) &&
(la->mode & LA_SHOW_CONE) &&
- !(base->flag & OB_FROMDUPLI) &&
+ !(base->flag_legacy & OB_FROMDUPLI) &&
!is_view);
#ifdef WITH_GAMEENGINE
@@ -1206,7 +1263,7 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
((la->mode & LA_SHAD_BUF) ||
(la->mode & LA_SHAD_RAY)) &&
(la->mode & LA_SHOW_SHADOW_BOX) &&
- !(base->flag & OB_FROMDUPLI) &&
+ !(base->flag_legacy & OB_FROMDUPLI) &&
!is_view);
#else
const bool drawshadowbox = false;
@@ -1214,118 +1271,159 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
if ((drawcone || drawshadowbox) && !v3d->transp) {
/* in this case we need to draw delayed */
- ED_view3d_after_add(v3d->xray ? &v3d->afterdraw_xraytransp : &v3d->afterdraw_transp, base, dflag);
+ ED_view3d_after_add(&v3d->afterdraw_transp, base, dflag);
return;
}
-
+
/* we first draw only the screen aligned & fixed scale stuff */
- glPushMatrix();
- glLoadMatrixf(rv3d->viewmat);
+ gpuPushMatrix();
+ gpuLoadMatrix(rv3d->viewmat);
/* lets calculate the scale: */
- lampsize = pixsize * ((float)U.obcenter_dia * 0.5f);
+ const float lampsize_px = U.obcenter_dia;
+ const float lampsize = pixsize * lampsize_px * 0.5f;
/* and view aligned matrix: */
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
+ const unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
/* lamp center */
copy_v3_v3(vec, ob->obmat[3]);
+ float curcol[4];
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* for AA effects */
- curcol[0] = ob_wire_col[0];
- curcol[1] = ob_wire_col[1];
- curcol[2] = ob_wire_col[2];
- curcol[3] = 154;
- glColor4ubv(curcol);
+ rgb_uchar_to_float(curcol, ob_wire_col);
+ curcol[3] = 0.6f;
+ /* TODO: pay attention to GL_BLEND */
}
- glLineWidth(1);
+ glLineWidth(1.0f);
+ setlinestyle(3);
if (lampsize > 0.0f) {
+ const float outlineWidth = 1.5f * U.pixelsize;
+ const float lampdot_size = lampsize_px * U.pixelsize + outlineWidth;
+ /* Inner Circle */
if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ const float *color = curcol;
if (ob->id.us > 1) {
- if (is_obact || (ob->flag & SELECT)) {
- glColor4ub(0x88, 0xFF, 0xFF, 155);
+ if (is_obact || ((base->flag & BASE_SELECTED) != 0)) {
+ static const float active_color[4] = {0.533f, 1.0f, 1.0f, 1.0f};
+ color = active_color;
}
else {
- glColor4ub(0x77, 0xCC, 0xCC, 155);
+ static const float inactive_color[4] = {0.467f, 0.8f, 0.8f, 1.0f};
+ color = inactive_color;
}
}
+
+ GPU_enable_program_point_size();
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
+ immUniform1f("size", lampdot_size);
+ immUniform1f("outlineWidth", outlineWidth);
+ immUniformColor3fvAlpha(color, 0.3f);
+ immUniform4fv("outlineColor", color);
+
+ immBegin(GWN_PRIM_POINTS, 1);
+ immVertex3fv(pos, vec);
+ immEnd();
+
+ immUnbindProgram();
+
+ glDisable(GL_BLEND);
+ GPU_disable_program_point_size();
}
-
- /* Inner Circle */
- glEnable(GL_BLEND);
- drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
- glDisable(GL_BLEND);
- drawcircball(GL_POLYGON, vec, lampsize, imat);
-
+ else {
+ /* CONSTCOLOR in effect */
+ /* TODO: separate picking from drawing */
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+ /* color doesn't matter, so don't set */
+ glPointSize(lampdot_size);
+
+ immBegin(GWN_PRIM_POINTS, 1);
+ immVertex3fv(pos, vec);
+ immEnd();
+
+ immUnbindProgram();
+ }
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ /* TODO(merwin): short term, use DEPTH_ONLY for picking
+ * long term, separate picking from drawing
+ */
+
/* restore */
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- if (ob->id.us > 1)
- glColor4ubv(curcol);
+ immUniformColor4fv(curcol);
}
/* Outer circle */
circrad = 3.0f * lampsize;
- setlinestyle(3);
- drawcircball(GL_LINE_LOOP, vec, circrad, imat);
+ imm_drawcircball(vec, circrad, imat, pos);
/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
if (la->type != LA_HEMI) {
if ((la->mode & LA_SHAD_RAY) || ((la->mode & LA_SHAD_BUF) && (la->type == LA_SPOT))) {
- drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f * pixsize, imat);
+ imm_drawcircball(vec, circrad + 3.0f * pixsize, imat, pos);
}
}
}
else {
- setlinestyle(3);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ immUniformColor4fv(curcol);
+ }
circrad = 0.0f;
}
-
+
/* draw the pretty sun rays */
if (la->type == LA_SUN) {
float v1[3], v2[3], mat[3][3];
short axis;
-
+
/* setup a 45 degree rotation matrix */
axis_angle_normalized_to_mat3_ex(mat, imat[2], M_SQRT1_2, M_SQRT1_2);
/* vectors */
mul_v3_v3fl(v1, imat[0], circrad * 1.2f);
mul_v3_v3fl(v2, imat[0], circrad * 2.5f);
-
+
/* center */
- glTranslate3fv(vec);
-
+ gpuPushMatrix();
+ gpuTranslate3fv(vec);
+
setlinestyle(3);
-
- glBegin(GL_LINES);
+
+ immBegin(GWN_PRIM_LINES, 16);
for (axis = 0; axis < 8; axis++) {
- glVertex3fv(v1);
- glVertex3fv(v2);
+ immVertex3fv(pos, v1);
+ immVertex3fv(pos, v2);
mul_m3_v3(mat, v1);
mul_m3_v3(mat, v2);
}
- glEnd();
-
- glTranslatef(-vec[0], -vec[1], -vec[2]);
+ immEnd();
+ gpuPopMatrix();
}
-
+
if (la->type == LA_LOCAL) {
if (la->mode & LA_SPHERE) {
- drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
+ imm_drawcircball(vec, la->dist, imat, pos);
}
}
-
- glPopMatrix(); /* back in object space */
+
+ gpuPopMatrix(); /* back in object space */
zero_v3(vec);
-
+
if (is_view) {
/* skip drawing extra info */
}
@@ -1357,24 +1455,18 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
{z_abs, -z_abs, x},
{-z_abs, z_abs, x},
};
- const unsigned char indices[] = {
- 0, 1, 3,
- 0, 3, 2,
- 0, 2, 4,
- 0, 1, 4,
- };
-
- /* Draw call:
- * activate and specify pointer to vertex array */
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, vertices);
- /* draw the pyramid */
- glDrawElements(GL_LINE_STRIP, 12, GL_UNSIGNED_BYTE, indices);
- /* deactivate vertex arrays after drawing */
- glDisableClientState(GL_VERTEX_ARRAY);
+ immBegin(GWN_PRIM_LINES, 16);
+ for (int i = 1; i <= 4; ++i) {
+ immVertex3fv(pos, vertices[0]); /* apex to corner */
+ immVertex3fv(pos, vertices[i]);
+ int next_i = (i == 4) ? 1 : (i + 1);
+ immVertex3fv(pos, vertices[i]); /* corner to next corner */
+ immVertex3fv(pos, vertices[next_i]);
+ }
+ immEnd();
- glTranslatef(0.0f, 0.0f, x);
+ gpuTranslate3f(0.0f, 0.0f, x);
/* draw the square representing spotbl */
if (la->type == LA_SPOT) {
@@ -1384,22 +1476,21 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != z_abs) {
- fdrawbox(blend, -blend, -blend, blend);
+ imm_draw_box_wire_3d(pos, blend, -blend, -blend, blend);
}
}
}
else {
-
/* draw the angled sides of the cone */
- glBegin(GL_LINE_STRIP);
- glVertex3fv(vvec);
- glVertex3fv(vec);
- glVertex3fv(lvec);
- glEnd();
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
+ immVertex3fv(pos, vvec);
+ immVertex3fv(pos, vec);
+ immVertex3fv(pos, lvec);
+ immEnd();
/* draw the circle at the end of the cone */
- glTranslatef(0.0f, 0.0f, x);
- circ(0.0f, 0.0f, z_abs);
+ gpuTranslate3f(0.0f, 0.0f, x);
+ imm_draw_circle_wire_3d(pos, 0.0f, 0.0f, z_abs, 32);
/* draw the circle representing spotbl */
if (la->type == LA_SPOT) {
@@ -1409,17 +1500,17 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
* previously it adjusted to always to show it but that seems
* confusing because it doesn't show the actual blend size */
if (blend != 0.0f && blend != z_abs) {
- circ(0.0f, 0.0f, blend);
+ imm_draw_circle_wire_3d(pos, 0.0f, 0.0f, blend, 32);
}
}
}
if (drawcone)
- draw_transp_spot_volume(la, x, z);
+ draw_transp_spot_volume(la, x, z, pos);
/* draw clip start, useful for wide cones where its not obvious where the start is */
- glTranslatef(0.0, 0.0, -x); /* reverse translation above */
- glBegin(GL_LINES);
+ gpuTranslate3f(0.0f, 0.0f, -x); /* reverse translation above */
+ immBegin(GWN_PRIM_LINES, 2);
if (la->type == LA_SPOT && (la->mode & LA_SHAD_BUF)) {
float lvec_clip[3];
float vvec_clip[3];
@@ -1428,41 +1519,40 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
interp_v3_v3v3(lvec_clip, vec, lvec, clipsta_fac);
interp_v3_v3v3(vvec_clip, vec, vvec, clipsta_fac);
- glVertex3fv(lvec_clip);
- glVertex3fv(vvec_clip);
+ immVertex3fv(pos, lvec_clip);
+ immVertex3fv(pos, vvec_clip);
}
/* Else, draw spot direction (using distance as end limit, same as for Area lamp). */
else {
- glVertex3f(0.0, 0.0, -circrad);
- glVertex3f(0.0, 0.0, -la->dist);
+ immVertex3f(pos, 0.0f, 0.0f, -circrad);
+ immVertex3f(pos, 0.0f, 0.0f, -la->dist);
}
- glEnd();
+ immEnd();
}
else if (ELEM(la->type, LA_HEMI, LA_SUN)) {
-
/* draw the line from the circle along the dist */
- glBegin(GL_LINES);
+ immBegin(GWN_PRIM_LINES, 2);
vec[2] = -circrad;
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
vec[2] = -la->dist;
- glVertex3fv(vec);
- glEnd();
-
+ immVertex3fv(pos, vec);
+ immEnd();
+
if (la->type == LA_HEMI) {
/* draw the hemisphere curves */
short axis, steps, dir;
float outdist, zdist, mul;
zero_v3(vec);
- outdist = 0.14; mul = 1.4; dir = 1;
-
+ outdist = 0.14f; mul = 1.4f; dir = 1;
+
setlinestyle(4);
/* loop over the 4 compass points, and draw each arc as a LINE_STRIP */
for (axis = 0; axis < 4; axis++) {
- float v[3] = {0.0, 0.0, 0.0};
- zdist = 0.02;
-
- glBegin(GL_LINE_STRIP);
-
+ float v[3] = {0.0f, 0.0f, 0.0f};
+ zdist = 0.02f;
+
+ immBegin(GWN_PRIM_LINE_STRIP, 6);
+
for (steps = 0; steps < 6; steps++) {
if (axis == 0 || axis == 1) { /* x axis up, x axis down */
/* make the arcs start at the edge of the energy circle */
@@ -1475,13 +1565,13 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
}
v[2] = v[2] - steps * zdist;
-
- glVertex3fv(v);
-
+
+ immVertex3fv(pos, v);
+
zdist = zdist * mul;
}
-
- glEnd();
+
+ immEnd();
/* flip the direction */
dir = -dir;
}
@@ -1489,96 +1579,92 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
#ifdef WITH_GAMEENGINE
if (drawshadowbox) {
- draw_transp_sun_volume(la);
+ draw_transp_sun_volume(la, pos);
}
#endif
-
}
else if (la->type == LA_AREA) {
setlinestyle(3);
if (la->area_shape == LA_AREA_SQUARE)
- fdrawbox(-la->area_size * 0.5f, -la->area_size * 0.5f, la->area_size * 0.5f, la->area_size * 0.5f);
+ imm_draw_box_wire_3d(pos, -la->area_size * 0.5f, -la->area_size * 0.5f, la->area_size * 0.5f, la->area_size * 0.5f);
else if (la->area_shape == LA_AREA_RECT)
- fdrawbox(-la->area_size * 0.5f, -la->area_sizey * 0.5f, la->area_size * 0.5f, la->area_sizey * 0.5f);
+ imm_draw_box_wire_3d(pos, -la->area_size * 0.5f, -la->area_sizey * 0.5f, la->area_size * 0.5f, la->area_sizey * 0.5f);
- glBegin(GL_LINES);
- glVertex3f(0.0, 0.0, -circrad);
- glVertex3f(0.0, 0.0, -la->dist);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, -circrad);
+ immVertex3f(pos, 0.0f, 0.0f, -la->dist);
+ immEnd();
}
-
+
/* and back to viewspace */
- glPushMatrix();
- glLoadMatrixf(rv3d->viewmat);
+ gpuPushMatrix();
+ gpuLoadMatrix(rv3d->viewmat);
copy_v3_v3(vec, ob->obmat[3]);
setlinestyle(0);
-
+
if ((la->type == LA_SPOT) && (la->mode & LA_SHAD_BUF) && (is_view == false)) {
- drawshadbuflimits(la, ob->obmat);
+ drawshadbuflimits(la, ob->obmat, pos);
}
-
+
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- UI_GetThemeColor4ubv(TH_LAMP, col);
- glColor4ubv(col);
+ immUniformThemeColor(TH_LAMP);
}
glEnable(GL_BLEND);
-
+
if (vec[2] > 0) vec[2] -= circrad;
else vec[2] += circrad;
-
- glBegin(GL_LINES);
- glVertex3fv(vec);
+
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(pos, vec);
vec[2] = 0;
- glVertex3fv(vec);
- glEnd();
-
- glPointSize(2.0);
- glBegin(GL_POINTS);
- glVertex3fv(vec);
- glEnd();
-
+ immVertex3fv(pos, vec);
+ immEnd();
+
+ glPointSize(2.0f);
+ immBegin(GWN_PRIM_POINTS, 1);
+ immVertex3fv(pos, vec);
+ immEnd();
+
glDisable(GL_BLEND);
-
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- /* restore for drawing extra stuff */
- glColor3ubv(ob_wire_col);
- }
- /* and finally back to org object space! */
- glPopMatrix();
+
+ immUnbindProgram();
+ gpuPopMatrix();
}
-static void draw_limit_line(float sta, float end, const short dflag, const unsigned char col[3])
+static void draw_limit_line(float sta, float end, const short dflag, const unsigned char col[3], unsigned pos)
{
- glBegin(GL_LINES);
- glVertex3f(0.0, 0.0, -sta);
- glVertex3f(0.0, 0.0, -end);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3f(pos, 0.0f, 0.0f, -sta);
+ immVertex3f(pos, 0.0f, 0.0f, -end);
+ immEnd();
if (!(dflag & DRAW_PICKING)) {
- glPointSize(3.0);
- glBegin(GL_POINTS);
+ glPointSize(3.0f);
+ /* would like smooth round points here, but that means binding another shader...
+ * if it's really desired, pull these points into their own function to be called after */
+ immBegin(GWN_PRIM_POINTS, 2);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- glColor3ubv(col);
+ immUniformColor3ubv(col);
}
- glVertex3f(0.0, 0.0, -sta);
- glVertex3f(0.0, 0.0, -end);
- glEnd();
+ immVertex3f(pos, 0.0f, 0.0f, -sta);
+ immVertex3f(pos, 0.0f, 0.0f, -end);
+ immEnd();
}
}
/* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
/* qdn: now also enabled for Blender to set focus point for defocus composite node */
-static void draw_focus_cross(float dist, float size)
+static void draw_focus_cross(float dist, float size, unsigned pos)
{
- glBegin(GL_LINES);
- glVertex3f(-size, 0.0f, -dist);
- glVertex3f(size, 0.0f, -dist);
- glVertex3f(0.0f, -size, -dist);
- glVertex3f(0.0f, size, -dist);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 4);
+ immVertex3f(pos, -size, 0.0f, -dist);
+ immVertex3f(pos, size, 0.0f, -dist);
+ immVertex3f(pos, 0.0f, -size, -dist);
+ immVertex3f(pos, 0.0f, size, -dist);
+ immEnd();
}
#ifdef VIEW3D_CAMERA_BORDER_HACK
@@ -1588,26 +1674,6 @@ bool view3d_camera_border_hack_test = false;
/* ****************** draw clip data *************** */
-static void draw_bundle_sphere(void)
-{
- static GLuint displist = 0;
-
- if (displist == 0) {
- GLUquadricObj *qobj;
-
- displist = glGenLists(1);
- glNewList(displist, GL_COMPILE);
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_FILL);
- gluSphere(qobj, 0.05, 8, 8);
- gluDeleteQuadric(qobj);
-
- glEndList();
- }
-
- glCallList(displist);
-}
-
static void draw_viewport_object_reconstruction(
Scene *scene, Base *base, const View3D *v3d, const RegionView3D *rv3d,
MovieClip *clip, MovieTrackingObject *tracking_object,
@@ -1633,7 +1699,7 @@ static void draw_viewport_object_reconstruction(
if ((tracking_object->flag & TRACKING_OBJECT_CAMERA) == 0)
mul_v3_fl(camera_size, tracking_object->scale);
- glPushMatrix();
+ gpuPushMatrix();
if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
/* current ogl matrix is translated in camera space, bundles should
@@ -1641,8 +1707,8 @@ static void draw_viewport_object_reconstruction(
* from current ogl matrix */
invert_m4_m4(imat, base->object->obmat);
- glMultMatrixf(imat);
- glMultMatrixf(mat);
+ gpuMultMatrix(imat);
+ gpuMultMatrix(mat);
}
else {
float obmat[4][4];
@@ -1651,7 +1717,7 @@ static void draw_viewport_object_reconstruction(
BKE_tracking_camera_get_reconstructed_interpolate(tracking, tracking_object, framenr, obmat);
invert_m4_m4(imat, obmat);
- glMultMatrixf(imat);
+ gpuMultMatrix(imat);
}
for (track = tracksbase->first; track; track = track->next) {
@@ -1664,66 +1730,93 @@ static void draw_viewport_object_reconstruction(
continue;
if (dflag & DRAW_PICKING)
- GPU_select_load_id(base->selcol + (tracknr << 16));
+ GPU_select_load_id(base->object->select_color + (tracknr << 16));
- glPushMatrix();
- glTranslate3fv(track->bundle_pos);
- glScalef(v3d->bundle_size / 0.05f / camera_size[0],
- v3d->bundle_size / 0.05f / camera_size[1],
- v3d->bundle_size / 0.05f / camera_size[2]);
+ gpuPushMatrix();
+ gpuTranslate3fv(track->bundle_pos);
+ gpuScale3f(v3d->bundle_size / 0.05f / camera_size[0],
+ v3d->bundle_size / 0.05f / camera_size[1],
+ v3d->bundle_size / 0.05f / camera_size[2]);
const int v3d_drawtype = view3d_effective_drawtype(v3d);
if (v3d_drawtype == OB_WIRE) {
+ unsigned char color[4];
+ const unsigned char *color_ptr = NULL;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (selected && (track->flag & TRACK_CUSTOMCOLOR) == 0) {
- glColor3ubv(ob_wire_col);
+ color_ptr = ob_wire_col;
}
else {
- glColor3fv(track->color);
+ rgba_float_to_uchar(color, track->color);
+ color_ptr = color;
}
}
- drawaxes(rv3d->viewmatob, 0.05f, v3d->bundle_drawtype);
+ drawaxes(rv3d->viewmatob, 0.05f, v3d->bundle_drawtype, color_ptr);
}
else if (v3d_drawtype > OB_WIRE) {
if (v3d->bundle_drawtype == OB_EMPTY_SPHERE) {
+ Gwn_Batch *batch;
+
+ gpuScaleUniform(0.05f);
+
/* selection outline */
if (selected) {
+ batch = GPU_batch_preset_sphere_wire(1);
+
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- glColor3ubv(ob_wire_col);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ GWN_batch_uniform_4f(batch, "color",
+ ob_wire_col[0] / 255.f,
+ ob_wire_col[1] / 255.f,
+ ob_wire_col[2] / 255.f, 1.0f);
+ }
+ else {
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_DEPTH_ONLY);
}
-
glLineWidth(2.0f);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- draw_bundle_sphere();
-
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ GWN_batch_draw(batch);
}
+ batch = GPU_batch_preset_sphere(0);
+
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- if (track->flag & TRACK_CUSTOMCOLOR) glColor3fv(track->color);
- else UI_ThemeColor(TH_BUNDLE_SOLID);
+ const float light[3] = {0.0f, 0.0f, 1.0f};
+ float col[3];
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING);
+ GWN_batch_uniform_3fv(batch, "light", light);
+
+ if (track->flag & TRACK_CUSTOMCOLOR) copy_v3_v3(col, track->color);
+ else UI_GetThemeColor3fv(TH_BUNDLE_SOLID, col);
+ GWN_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f);
+ }
+ else {
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_DEPTH_ONLY);
}
- draw_bundle_sphere();
+ GWN_batch_draw(batch);
}
else {
+ unsigned char color[4];
+ const unsigned char *color_ptr = NULL;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (selected) {
- glColor3ubv(ob_wire_col);
+ color_ptr = ob_wire_col;
}
else {
- if (track->flag & TRACK_CUSTOMCOLOR) glColor3fv(track->color);
- else UI_ThemeColor(TH_WIRE);
+ if (track->flag & TRACK_CUSTOMCOLOR) rgba_float_to_uchar(color, track->color);
+ else UI_GetThemeColor4ubv(TH_WIRE, color);
+
+ color_ptr = color;
}
}
- drawaxes(rv3d->viewmatob, 0.05f, v3d->bundle_drawtype);
+ drawaxes(rv3d->viewmatob, 0.05f, v3d->bundle_drawtype, color_ptr);
}
}
- glPopMatrix();
+ gpuPopMatrix();
if ((dflag & DRAW_PICKING) == 0 && (v3d->flag2 & V3D_SHOW_BUNDLENAME)) {
float pos[3];
@@ -1743,22 +1836,27 @@ static void draw_viewport_object_reconstruction(
MovieTrackingReconstruction *reconstruction;
reconstruction = BKE_tracking_object_get_reconstruction(tracking, tracking_object);
- if (reconstruction->camnr) {
+ if (reconstruction->camnr >= 2) {
MovieReconstructedCamera *camera = reconstruction->cameras;
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_CAMERA_PATH);
- UI_ThemeColor(TH_CAMERA_PATH);
glLineWidth(2.0f);
- glBegin(GL_LINE_STRIP);
+ immBegin(GWN_PRIM_LINE_STRIP, reconstruction->camnr);
for (int a = 0; a < reconstruction->camnr; a++, camera++) {
- glVertex3fv(camera->mat[3]);
+ immVertex3fv(pos, camera->mat[3]);
}
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
}
}
- glPopMatrix();
+ gpuPopMatrix();
*global_track_index = tracknr;
}
@@ -1793,67 +1891,65 @@ static void draw_viewport_reconstruction(
/* restore */
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- glColor3ubv(ob_wire_col);
- }
-
if (dflag & DRAW_PICKING)
- GPU_select_load_id(base->selcol);
+ GPU_select_load_id(base->object->select_color);
}
-static void drawcamera_volume(float near_plane[4][3], float far_plane[4][3], const GLenum mode)
+/* camera frame */
+static void drawcamera_frame(float vec[4][3], bool filled, unsigned pos)
{
- glBegin(mode);
- glVertex3fv(near_plane[0]);
- glVertex3fv(far_plane[0]);
- glVertex3fv(far_plane[1]);
- glVertex3fv(near_plane[1]);
- glEnd();
-
- glBegin(mode);
- glVertex3fv(near_plane[1]);
- glVertex3fv(far_plane[1]);
- glVertex3fv(far_plane[2]);
- glVertex3fv(near_plane[2]);
- glEnd();
-
- glBegin(mode);
- glVertex3fv(near_plane[2]);
- glVertex3fv(far_plane[2]);
- glVertex3fv(far_plane[3]);
- glVertex3fv(near_plane[3]);
- glEnd();
-
- glBegin(mode);
- glVertex3fv(far_plane[3]);
- glVertex3fv(near_plane[3]);
- glVertex3fv(near_plane[0]);
- glVertex3fv(far_plane[0]);
- glEnd();
+ immBegin(filled ? GWN_PRIM_TRI_FAN : GWN_PRIM_LINE_LOOP, 4);
+ immVertex3fv(pos, vec[0]);
+ immVertex3fv(pos, vec[1]);
+ immVertex3fv(pos, vec[2]);
+ immVertex3fv(pos, vec[3]);
+ immEnd();
}
-/* camera frame */
-static void drawcamera_frame(float vec[4][3], const GLenum mode)
+/* center point to camera frame */
+static void drawcamera_framelines(float vec[4][3], float origin[3], unsigned pos)
{
- glBegin(mode);
- glVertex3fv(vec[0]);
- glVertex3fv(vec[1]);
- glVertex3fv(vec[2]);
- glVertex3fv(vec[3]);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 8);
+ immVertex3fv(pos, origin);
+ immVertex3fv(pos, vec[0]);
+ immVertex3fv(pos, origin);
+ immVertex3fv(pos, vec[1]);
+ immVertex3fv(pos, origin);
+ immVertex3fv(pos, vec[2]);
+ immVertex3fv(pos, origin);
+ immVertex3fv(pos, vec[3]);
+ immEnd();
}
-/* center point to camera frame */
-static void drawcamera_framelines(float vec[4][3], float origin[3])
+static void drawcamera_volume(float near_plane[4][3], float far_plane[4][3], bool filled, unsigned pos)
{
- glBegin(GL_LINE_STRIP);
- glVertex3fv(vec[1]);
- glVertex3fv(origin);
- glVertex3fv(vec[0]);
- glVertex3fv(vec[3]);
- glVertex3fv(origin);
- glVertex3fv(vec[2]);
- glEnd();
+ drawcamera_frame(near_plane, filled, pos);
+ drawcamera_frame(far_plane, filled, pos);
+
+ if (filled) {
+ immBegin(GWN_PRIM_TRI_STRIP, 10);
+
+ immVertex3fv(pos, near_plane[0]);
+ immVertex3fv(pos, far_plane[0]);
+ immVertex3fv(pos, near_plane[1]);
+ immVertex3fv(pos, far_plane[1]);
+ immVertex3fv(pos, near_plane[2]);
+ immVertex3fv(pos, far_plane[2]);
+ immVertex3fv(pos, near_plane[3]);
+ immVertex3fv(pos, far_plane[3]);
+ immVertex3fv(pos, near_plane[0]);
+ immVertex3fv(pos, far_plane[0]);
+
+ immEnd();
+ }
+ else {
+ immBegin(GWN_PRIM_LINES, 8);
+ for (int i = 0; i < 4; ++i) {
+ immVertex3fv(pos, near_plane[i]);
+ immVertex3fv(pos, far_plane[i]);
+ }
+ immEnd();
+ }
}
static bool drawcamera_is_stereo3d(Scene *scene, View3D *v3d, Object *ob)
@@ -1865,7 +1961,7 @@ static bool drawcamera_is_stereo3d(Scene *scene, View3D *v3d, Object *ob)
static void drawcamera_stereo3d(
Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, const Camera *cam,
- float vec[4][3], float drawsize, const float scale[3])
+ float vec[4][3], float drawsize, const float scale[3], unsigned pos)
{
float obmat[4][4];
float vec_lr[2][4][3];
@@ -1881,15 +1977,15 @@ static void drawcamera_stereo3d(
zero_v3(tvec);
- glPushMatrix();
+ /* caller bound GPU_SHADER_3D_UNIFORM_COLOR, passed in pos attribute ID */
for (int i = 0; i < 2; i++) {
ob = BKE_camera_multiview_render(scene, ob, names[i]);
cam_lr[i] = ob->data;
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix(rv3d->viewmat);
BKE_camera_multiview_model_matrix(&scene->r, ob, names[i], obmat);
- glMultMatrixf(obmat);
+ gpuMultMatrix(obmat);
copy_m3_m3(vec_lr[i], vec);
copy_v3_v3(vec_lr[i][3], vec[3]);
@@ -1906,10 +2002,10 @@ static void drawcamera_stereo3d(
if (is_stereo3d_cameras) {
/* camera frame */
- drawcamera_frame(vec_lr[i], GL_LINE_LOOP);
+ drawcamera_frame(vec_lr[i], false, pos);
/* center point to camera frame */
- drawcamera_framelines(vec_lr[i], tvec);
+ drawcamera_framelines(vec_lr[i], tvec, pos);
}
/* connecting line */
@@ -1923,21 +2019,20 @@ static void drawcamera_stereo3d(
}
}
-
/* the remaining drawing takes place in the view space */
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix(rv3d->viewmat);
if (is_stereo3d_cameras) {
/* draw connecting lines */
- GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
- GPU_basic_shader_line_stipple(2, 0xAAAA);
+ glLineStipple(2, 0xAAAA);
+ glEnable(GL_LINE_STIPPLE);
- glBegin(GL_LINES);
- glVertex3fv(origin[0]);
- glVertex3fv(origin[1]);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(pos, origin[0]);
+ immVertex3fv(pos, origin[1]);
+ immEnd();
- GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+ glDisable(GL_LINE_STIPPLE);
}
/* draw convergence plane */
@@ -1962,21 +2057,21 @@ static void drawcamera_stereo3d(
add_v3_v3(local_plane[i], axis_center);
}
- glColor3f(0.0f, 0.0f, 0.0f);
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
/* camera frame */
- drawcamera_frame(local_plane, GL_LINE_LOOP);
+ drawcamera_frame(local_plane, false, pos);
if (v3d->stereo3d_convergence_alpha > 0.0f) {
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
- glColor4f(0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha);
+ immUniformColor4f(0.0f, 0.0f, 0.0f, v3d->stereo3d_convergence_alpha);
- drawcamera_frame(local_plane, GL_QUADS);
+ drawcamera_frame(local_plane, true, pos);
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
}
@@ -2001,37 +2096,31 @@ static void drawcamera_stereo3d(
}
/* camera frame */
- glColor3f(0.0f, 0.0f, 0.0f);
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
- drawcamera_frame(near_plane, GL_LINE_LOOP);
- drawcamera_frame(far_plane, GL_LINE_LOOP);
- drawcamera_volume(near_plane, far_plane, GL_LINE_LOOP);
+ drawcamera_volume(near_plane, far_plane, false, pos);
if (v3d->stereo3d_volume_alpha > 0.0f) {
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
if (i == 0)
- glColor4f(0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha);
+ immUniformColor4f(0.0f, 1.0f, 1.0f, v3d->stereo3d_volume_alpha);
else
- glColor4f(1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha);
+ immUniformColor4f(1.0f, 0.0f, 0.0f, v3d->stereo3d_volume_alpha);
- drawcamera_frame(near_plane, GL_QUADS);
- drawcamera_frame(far_plane, GL_QUADS);
- drawcamera_volume(near_plane, far_plane, GL_QUADS);
+ drawcamera_volume(near_plane, far_plane, true, pos);
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
}
}
-
- glPopMatrix();
}
/* flag similar to draw_object() */
-static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
- const short dflag, const unsigned char ob_wire_col[4])
+void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const short dflag, const unsigned char ob_wire_col[4])
{
/* a standing up pyramid with (0,0,0) as top */
Camera *cam;
@@ -2094,8 +2183,12 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
BKE_camera_view_frame_ex(scene, cam, cam->drawsize, is_view, scale,
asp, shift, &drawsize, vec);
- glDisable(GL_CULL_FACE);
- glLineWidth(1);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ if (ob_wire_col) {
+ immUniformColor3ubv(ob_wire_col);
+ }
+ glLineWidth(1.0f);
/* camera frame */
if (!is_stereo3d_cameras) {
@@ -2104,27 +2197,29 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
float obmat[4][4];
bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
- glPushMatrix();
- glLoadMatrixf(rv3d->viewmat);
+ gpuPushMatrix();
+ gpuLoadMatrix(rv3d->viewmat);
BKE_camera_multiview_model_matrix(&scene->r, ob, is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME, obmat);
- glMultMatrixf(obmat);
+ gpuMultMatrix(obmat);
- drawcamera_frame(vec, GL_LINE_LOOP);
- glPopMatrix();
+ drawcamera_frame(vec, false, pos);
+ gpuPopMatrix();
}
else {
- drawcamera_frame(vec, GL_LINE_LOOP);
+ drawcamera_frame(vec, false, pos);
}
}
- if (is_view)
+ if (is_view) {
+ immUnbindProgram();
return;
+ }
zero_v3(tvec);
/* center point to camera frame */
if (!is_stereo3d_cameras)
- drawcamera_framelines(vec, tvec);
+ drawcamera_framelines(vec, tvec, pos);
/* arrow on top */
tvec[2] = vec[1][2]; /* copy the depth */
@@ -2133,22 +2228,25 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
* for active cameras. We actually draw both outline+filled
* for active cameras so the wire can be seen side-on */
for (int i = 0; i < 2; i++) {
- if (i == 0) glBegin(GL_LINE_LOOP);
- else if (i == 1 && is_active) glBegin(GL_TRIANGLES);
+ if (i == 0) immBegin(GWN_PRIM_LINE_LOOP, 3);
+ else if (i == 1 && is_active) {
+ glDisable(GL_CULL_FACE); /* TODO: declarative state tracking */
+ immBegin(GWN_PRIM_TRIS, 3);
+ }
else break;
tvec[0] = shift[0] + ((-0.7f * drawsize) * scale[0]);
tvec[1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
- glVertex3fv(tvec); /* left */
+ immVertex3fv(pos, tvec); /* left */
tvec[0] = shift[0] + ((0.7f * drawsize) * scale[0]);
- glVertex3fv(tvec); /* right */
+ immVertex3fv(pos, tvec); /* right */
tvec[0] = shift[0];
tvec[1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
- glVertex3fv(tvec); /* top */
+ immVertex3fv(pos, tvec); /* top */
- glEnd();
+ immEnd();
}
if ((dflag & DRAW_SCENESET) == 0) {
@@ -2159,16 +2257,15 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
copy_m4_m4(nobmat, ob->obmat);
normalize_m4(nobmat);
- glPushMatrix();
- glLoadMatrixf(rv3d->viewmat);
- glMultMatrixf(nobmat);
+ gpuLoadMatrix(rv3d->viewmat);
+ gpuMultMatrix(nobmat);
if (cam->flag & CAM_SHOWLIMITS) {
const unsigned char col[3] = {128, 128, 60}, col_hi[3] = {255, 255, 120};
- draw_limit_line(cam->clipsta, cam->clipend, dflag, (is_active ? col_hi : col));
+ draw_limit_line(cam->clipsta, cam->clipend, dflag, (is_active ? col_hi : col), pos);
/* qdn: was yafray only, now also enabled for Blender to be used with defocus composite node */
- draw_focus_cross(BKE_camera_object_dof_distance(ob), cam->drawsize);
+ draw_focus_cross(BKE_camera_object_dof_distance(ob), cam->drawsize, pos);
}
if (cam->flag & CAM_SHOWMIST) {
@@ -2177,69 +2274,79 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
if (world) {
draw_limit_line(world->miststa, world->miststa + world->mistdist,
- dflag, (is_active ? col_hi : col));
+ dflag, (is_active ? col_hi : col), pos);
}
}
- glPopMatrix();
}
}
/* stereo cameras drawing */
if (is_stereo3d) {
- drawcamera_stereo3d(scene, v3d, rv3d, ob, cam, vec, drawsize, scale);
+ drawcamera_stereo3d(scene, v3d, rv3d, ob, cam, vec, drawsize, scale, pos);
}
+
+ immUnbindProgram();
}
/* flag similar to draw_object() */
-static void drawspeaker(Scene *UNUSED(scene), View3D *UNUSED(v3d), RegionView3D *UNUSED(rv3d),
- Object *UNUSED(ob), int UNUSED(flag))
+void drawspeaker(const unsigned char ob_wire_col[3])
{
- float vec[3];
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
- glEnable(GL_BLEND);
- glLineWidth(1);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ if (ob_wire_col) {
+ immUniformColor3ubv(ob_wire_col);
+ }
+
+ glLineWidth(1.0f);
+
+ const int segments = 16;
for (int j = 0; j < 3; j++) {
- vec[2] = 0.25f * j - 0.125f;
+ float z = 0.25f * j - 0.125f;
- glBegin(GL_LINE_LOOP);
- for (int i = 0; i < 16; i++) {
- vec[0] = cosf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
- vec[1] = sinf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
- glVertex3fv(vec);
+ immBegin(GWN_PRIM_LINE_LOOP, segments);
+ for (int i = 0; i < segments; i++) {
+ float x = cosf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
+ float y = sinf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
+ immVertex3f(pos, x, y, z);
}
- glEnd();
+ immEnd();
}
for (int j = 0; j < 4; j++) {
- vec[0] = (((j + 1) % 2) * (j - 1)) * 0.5f;
- vec[1] = ((j % 2) * (j - 2)) * 0.5f;
- glBegin(GL_LINE_STRIP);
+ float x = (((j + 1) % 2) * (j - 1)) * 0.5f;
+ float y = ((j % 2) * (j - 2)) * 0.5f;
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
for (int i = 0; i < 3; i++) {
if (i == 1) {
- vec[0] *= 0.5f;
- vec[1] *= 0.5f;
+ x *= 0.5f;
+ y *= 0.5f;
}
- vec[2] = 0.25f * i - 0.125f;
- glVertex3fv(vec);
+ float z = 0.25f * i - 0.125f;
+ immVertex3f(pos, x, y, z);
}
- glEnd();
+ immEnd();
}
- glDisable(GL_BLEND);
+ immUnbindProgram();
}
-static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short sel)
+static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short sel,
+ unsigned int pos, unsigned int color)
{
BPoint *bp = lt->def;
const float *co = dl ? dl->verts : NULL;
+ float active_color[4], draw_color[4];
- const int color = sel ? TH_VERTEX_SELECT : TH_VERTEX;
- UI_ThemeColor(color);
+ UI_GetThemeColor4fv(sel ? TH_VERTEX_SELECT : TH_VERTEX, draw_color);
+ UI_GetThemeColor4fv(TH_ACTIVE_VERT, active_color);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- glBegin(GL_POINTS);
+ immBeginAtMost(GWN_PRIM_POINTS, lt->pntsw * lt->pntsv * lt->pntsu);
for (int w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
@@ -2251,12 +2358,12 @@ static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short s
if (bp->hide == 0) {
/* check for active BPoint and ensure selected */
if ((bp == actbp) && (bp->f1 & SELECT)) {
- UI_ThemeColor(TH_ACTIVE_VERT);
- glVertex3fv(dl ? co : bp->vec);
- UI_ThemeColor(color);
+ immAttrib4fv(color, active_color);
+ immVertex3fv(pos, dl ? co : bp->vec);
}
else if ((bp->f1 & SELECT) == sel) {
- glVertex3fv(dl ? co : bp->vec);
+ immAttrib4fv(color, draw_color);
+ immVertex3fv(pos, dl ? co : bp->vec);
}
}
}
@@ -2264,32 +2371,32 @@ static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short s
}
}
- glEnd();
+ immEnd();
}
-static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int actdef_wcol)
+static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int actdef_wcol,
+ unsigned int pos, unsigned int color)
{
int index = ((w * lt->pntsv + v) * lt->pntsu) + u;
if (actdef_wcol) {
float col[3];
MDeformWeight *mdw = defvert_find_index(lt->dvert + index, actdef_wcol - 1);
-
weight_to_rgb(col, mdw ? mdw->weight : 0.0f);
- glColor3fv(col);
-
+ immAttrib3fv(color, col);
}
if (dl) {
- glVertex3fv(&dl->verts[index * 3]);
+ immVertex3fv(pos, &dl->verts[index * 3]);
}
else {
- glVertex3fv(lt->def[index].vec);
+ immVertex3fv(pos, lt->def[index].vec);
}
}
#ifdef SEQUENCER_DAG_WORKAROUND
-static void ensure_curve_cache(Scene *scene, Object *object)
+static void ensure_curve_cache(
+ const EvaluationContext *eval_ctx, Scene *scene, Object *object)
{
bool need_recalc = object->curve_cache == NULL;
/* Render thread might have freed the curve cache if the
@@ -2318,13 +2425,13 @@ static void ensure_curve_cache(Scene *scene, Object *object)
case OB_CURVE:
case OB_SURF:
case OB_FONT:
- BKE_displist_make_curveTypes(scene, object, false);
+ BKE_displist_make_curveTypes(eval_ctx, scene, object, false);
break;
case OB_MBALL:
- BKE_displist_make_mball(G.main->eval_ctx, scene, object);
+ BKE_displist_make_mball(eval_ctx, scene, object);
break;
case OB_LATTICE:
- BKE_lattice_modifiers_calc(scene, object);
+ BKE_lattice_modifiers_calc(eval_ctx, scene, object);
break;
}
}
@@ -2332,7 +2439,7 @@ static void ensure_curve_cache(Scene *scene, Object *object)
#endif
/* lattice color is hardcoded, now also shows weightgroup values in edit mode */
-static void drawlattice(View3D *v3d, Object *ob)
+static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsigned char ob_wire_col[4])
{
Lattice *lt = ob->data;
DispList *dl;
@@ -2345,15 +2452,37 @@ static void drawlattice(View3D *v3d, Object *ob)
if (is_edit) {
lt = lt->editlatt->latt;
- UI_ThemeColor(TH_WIRE_EDIT);
-
if (ob->defbase.first && lt->dvert) {
actdef_wcol = ob->actdef;
}
}
- glLineWidth(1);
- glBegin(GL_LINES);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int color, pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ if (actdef_wcol) {
+ color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
+ }
+ else {
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ if (is_edit) {
+ immUniformThemeColor(TH_WIRE_EDIT);
+ }
+ else {
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ immUniformColor3ubv(ob_wire_col);
+ }
+ else {
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
+ }
+ }
+ }
+
+ glLineWidth(1.0f);
+ immBeginAtMost(GWN_PRIM_LINES, lt->pntsw * lt->pntsv * lt->pntsu * 6);
+
for (w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
for (v = 0; v < lt->pntsv; v++) {
@@ -2362,30 +2491,40 @@ static void drawlattice(View3D *v3d, Object *ob)
int uxt = (u == 0 || u == lt->pntsu - 1);
if (w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
- drawlattice__point(lt, dl, u, v, w - 1, actdef_wcol);
- drawlattice__point(lt, dl, u, v, w, actdef_wcol);
+ drawlattice__point(lt, dl, u, v, w - 1, actdef_wcol, pos, color);
+ drawlattice__point(lt, dl, u, v, w, actdef_wcol, pos, color);
}
if (v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
- drawlattice__point(lt, dl, u, v - 1, w, actdef_wcol);
- drawlattice__point(lt, dl, u, v, w, actdef_wcol);
+ drawlattice__point(lt, dl, u, v - 1, w, actdef_wcol, pos, color);
+ drawlattice__point(lt, dl, u, v, w, actdef_wcol, pos, color);
}
if (u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
- drawlattice__point(lt, dl, u - 1, v, w, actdef_wcol);
- drawlattice__point(lt, dl, u, v, w, actdef_wcol);
+ drawlattice__point(lt, dl, u - 1, v, w, actdef_wcol, pos, color);
+ drawlattice__point(lt, dl, u, v, w, actdef_wcol, pos, color);
}
}
}
}
- glEnd();
+
+ immEnd();
+ immUnbindProgram();
if (is_edit) {
BPoint *actbp = BKE_lattice_active_point_get(lt);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
-
- lattice_draw_verts(lt, dl, actbp, 0);
- lattice_draw_verts(lt, dl, actbp, 1);
-
+
+ Gwn_VertFormat *v_format = immVertexFormat();
+ unsigned int v_pos = GWN_vertformat_attr_add(v_format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int v_color = GWN_vertformat_attr_add(v_format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
+
+ lattice_draw_verts(lt, dl, actbp, 0, v_pos, v_color);
+ lattice_draw_verts(lt, dl, actbp, 1, v_pos, v_color);
+
+ immUnbindProgram();
+
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
@@ -2399,6 +2538,7 @@ typedef struct drawDMVertSel_userData {
int active;
unsigned char *col[3]; /* (base, sel, act) */
char sel_prev;
+ unsigned int pos, color;
} drawDMVertSel_userData;
static void drawSelectedVertices__mapFunc(void *userData, int index, const float co[3],
@@ -2410,17 +2550,18 @@ static void drawSelectedVertices__mapFunc(void *userData, int index, const float
if (!(mv->flag & ME_HIDE)) {
const char sel = (index == data->active) ? 2 : (mv->flag & SELECT);
if (sel != data->sel_prev) {
- glColor3ubv(data->col[sel]);
+ immAttrib3ubv(data->color, data->col[sel]);
data->sel_prev = sel;
}
- glVertex3fv(co);
+ immVertex3fv(data->pos, co);
}
}
static void drawSelectedVertices(DerivedMesh *dm, Mesh *me)
{
drawDMVertSel_userData data;
+ Gwn_VertFormat *format = immVertexFormat();
/* TODO define selected color */
unsigned char base_col[3] = {0x0, 0x0, 0x0};
@@ -2435,9 +2576,18 @@ static void drawSelectedVertices(DerivedMesh *dm, Mesh *me)
data.col[1] = sel_col;
data.col[2] = act_col;
- glBegin(GL_POINTS);
+ data.color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ if (dm->getNumVerts(dm) == 0) return;
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+
+ immBeginAtMost(GWN_PRIM_POINTS, dm->getNumVerts(dm));
dm->foreachMappedVert(dm, drawSelectedVertices__mapFunc, &data, DM_FOREACH_NOP);
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
/* ************** DRAW MESH ****************** */
@@ -2484,25 +2634,34 @@ static void draw_dm_face_normals__mapFunc(void *userData, int index, const float
copy_v3_v3(n, no);
}
- glVertex3fv(cent);
- glVertex3f(cent[0] + n[0] * data->normalsize,
- cent[1] + n[1] * data->normalsize,
- cent[2] + n[2] * data->normalsize);
+ immVertex3fv(data->pos, cent);
+ immVertex3f(data->pos, cent[0] + n[0] * data->normalsize,
+ cent[1] + n[1] * data->normalsize,
+ cent[2] + n[2] * data->normalsize);
}
}
-static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm)
+static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm, int theme_id)
{
+ Gwn_VertFormat *format = immVertexFormat();
drawDMNormal_userData data;
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
calcDrawDMNormalScale(ob, &data);
- glBegin(GL_LINES);
+ if (dm->getNumPolys(dm) == 0) return;
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformThemeColor(theme_id);
+
+ immBeginAtMost(GWN_PRIM_LINES, dm->getNumPolys(dm) * 2);
dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
static void draw_dm_face_centers__mapFunc(void *userData, int index, const float cent[3], const float UNUSED(no[3]))
@@ -2513,16 +2672,28 @@ static void draw_dm_face_centers__mapFunc(void *userData, int index, const float
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN) &&
(BM_elem_flag_test(efa, BM_ELEM_SELECT) == data->select))
{
- glVertex3fv(cent);
+ immVertex3fv(data->pos, cent);
}
}
-static void draw_dm_face_centers(BMEditMesh *em, DerivedMesh *dm, bool select)
+static void draw_dm_face_centers(BMEditMesh *em, DerivedMesh *dm, bool select, const unsigned char fcol[3])
{
- drawBMSelect_userData data = {em->bm, select};
+ Gwn_VertFormat *format = immVertexFormat();
- glBegin(GL_POINTS);
+ drawBMSelect_userData data;
+ data.bm = em->bm;
+ data.select = select;
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ if (dm->getNumPolys(dm) == 0) return;
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3ubv(fcol);
+
+ immBeginAtMost(GWN_PRIM_POINTS, dm->getNumPolys(dm));
dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &data, DM_FOREACH_NOP);
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
static void draw_dm_vert_normals__mapFunc(void *userData, int index, const float co[3], const float no_f[3], const short no_s[3])
@@ -2549,71 +2720,83 @@ static void draw_dm_vert_normals__mapFunc(void *userData, int index, const float
copy_v3_v3(n, no);
}
- glVertex3fv(co);
- glVertex3f(co[0] + n[0] * data->normalsize,
- co[1] + n[1] * data->normalsize,
- co[2] + n[2] * data->normalsize);
+ immVertex3fv(data->pos, co);
+ immVertex3f(data->pos, co[0] + n[0] * data->normalsize,
+ co[1] + n[1] * data->normalsize,
+ co[2] + n[2] * data->normalsize);
}
}
-static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm)
+static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm, int theme_id)
{
drawDMNormal_userData data;
+ Gwn_VertFormat *format = immVertexFormat();
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
calcDrawDMNormalScale(ob, &data);
- glBegin(GL_LINES);
+ if (dm->getNumVerts(dm) == 0) return;
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformThemeColor(theme_id);
+
+ immBeginAtMost(GWN_PRIM_LINES, dm->getNumVerts(dm) * 2);
dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
-/* Draw verts with color set based on selection */
-static void draw_dm_verts__mapFunc(void *userData, int index, const float co[3],
- const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
+static void draw_dm_verts_skin_root__mapFunc(void *userData, int index, const float co[3],
+ const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
drawDMVerts_userData *data = userData;
BMVert *eve = BM_vert_at_index(data->bm, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN) && BM_elem_flag_test(eve, BM_ELEM_SELECT) == data->sel) {
/* skin nodes: draw a red circle around the root node(s) */
- if (data->cd_vskin_offset != -1) {
- const MVertSkin *vs = BM_ELEM_CD_GET_VOID_P(eve, data->cd_vskin_offset);
- if (vs->flag & MVERT_SKIN_ROOT) {
- float radius = (vs->radius[0] + vs->radius[1]) * 0.5f;
- glEnd();
-
- glColor4ubv(data->th_skin_root);
- drawcircball(GL_LINES, co, radius, data->imat);
-
- glColor4ubv(data->sel ? data->th_vertex_select : data->th_vertex);
- glBegin(GL_POINTS);
- }
+ const MVertSkin *vs = BM_ELEM_CD_GET_VOID_P(eve, data->cd_vskin_offset);
+ if (vs->flag & MVERT_SKIN_ROOT) {
+ float radius = (vs->radius[0] + vs->radius[1]) * 0.5f;
+ imm_drawcircball(co, radius, data->imat, data->pos);
}
+ }
+}
+
+/* Draw verts with color set based on selection */
+static void draw_dm_verts__mapFunc(void *userData, int index, const float co[3],
+ const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
+{
+ drawDMVerts_userData *data = userData;
+ BMVert *eve = BM_vert_at_index(data->bm, index);
+ if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN) && BM_elem_flag_test(eve, BM_ELEM_SELECT) == data->sel) {
/* draw active in a different color - no need to stop/start point drawing for this :D */
if (eve == data->eve_act) {
- glColor4ubv(data->th_editmesh_active);
- glVertex3fv(co);
-
- /* back to regular vertex color */
- glColor4ubv(data->sel ? data->th_vertex_select : data->th_vertex);
+ immAttrib4ubv(data->color, data->th_editmesh_active);
+ immVertex3fv(data->pos, co);
}
else {
- glVertex3fv(co);
+ immAttrib4ubv(data->color, data->sel ? data->th_vertex_select : data->th_vertex);
+ immVertex3fv(data->pos, co);
}
}
}
static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVert *eve_act,
- RegionView3D *rv3d)
+ RegionView3D *rv3d, const unsigned char col[4])
{
+ Gwn_VertFormat *format = immVertexFormat();
+
drawDMVerts_userData data;
data.sel = sel;
data.eve_act = eve_act;
data.bm = em->bm;
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
/* Cache theme values */
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, data.th_editmesh_active);
@@ -2621,16 +2804,37 @@ static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVer
UI_GetThemeColor4ubv(TH_VERTEX, data.th_vertex);
UI_GetThemeColor4ubv(TH_SKIN_ROOT, data.th_skin_root);
- /* For skin root drawing */
- data.cd_vskin_offset = CustomData_get_offset(&em->bm->vdata, CD_MVERT_SKIN);
+ /* Set correct alpha */
+ data.th_editmesh_active[3] = data.th_vertex_select[3] = data.th_vertex[3] = data.th_skin_root[3] = col[3];
+
/* view-aligned matrix */
mul_m4_m4m4(data.imat, rv3d->viewmat, em->ob->obmat);
invert_m4(data.imat);
+ if (dm->getNumVerts(dm) == 0) return;
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- glBegin(GL_POINTS);
+
+ immBeginAtMost(GWN_PRIM_POINTS, dm->getNumVerts(dm));
dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data, DM_FOREACH_NOP);
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
+
+ /* For skin root drawing */
+ data.cd_vskin_offset = CustomData_get_offset(&em->bm->vdata, CD_MVERT_SKIN);
+
+ if (data.cd_vskin_offset != -1) {
+ data.pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4ubv(data.th_skin_root);
+
+ dm->foreachMappedVert(dm, draw_dm_verts_skin_root__mapFunc, &data, DM_FOREACH_NOP);
+
+ immUnbindProgram();
+ }
}
/* Draw edges with color set based on selection */
@@ -2936,24 +3140,32 @@ static void draw_dm_loop_normals__mapFunc(void *userData, int vertex_index, int
}
mul_v3_fl(vec, data->normalsize);
add_v3_v3(vec, co);
- glVertex3fv(co);
- glVertex3fv(vec);
+ immVertex3fv(data->pos, co);
+ immVertex3fv(data->pos, vec);
}
}
}
-static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm)
+static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm, int theme_id)
{
drawDMNormal_userData data;
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
+ data.pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ if (dm->getNumLoops(dm) == 0) return;
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformThemeColor(theme_id);
calcDrawDMNormalScale(ob, &data);
- glBegin(GL_LINES);
+ immBeginAtMost(GWN_PRIM_LINES, dm->getNumLoops(dm) * 2);
dm->foreachMappedLoop(dm, draw_dm_loop_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
/* Draw faces with color set based on selection
@@ -3070,7 +3282,7 @@ static void draw_dm_creases(BMEditMesh *em, DerivedMesh *dm)
data.cd_layer_offset = CustomData_get_offset(&em->bm->edata, CD_CREASE);
if (data.cd_layer_offset != -1) {
- glLineWidth(3.0);
+ glLineWidth(3.0f);
dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, &data);
}
}
@@ -3100,8 +3312,10 @@ static void draw_dm_bweights__mapFunc(void *userData, int index, const float co[
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
const float bweight = BM_ELEM_CD_GET_FLOAT(eve, data->cd_layer_offset);
if (bweight != 0.0f) {
- UI_ThemeColorBlend(TH_VERTEX, TH_VERTEX_BEVEL, bweight);
- glVertex3fv(co);
+ unsigned char col[3];
+ UI_GetThemeColorBlend3ubv(TH_VERTEX, TH_VERTEX_BEVEL, bweight, col);
+ immAttrib3ubv(data->col, col);
+ immVertex3fv(data->pos, co);
}
}
}
@@ -3115,11 +3329,21 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
data.bm = em->bm;
data.cd_layer_offset = CustomData_get_offset(&em->bm->vdata, CD_BWEIGHT);
+ /* is that ever true? */
if (data.cd_layer_offset != -1) {
- glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2);
- glBegin(GL_POINTS);
+ Gwn_VertFormat *format = immVertexFormat();
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+
+ glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2.0f);
+
+ immBeginAtMost(GWN_PRIM_POINTS, dm->getNumVerts(dm));
dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, &data, DM_FOREACH_NOP);
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
}
else {
@@ -3129,7 +3353,7 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
data.cd_layer_offset = CustomData_get_offset(&em->bm->edata, CD_BWEIGHT);
if (data.cd_layer_offset != -1) {
- glLineWidth(3.0);
+ glLineWidth(3.0f);
dm->drawMappedEdges(dm, draw_dm_bweights__setDrawOptions, &data);
}
}
@@ -3150,7 +3374,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
{
ToolSettings *ts = scene->toolsettings;
- if (v3d->zbuf) glDepthMask(0); /* disable write in zbuffer, zbuf select */
+ if (v3d->zbuf) glDepthMask(GL_FALSE); /* disable write in zbuffer, zbuf select */
for (int sel = 0; sel < 2; sel++) {
unsigned char col[4], fcol[4];
@@ -3180,15 +3404,12 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
}
if (ts->selectmode & SCE_SELECT_VERTEX) {
- glPointSize(size);
- glColor4ubv(col);
- draw_dm_verts(em, cageDM, sel, eve_act, rv3d);
+ draw_dm_verts(em, cageDM, sel, eve_act, rv3d, col);
}
if (check_ob_drawface_dot(scene, v3d, obedit->dt)) {
glPointSize(fsize);
- glColor4ubv(fcol);
- draw_dm_face_centers(em, cageDM, sel);
+ draw_dm_face_centers(em, cageDM, sel, fcol);
}
if (pass == 0) {
@@ -3198,7 +3419,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
}
}
- if (v3d->zbuf) glDepthMask(1);
+ if (v3d->zbuf) glDepthMask(GL_TRUE);
}
static void draw_em_fancy_edges(BMEditMesh *em, Scene *scene, View3D *v3d,
@@ -3305,11 +3526,9 @@ static void draw_em_measure_stats(ARegion *ar, View3D *v3d, Object *ob, BMEditMe
if (me->drawflag & (ME_DRAWEXTRA_EDGELEN | ME_DRAWEXTRA_EDGEANG)) {
BoundBox bb;
- bglMats mats = {{0}};
const rcti rect = {0, ar->winx, 0, ar->winy};
- view3d_get_transformation(ar, ar->regiondata, em->ob, &mats);
- ED_view3d_clipping_calc(&bb, clip_planes, &mats, &rect);
+ ED_view3d_clipping_calc(&bb, clip_planes, ar, em->ob, &rect);
}
if (me->drawflag & ME_DRAWEXTRA_EDGELEN) {
@@ -3673,7 +3892,7 @@ static DMDrawOption draw_em_fancy__setGLSLFaceOpts(void *userData, int index)
}
}
-static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
+static void draw_em_fancy(Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d,
Object *ob, BMEditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, const char dt)
{
@@ -3682,7 +3901,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
const bool use_occlude_wire = (dt > OB_WIRE) && (v3d->flag2 & V3D_OCCLUDE_WIRE);
bool use_depth_offset = false;
- glLineWidth(1);
+ glLineWidth(1.0f);
BM_mesh_elem_table_ensure(em->bm, BM_VERT | BM_EDGE | BM_FACE);
@@ -3691,7 +3910,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
draw_mesh_paint_weight_faces(finalDM, true, draw_em_fancy__setFaceOpts, me->edit_btmesh);
ED_view3d_polygon_offset(rv3d, 1.0);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
use_depth_offset = true;
}
else {
@@ -3711,7 +3930,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
else if (check_object_draw_texture(scene, v3d, dt)) {
- if (draw_glsl_material(scene, ob, v3d, dt)) {
+ if (draw_glsl_material(scene, view_layer, ob, v3d, dt)) {
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
finalDM->drawMappedFacesGLSL(finalDM, GPU_object_material_bind,
@@ -3721,7 +3940,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
glFrontFace(GL_CCW);
}
else {
- draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
+ draw_mesh_textured(scene, view_layer, v3d, rv3d, ob, finalDM, 0);
}
}
else {
@@ -3738,7 +3957,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
UI_ThemeColor(TH_WIRE_EDIT);
ED_view3d_polygon_offset(rv3d, 1.0);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
use_depth_offset = true;
}
else {
@@ -3788,7 +4007,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
/* don't draw unselected faces, only selected, this is MUCH nicer when texturing */
if (check_object_draw_texture(scene, v3d, dt))
@@ -3804,7 +4023,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
else if (efa_act) {
/* even if draw faces is off it would be nice to draw the stipple face
@@ -3819,7 +4038,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
glEnable(GL_BLEND);
- glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, needed for nice transp */
#ifdef WITH_FREESTYLE
draw_dm_faces_sel(em, cageDM, col1, col2, col3, col4, efa_act);
@@ -3828,7 +4047,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
glDisable(GL_BLEND);
- glDepthMask(1); /* restore write in zbuffer */
+ glDepthMask(GL_TRUE); /* restore write in zbuffer */
}
/* here starts all fancy draw-extra over */
@@ -3842,7 +4061,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
else {
if (me->drawflag & ME_DRAWSEAMS) {
UI_ThemeColor(TH_EDGE_SEAM);
- glLineWidth(2);
+ glLineWidth(2.0f);
draw_dm_edges_seams(em, cageDM);
@@ -3851,7 +4070,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
if (me->drawflag & ME_DRAWSHARP) {
UI_ThemeColor(TH_EDGE_SHARP);
- glLineWidth(2);
+ glLineWidth(2.0f);
draw_dm_edges_sharp(em, cageDM);
@@ -3861,7 +4080,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#ifdef WITH_FREESTYLE
if (me->drawflag & ME_DRAW_FREESTYLE_EDGE && CustomData_has_layer(&em->bm->edata, CD_FREESTYLE_EDGE)) {
UI_ThemeColor(TH_FREESTYLE_EDGE_MARK);
- glLineWidth(2);
+ glLineWidth(2.0f);
draw_dm_edges_freestyle(em, cageDM);
@@ -3876,7 +4095,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
draw_dm_bweights(em, scene, cageDM);
}
- glLineWidth(1);
+ glLineWidth(1.0f);
draw_em_fancy_edges(em, scene, v3d, me, cageDM, 0, eed_act);
}
@@ -3884,16 +4103,13 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
draw_em_fancy_verts(scene, v3d, ob, em, cageDM, eve_act, rv3d);
if (me->drawflag & ME_DRAWNORMALS) {
- UI_ThemeColor(TH_NORMAL);
- draw_dm_face_normals(em, scene, ob, cageDM);
+ draw_dm_face_normals(em, scene, ob, cageDM, TH_NORMAL);
}
if (me->drawflag & ME_DRAW_VNORMALS) {
- UI_ThemeColor(TH_VNORMAL);
- draw_dm_vert_normals(em, scene, ob, cageDM);
+ draw_dm_vert_normals(em, scene, ob, cageDM, TH_VNORMAL);
}
if (me->drawflag & ME_DRAW_LNORMALS) {
- UI_ThemeColor(TH_LNORMAL);
- draw_dm_loop_normals(em, scene, ob, cageDM);
+ draw_dm_loop_normals(em, scene, ob, cageDM, TH_LNORMAL);
}
if ((me->drawflag & (ME_DRAWEXTRA_EDGELEN |
@@ -3914,7 +4130,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
}
if (use_depth_offset) {
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
ED_view3d_polygon_offset(rv3d, 0.0);
GPU_object_material_unbind();
}
@@ -3925,15 +4141,97 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
}
+static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *UNUSED(ar), View3D *UNUSED(v3d),
+ Object *UNUSED(ob), Mesh *me, BMEditMesh *UNUSED(em), DerivedMesh *UNUSED(cageDM), DerivedMesh *UNUSED(finalDM), const char UNUSED(dt))
+{
+ /* for now... something simple! */
+ Gwn_Batch *surface = DRW_mesh_batch_cache_get_all_triangles(me);
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+
+ glEnable(GL_BLEND);
+
+ /* disable depth writes for transparent surface, so it doesn't interfere with itself */
+ glDepthMask(GL_FALSE);
+
+ GWN_batch_program_set_builtin(surface, GPU_SHADER_3D_UNIFORM_COLOR);
+ GWN_batch_uniform_4f(surface, "color", 1.0f, 0.5f, 0.0f, 0.5f);
+ GWN_batch_draw(surface);
+
+#if 0 /* until I understand finalDM better */
+ if (finalDM != cageDM) {
+ puts("finalDM != cageDM");
+ Gwn_Batch *finalSurface = MBC_get_all_triangles(finalDM);
+ GWN_batch_program_set_builtin(finalSurface, GPU_SHADER_3D_UNIFORM_COLOR);
+ GWN_batch_uniform_4f(finalSurface, "color", 0.0f, 0.0f, 0.0f, 0.05f);
+ GWN_batch_draw(finalSurface);
+ }
+#endif
+
+ glDepthMask(GL_TRUE);
+
+ /* now write surface depth so other objects won't poke through
+ * NOTE: does not help as much as desired
+ * TODO: draw edit object last to avoid this mess
+ */
+ GWN_batch_program_set_builtin(surface, GPU_SHADER_3D_DEPTH_ONLY);
+ GWN_batch_draw(surface);
+
+ if (GLEW_VERSION_3_2) {
+#if 0
+ Gwn_Batch *overlay = DRW_mesh_batch_cache_get_overlay_edges(me);
+ GWN_batch_program_set_builtin(overlay, GPU_SHADER_EDGES_OVERLAY);
+ GWN_batch_uniform_2f(overlay, "viewportSize", ar->winx, ar->winy);
+ GWN_batch_draw(overlay);
+#endif
+
+#if 0 /* TODO: use this SIMPLE variant for pure triangle meshes */
+ GWN_batch_program_set_builtin(surface, GPU_SHADER_EDGES_OVERLAY_SIMPLE);
+ /* use these defaults:
+ * const float edgeColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ * GWN_batch_uniform_4f(surface, "fillColor", edgeColor[0], edgeColor[1], edgeColor[2], 0.0f);
+ * GWN_batch_uniform_4fv(surface, "outlineColor", edgeColor);
+ * GWN_batch_uniform_1f(surface, "outlineWidth", 1.0f);
+ */
+ GWN_batch_uniform_2f(surface, "viewportSize", ar->winx, ar->winy);
+ GWN_batch_draw(surface);
+#endif
+ }
+ else {
+ Gwn_Batch *edges = DRW_mesh_batch_cache_get_all_edges(me);
+ GWN_batch_program_set_builtin(edges, GPU_SHADER_3D_UNIFORM_COLOR);
+ GWN_batch_uniform_4f(edges, "color", 0.0f, 0.0f, 0.0f, 1.0f);
+ glEnable(GL_LINE_SMOOTH);
+ glLineWidth(1.5f);
+ GWN_batch_draw(edges);
+ glDisable(GL_LINE_SMOOTH);
+ }
+
+#if 0 /* looks good even without points */
+ Gwn_Batch *verts = MBC_get_all_verts(me);
+ glEnable(GL_BLEND);
+
+ GWN_batch_program_set_builtin(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
+ GWN_batch_uniform_4f(verts, "color", 0.0f, 0.0f, 0.0f, 1.0f);
+ GWN_batch_uniform_1f(verts, "size", UI_GetThemeValuef(TH_VERTEX_SIZE) * 1.5f);
+ GWN_batch_draw(verts);
+
+ glDisable(GL_BLEND);
+#endif
+}
+
/* Mesh drawing routines */
-static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
+void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm, const unsigned char ob_wire_col[4]) /* LEGACY */
{
if ((v3d->transp == false) && /* not when we draw the transparent pass */
(ob->mode & OB_MODE_ALL_PAINT) == false) /* not when painting (its distracting) - campbell */
{
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
+
+ if (ob_wire_col) glColor4ubv(ob_wire_col);
/* if transparent, we cannot draw the edges for solid select... edges
* have no material info. GPU_object_material_visible will skip the
@@ -3947,7 +4245,49 @@ static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
dm->drawEdges(dm, 0, 1);
}
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
+ }
+}
+
+static void draw_mesh_object_outline_new(View3D *v3d, RegionView3D *rv3d, Object *ob, Mesh *me, const bool is_active)
+{
+ if ((v3d->transp == false) && /* not when we draw the transparent pass */
+ (ob->mode & OB_MODE_ALL_PAINT) == false) /* not when painting (its distracting) - campbell */
+ {
+ glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
+ glDepthMask(GL_FALSE);
+
+ float outline_color[4];
+ UI_GetThemeColor4fv((is_active ? TH_ACTIVE : TH_SELECT), outline_color);
+
+#if 1 /* new version that draws only silhouette edges */
+ Gwn_Batch *fancy_edges = DRW_mesh_batch_cache_get_fancy_edges(me);
+
+ if (rv3d->persp == RV3D_ORTHO) {
+ GWN_batch_program_set_builtin(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
+ /* set eye vector, transformed to object coords */
+ float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
+ mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye);
+ GWN_batch_uniform_3fv(fancy_edges, "eye", eye);
+ }
+ else {
+ GWN_batch_program_set_builtin(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
+ }
+
+ GWN_batch_uniform_1b(fancy_edges, "drawFront", false);
+ GWN_batch_uniform_1b(fancy_edges, "drawBack", false);
+ GWN_batch_uniform_1b(fancy_edges, "drawSilhouette", true);
+ GWN_batch_uniform_4fv(fancy_edges, "silhouetteColor", outline_color);
+
+ GWN_batch_draw(fancy_edges);
+#else /* alternate version that matches look of old viewport (but more efficient) */
+ Gwn_Batch *batch = MBC_get_all_edges(dm);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ GWN_batch_uniform_4fv(batch, "color", outline_color);
+ GWN_batch_draw(batch);
+#endif
+
+ glDepthMask(GL_TRUE);
}
}
@@ -3957,19 +4297,20 @@ static bool object_is_halo(Scene *scene, Object *ob)
return (ma && (ma->material_type == MA_TYPE_HALO) && !BKE_scene_use_new_shading_nodes(scene));
}
-static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
- const char dt, const unsigned char ob_wire_col[4], const short dflag)
+static void draw_mesh_fancy(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const unsigned char ob_wire_col[4], const short dflag)
{
#ifdef WITH_GAMEENGINE
- Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, scene) : base->object;
+ Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, view_layer) : base->object;
#else
Object *ob = base->object;
#endif
Mesh *me = ob->data;
eWireDrawMode draw_wire = OBDRAW_WIRE_OFF;
bool /* no_verts,*/ no_edges, no_faces;
- DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
- const bool is_obact = (ob == OBACT);
+ DerivedMesh *dm = mesh_get_derived_final(eval_ctx, scene, ob, scene->customdata_mask);
+ const bool is_obact = (ob == OBACT(view_layer));
int draw_flags = (is_obact && BKE_paint_select_face_test(ob)) ? DRAW_FACE_SELECT : 0;
if (!dm)
@@ -4005,12 +4346,12 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if (dt == OB_BOUNDBOX) {
if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_WIRE) == 0)
- draw_bounding_volume(ob, ob->boundtype);
+ draw_bounding_volume(ob, ob->boundtype, ob_wire_col);
}
else if ((no_faces && no_edges) ||
((!is_obact || (ob->mode == OB_MODE_OBJECT)) && object_is_halo(scene, ob)))
{
- glPointSize(1.5);
+ glPointSize(1.5f);
dm->drawVerts(dm);
}
else if ((dt == OB_WIRE) || no_faces) {
@@ -4023,19 +4364,19 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if ((v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
- (base->flag & SELECT) &&
+ (base->flag & BASE_SELECTED) &&
!(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
(draw_wire == OBDRAW_WIRE_OFF))
{
- draw_mesh_object_outline(v3d, ob, dm);
+ draw_mesh_object_outline(v3d, ob, dm, ob_wire_col);
}
- if (draw_glsl_material(scene, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
+ if (draw_glsl_material(scene, view_layer, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
Paint *p;
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
- if ((v3d->flag2 & V3D_SHOW_SOLID_MATCAP) && ob->sculpt && (p = BKE_paint_get_active(scene))) {
+ if ((v3d->flag2 & V3D_SHOW_SOLID_MATCAP) && ob->sculpt && (p = BKE_paint_get_active(scene, view_layer))) {
GPUVertexAttribs gattribs;
float planes[4][4];
float (*fpl)[4] = NULL;
@@ -4043,7 +4384,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if (ob->sculpt->partial_redraw) {
if (ar->do_draw & RGN_DRAW_PARTIAL) {
- ED_sculpt_redraw_planes_get(planes, ar, rv3d, ob);
+ ED_sculpt_redraw_planes_get(planes, ar, ob);
fpl = planes;
ob->sculpt->partial_redraw = 0;
}
@@ -4068,7 +4409,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
draw_mesh_face_select(rv3d, me, dm, false);
}
else {
- draw_mesh_textured(scene, v3d, rv3d, ob, dm, draw_flags);
+ draw_mesh_textured(scene, view_layer, v3d, rv3d, ob, dm, draw_flags);
}
if (draw_loose && !(draw_flags & DRAW_FACE_SELECT)) {
@@ -4094,11 +4435,11 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* draw outline */
if ((v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
- (base->flag & SELECT) &&
+ (base->flag & BASE_SELECTED) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
- draw_mesh_object_outline(v3d, ob, dm);
+ draw_mesh_object_outline(v3d, ob, dm, ob_wire_col);
}
/* materials arent compatible with vertex colors */
@@ -4118,23 +4459,23 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if ((v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
- (base->flag & SELECT) &&
+ (base->flag & BASE_SELECTED) &&
(draw_wire == OBDRAW_WIRE_OFF) &&
(ob->sculpt == NULL))
{
- draw_mesh_object_outline(v3d, ob, dm);
+ draw_mesh_object_outline(v3d, ob, dm, ob_wire_col);
}
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
- if (ob->sculpt && (p = BKE_paint_get_active(scene))) {
+ if (ob->sculpt && (p = BKE_paint_get_active(scene, view_layer))) {
float planes[4][4];
float (*fpl)[4] = NULL;
const bool fast = (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
if (ob->sculpt->partial_redraw) {
if (ar->do_draw & RGN_DRAW_PARTIAL) {
- ED_sculpt_redraw_planes_get(planes, ar, rv3d, ob);
+ ED_sculpt_redraw_planes_get(planes, ar, ob);
fpl = planes;
ob->sculpt->partial_redraw = 0;
}
@@ -4175,7 +4516,9 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (is_obact && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
- ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.15f);
+ float color[3];
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.15f, color);
+ glColor3fv(color);
}
else {
glColor3ubv(ob_wire_col);
@@ -4193,14 +4536,14 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
*/
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
ED_view3d_polygon_offset(rv3d, 1.0);
- glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, selected edge wires show better */
}
glLineWidth(1.0f);
dm->drawEdges(dm, ((dt == OB_WIRE) || no_faces), (ob->dtx & OB_DRAW_ALL_EDGES) != 0);
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
ED_view3d_polygon_offset(rv3d, 0.0);
}
}
@@ -4219,8 +4562,9 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
/* returns true if nothing was drawn, for detecting to draw an object center */
-static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
- const char dt, const unsigned char ob_wire_col[4], const short dflag)
+static bool draw_mesh_object(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const unsigned char ob_wire_col[4], const short dflag)
{
Object *ob = base->object;
Object *obedit = scene->obedit;
@@ -4231,7 +4575,7 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
/* If we are drawing shadows and any of the materials don't cast a shadow,
* then don't draw the object */
if (v3d->flag2 & V3D_RENDER_SHADOW) {
- for (int i = 1; i <= ob->totcol; ++i) {
+ for (int i = 0; i < ob->totcol; ++i) {
Material *ma = give_current_material(ob, i);
if (ma && !(ma->mode2 & MA_CASTSHADOW)) {
return true;
@@ -4260,7 +4604,7 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
}
else {
cageDM = editbmesh_get_derived_cage_and_final(
- scene, ob, em, scene->customdata_mask,
+ eval_ctx, scene, ob, em, scene->customdata_mask,
&finalDM);
}
@@ -4273,13 +4617,13 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
if (use_material) {
if (dt > OB_WIRE) {
- const bool glsl = draw_glsl_material(scene, ob, v3d, dt);
+ const bool glsl = draw_glsl_material(scene, view_layer, ob, v3d, dt);
- GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, glsl, NULL);
}
}
- draw_em_fancy(scene, ar, v3d, ob, em, cageDM, finalDM, dt);
+ draw_em_fancy(scene, view_layer, ar, v3d, ob, em, cageDM, finalDM, dt);
if (use_material) {
GPU_end_object_materials();
@@ -4292,16 +4636,16 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
/* ob->bb was set by derived mesh system, do NULL check just to be sure */
if (me->totpoly <= 4 || (!ob->bb || ED_view3d_boundbox_clip(rv3d, ob->bb))) {
if (dt > OB_WIRE) {
- const bool glsl = draw_glsl_material(scene, ob, v3d, dt);
+ const bool glsl = draw_glsl_material(scene, view_layer, ob, v3d, dt);
if (dt == OB_SOLID || glsl) {
const bool check_alpha = check_alpha_pass(base);
- GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, glsl,
(check_alpha) ? &do_alpha_after : NULL);
}
}
- draw_mesh_fancy(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
+ draw_mesh_fancy(eval_ctx, scene, view_layer, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
GPU_end_object_materials();
@@ -4309,7 +4653,7 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
}
}
- if ((dflag & DRAW_PICKING) == 0 && (base->flag & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ if ((dflag & DRAW_PICKING) == 0 && (base->flag_legacy & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* GPU_begin_object_materials checked if this is needed */
if (do_alpha_after) {
if (ob->dtx & OB_DRAWXRAY) {
@@ -4333,18 +4677,551 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
return retval;
}
+static void make_color_variations(const unsigned char base_ubyte[4], float low[4], float med[4], float high[4], const bool other_obedit)
+{
+ /* original idea: nice variations (lighter & darker shades) of base color
+ * current implementation uses input color as high; med & low get closer to background color
+ */
+
+ float bg[3];
+ UI_GetThemeColor3fv(TH_BACK, bg);
+
+ float base[4];
+ rgba_uchar_to_float(base, base_ubyte);
+
+ if (other_obedit) {
+ /* this object should fade away so user can focus on the object being edited */
+ interp_v3_v3v3(low, bg, base, 0.1f);
+ interp_v3_v3v3(med, bg, base, 0.2f);
+ interp_v3_v3v3(high, bg, base, 0.25f);
+ }
+ else {
+ interp_v3_v3v3(low, bg, base, 0.333f);
+ interp_v3_v3v3(med, bg, base, 0.667f);
+ copy_v3_v3(high, base);
+ }
+
+ /* use original alpha */
+ low[3] = base[3];
+ med[3] = base[3];
+ high[3] = base[3];
+}
+
+static void draw_mesh_fancy_new(EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const unsigned char ob_wire_col[4], const short dflag, const bool other_obedit)
+{
+ if (dflag & (DRAW_PICKING | DRAW_CONSTCOLOR)) {
+ /* too complicated! use existing methods */
+ /* TODO: move this into a separate depth pre-pass */
+ draw_mesh_fancy(eval_ctx, scene, view_layer, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
+ return;
+ }
+
+#ifdef WITH_GAMEENGINE
+ Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, view_layer) : base->object;
+#else
+ Object *ob = base->object;
+#endif
+ Mesh *me = ob->data;
+ eWireDrawMode draw_wire = OBDRAW_WIRE_OFF; /* could be bool draw_wire_overlay */
+ bool no_edges, no_faces;
+ DerivedMesh *dm = mesh_get_derived_final(eval_ctx, scene, ob, scene->customdata_mask);
+ const bool is_obact = (ob == OBACT(view_layer));
+ int draw_flags = (is_obact && BKE_paint_select_face_test(ob)) ? DRAW_FACE_SELECT : 0;
+
+ if (!dm)
+ return;
+
+ const bool solid = dt >= OB_SOLID;
+ if (solid) {
+ DM_update_materials(dm, ob);
+ }
+
+ /* Check to draw dynamic paint colors (or weights from WeightVG modifiers).
+ * Note: Last "preview-active" modifier in stack will win! */
+ if (DM_get_loop_data_layer(dm, CD_PREVIEW_MLOOPCOL) && modifiers_isPreview(ob))
+ draw_flags |= DRAW_MODIFIERS_PREVIEW;
+
+ /* Unwanted combination */
+ if (draw_flags & DRAW_FACE_SELECT) {
+ draw_wire = OBDRAW_WIRE_OFF;
+ }
+ else if (ob->dtx & OB_DRAWWIRE) {
+ draw_wire = OBDRAW_WIRE_ON;
+ }
+
+ /* check polys instead of tessfaces because of dyntopo where tessfaces don't exist */
+ if (dm->type == DM_TYPE_CCGDM) {
+ no_edges = !subsurf_has_edges(dm);
+ no_faces = !subsurf_has_faces(dm);
+ }
+ else {
+ no_edges = (dm->getNumEdges(dm) == 0);
+ no_faces = (dm->getNumPolys(dm) == 0);
+ }
+
+ if (solid) {
+ /* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
+ }
+
+ if (dt == OB_BOUNDBOX) {
+ if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_WIRE) == 0)
+ draw_bounding_volume(ob, ob->boundtype, ob_wire_col);
+ }
+ else if ((no_faces && no_edges) ||
+ ((!is_obact || (ob->mode == OB_MODE_OBJECT)) && object_is_halo(scene, ob)))
+ {
+ glPointSize(1.5f);
+ // dm->drawVerts(dm);
+ // TODO: draw smooth round points as a batch
+ }
+ else if ((dt == OB_WIRE) || no_faces) {
+ draw_wire = OBDRAW_WIRE_ON;
+
+ /* enable depth for wireframes */
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+
+ glLineWidth(1.0f);
+
+#if 1 /* fancy wireframes */
+
+ Gwn_Batch *fancy_edges = DRW_mesh_batch_cache_get_fancy_edges(me);
+
+ if (rv3d->persp == RV3D_ORTHO) {
+ GWN_batch_program_set_builtin(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
+ /* set eye vector, transformed to object coords */
+ float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
+ mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye);
+ GWN_batch_uniform_3fv(fancy_edges, "eye", eye);
+ }
+ else {
+ GWN_batch_program_set_builtin(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
+ }
+
+ float frontColor[4];
+ float backColor[4];
+ float outlineColor[4];
+ make_color_variations(ob_wire_col, backColor, frontColor, outlineColor, other_obedit);
+
+ GWN_batch_uniform_4fv(fancy_edges, "frontColor", frontColor);
+ GWN_batch_uniform_4fv(fancy_edges, "backColor", backColor);
+ GWN_batch_uniform_1b(fancy_edges, "drawFront", true);
+ GWN_batch_uniform_1b(fancy_edges, "drawBack", true); /* false here = backface cull */
+ GWN_batch_uniform_1b(fancy_edges, "drawSilhouette", false);
+
+ GWN_batch_draw(fancy_edges);
+
+ /* extra oomph for the silhouette contours */
+ glLineWidth(2.0f);
+ GWN_batch_program_use_begin(fancy_edges); /* hack to make the following uniforms stick */
+ GWN_batch_uniform_1b(fancy_edges, "drawFront", false);
+ GWN_batch_uniform_1b(fancy_edges, "drawBack", false);
+ GWN_batch_uniform_1b(fancy_edges, "drawSilhouette", true);
+ GWN_batch_uniform_4fv(fancy_edges, "silhouetteColor", outlineColor);
+
+ GWN_batch_draw(fancy_edges);
+
+#else /* simple wireframes */
+
+ Gwn_Batch *batch = MBC_get_all_edges(dm);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
+
+ float color[4];
+ rgba_uchar_to_float(color, ob_wire_col);
+
+ GWN_batch_uniform_4fv(batch, "color", color);
+
+ GWN_batch_draw(batch);
+#endif
+ }
+ else if (((is_obact && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
+ check_object_draw_texture(scene, v3d, dt))
+ {
+ bool draw_loose = true;
+
+ if ((v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ (base->flag & BASE_SELECTED) &&
+ !(G.f & G_PICKSEL || (draw_flags & DRAW_FACE_SELECT)) &&
+ (draw_wire == OBDRAW_WIRE_OFF))
+ {
+ draw_mesh_object_outline_new(v3d, rv3d, ob, me, (ob == OBACT(view_layer)));
+ }
+
+ if (draw_glsl_material(scene, view_layer, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
+ Paint *p;
+
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
+
+ if ((v3d->flag2 & V3D_SHOW_SOLID_MATCAP) && ob->sculpt && (p = BKE_paint_get_active(scene, view_layer))) {
+ GPUVertexAttribs gattribs;
+ float planes[4][4];
+ float (*fpl)[4] = NULL;
+ const bool fast = (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
+
+ if (ob->sculpt->partial_redraw) {
+ if (ar->do_draw & RGN_DRAW_PARTIAL) {
+ ED_sculpt_redraw_planes_get(planes, ar, ob);
+ fpl = planes;
+ ob->sculpt->partial_redraw = 0;
+ }
+ }
+
+ GPU_object_material_bind(1, &gattribs);
+ dm->drawFacesSolid(dm, fpl, fast, NULL);
+ draw_loose = false;
+ }
+ else
+ dm->drawFacesGLSL(dm, GPU_object_material_bind);
+
+ GPU_object_material_unbind();
+
+ glFrontFace(GL_CCW);
+
+ if (draw_flags & DRAW_FACE_SELECT)
+ draw_mesh_face_select(rv3d, me, dm, false);
+ }
+ else {
+ draw_mesh_textured(scene, view_layer, v3d, rv3d, ob, dm, draw_flags);
+ }
+
+ if (draw_loose && !(draw_flags & DRAW_FACE_SELECT)) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ glColor3ubv(ob_wire_col);
+ }
+ glLineWidth(1.0f);
+ dm->drawLooseEdges(dm);
+ }
+ }
+ }
+ else if (dt == OB_SOLID) {
+ if (draw_flags & DRAW_MODIFIERS_PREVIEW) {
+ /* for object selection draws no shade */
+ if (dflag & (DRAW_PICKING | DRAW_CONSTCOLOR)) {
+ /* TODO: draw basic faces with GPU_SHADER_3D_DEPTH_ONLY */
+ }
+ else {
+ const float specular[3] = {0.47f, 0.47f, 0.47f};
+
+ /* draw outline */
+ /* TODO: move this into a separate pass */
+ if ((v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ (base->flag & BASE_SELECTED) &&
+ (draw_wire == OBDRAW_WIRE_OFF) &&
+ (ob->sculpt == NULL))
+ {
+ draw_mesh_object_outline_new(v3d, rv3d, ob, me, (ob == OBACT(view_layer)));
+ }
+
+ /* materials arent compatible with vertex colors */
+ GPU_end_object_materials();
+
+ /* set default specular */
+ GPU_basic_shader_colors(NULL, specular, 35, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+
+ dm->drawMappedFaces(dm, NULL, NULL, NULL, NULL, DM_DRAW_USE_COLORS | DM_DRAW_NEED_NORMALS);
+
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ }
+ }
+ else {
+ Paint *p;
+
+ if ((v3d->flag & V3D_SELECT_OUTLINE) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ (base->flag & BASE_SELECTED) &&
+ (draw_wire == OBDRAW_WIRE_OFF) &&
+ (ob->sculpt == NULL))
+ {
+ /* TODO: move this into a separate pass */
+ draw_mesh_object_outline_new(v3d, rv3d, ob, me, (ob == OBACT(view_layer)));
+ }
+
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
+
+ if (ob->sculpt && (p = BKE_paint_get_active(scene, view_layer))) {
+ float planes[4][4];
+ float (*fpl)[4] = NULL;
+ const bool fast = (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
+
+ if (ob->sculpt->partial_redraw) {
+ if (ar->do_draw & RGN_DRAW_PARTIAL) {
+ ED_sculpt_redraw_planes_get(planes, ar, ob);
+ fpl = planes;
+ ob->sculpt->partial_redraw = 0;
+ }
+ }
+
+ dm->drawFacesSolid(dm, fpl, fast, GPU_object_material_bind);
+ }
+ else
+ dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
+
+ glFrontFace(GL_CCW);
+
+ GPU_object_material_unbind();
+
+ if (!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ glColor3ubv(ob_wire_col);
+ }
+ glLineWidth(1.0f);
+ dm->drawLooseEdges(dm);
+ }
+ }
+ }
+ else if (dt == OB_PAINT) {
+ draw_mesh_paint(v3d, rv3d, ob, dm, draw_flags);
+
+ /* since we already draw wire as wp guide, don't draw over the top */
+ draw_wire = OBDRAW_WIRE_OFF;
+ }
+
+ if ((draw_wire != OBDRAW_WIRE_OFF) && /* draw extra wire */
+ /* when overriding with render only, don't bother */
+ (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_SOLID) == 0)) // <-- is this "== 0" in the right spot???
+ {
+ /* When using wireframe object draw in particle edit mode
+ * the mesh gets in the way of seeing the particles, fade the wire color
+ * with the background. */
+
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ /* TODO:
+ * Batch_UniformColor4ubv(ob_wire_col);
+ */
+ }
+
+ /* If drawing wire and drawtype is not OB_WIRE then we are
+ * overlaying the wires.
+ *
+ * No need for polygon offset because new technique is AWESOME.
+ */
+#if 0
+ glLineWidth(1.0f);
+ dm->drawEdges(dm, ((dt == OB_WIRE) || no_faces), (ob->dtx & OB_DRAW_ALL_EDGES) != 0);
+#else
+ /* something */
+#endif
+ }
+
+#if 0 // (merwin) what is this for?
+ if (is_obact && BKE_paint_select_vert_test(ob)) {
+ const bool use_depth = (v3d->flag & V3D_ZBUF_SELECT) != 0;
+ glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
+
+ if (!use_depth) glDisable(GL_DEPTH_TEST);
+ else ED_view3d_polygon_offset(rv3d, 1.0);
+ drawSelectedVertices(dm, ob->data);
+ if (!use_depth) glEnable(GL_DEPTH_TEST);
+ else ED_view3d_polygon_offset(rv3d, 0.0);
+ }
+#endif
+
+ dm->release(dm);
+}
+
+static bool UNUSED_FUNCTION(draw_mesh_object_new)(const bContext *C, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const unsigned char ob_wire_col[4], const short dflag)
+{
+ EvaluationContext eval_ctx;
+ Object *ob = base->object;
+ Object *obedit = scene->obedit;
+ Mesh *me = ob->data;
+ BMEditMesh *em = me->edit_btmesh;
+ bool do_alpha_after = false, drawlinked = false, retval = false;
+
+ CTX_data_eval_ctx(C, &eval_ctx);
+
+ if (v3d->flag2 & V3D_RENDER_SHADOW) {
+ /* TODO: handle shadow pass separately */
+ return true;
+ }
+
+ if (obedit && ob != obedit && ob->data == obedit->data) {
+ if (BKE_key_from_object(ob) || BKE_key_from_object(obedit)) {}
+ else if (ob->modifiers.first || obedit->modifiers.first) {}
+ else drawlinked = true;
+ }
+
+ /* backface culling */
+ const bool solid = dt > OB_WIRE;
+ const bool cullBackface = solid && (v3d->flag2 & V3D_BACKFACE_CULLING);
+ if (cullBackface) {
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ }
+
+ if (ob == obedit || drawlinked) {
+ DerivedMesh *finalDM, *cageDM;
+
+ if (obedit != ob) {
+ /* linked to the edit object */
+ finalDM = cageDM = editbmesh_get_derived_base(
+ ob, em, scene->customdata_mask);
+ }
+ else {
+ cageDM = editbmesh_get_derived_cage_and_final(
+ &eval_ctx, scene, ob, em, scene->customdata_mask,
+ &finalDM);
+ }
+
+ const bool use_material = solid && ((me->drawflag & ME_DRAWEIGHT) == 0);
+
+#if 0 // why update if not being used?
+ DM_update_materials(finalDM, ob);
+ if (cageDM != finalDM) {
+ DM_update_materials(cageDM, ob);
+ }
+#endif // moved to below
+
+ if (use_material) {
+ DM_update_materials(finalDM, ob);
+ if (cageDM != finalDM) {
+ DM_update_materials(cageDM, ob);
+ }
+
+ const bool glsl = draw_glsl_material(scene, view_layer, ob, v3d, dt);
+
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, glsl, NULL);
+ }
+
+ draw_em_fancy_new(scene, ar, v3d, ob, me, em, cageDM, finalDM, dt);
+
+ if (use_material) {
+ GPU_end_object_materials();
+ }
+
+ if (obedit != ob)
+ finalDM->release(finalDM);
+ }
+ else {
+ /* ob->bb was set by derived mesh system, do NULL check just to be sure */
+ if (me->totpoly <= 4 || (!ob->bb || ED_view3d_boundbox_clip(rv3d, ob->bb))) {
+ if (solid) {
+ const bool glsl = draw_glsl_material(scene, view_layer, ob, v3d, dt);
+
+ if (dt == OB_SOLID || glsl) {
+ const bool check_alpha = check_alpha_pass(base);
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, glsl,
+ (check_alpha) ? &do_alpha_after : NULL);
+ }
+ }
+
+ const bool other_obedit = obedit && (obedit != ob);
+
+ draw_mesh_fancy_new(&eval_ctx, scene, view_layer, ar, v3d, rv3d, base, dt, ob_wire_col, dflag, other_obedit);
+
+ GPU_end_object_materials();
+
+ if (me->totvert == 0) retval = true;
+ }
+ }
+
+ if (cullBackface)
+ glDisable(GL_CULL_FACE);
+
+ return retval;
+}
+
/* ************** DRAW DISPLIST ****************** */
+static void drawDispListVerts(Gwn_PrimType prim_type, const void *data, unsigned int vert_ct, const unsigned char wire_col[3])
+{
+ Gwn_VertFormat format = {0};
+ unsigned int pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vert_ct);
+
+ GWN_vertbuf_attr_fill(vbo, pos_id, data);
+
+ Gwn_Batch *batch = GWN_batch_create_ex(prim_type, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ if (wire_col) {
+ GWN_batch_uniform_4f(batch, "color", wire_col[0] / 255.0f, wire_col[1] / 255.0f, wire_col[2] / 255.0f, 1.0f);
+ }
+ GWN_batch_draw(batch);
+ GWN_batch_discard(batch);
+}
+
+/* convert dispList with elem indices to batch, only support triangles and quads
+ * XXX : This is a huge perf issue. We should cache the resulting batches inside the object instead.
+ * But new viewport will do it anyway
+ * TODO implement flat drawing */
+static void drawDispListElem(
+ bool quads, bool UNUSED(smooth), bool ndata_is_single,
+ const float *data, const float *ndata, unsigned int data_len,
+ const int *elem, unsigned int elem_len, const unsigned char wire_col[3])
+{
+ Gwn_VertFormat format = {0};
+ int i;
+ const int *idx = elem;
+ unsigned int pos_id, nor_id;
+
+ pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ if (ndata) {
+ if (ndata_is_single) {
+ /* pass */
+ }
+ else {
+ nor_id = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+ }
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, (quads) ? elem_len * 2 : elem_len, 0xffffffff);
+
+ if (quads) {
+ for (i = elem_len; i; --i, idx += 4) {
+ GWN_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
+ GWN_indexbuf_add_tri_verts(&elb, idx[0], idx[2], idx[3]);
+ }
+ }
+ else {
+ for (i = elem_len; i; --i, idx += 3) {
+ GWN_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
+ }
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, data_len);
+
+ GWN_vertbuf_attr_fill(vbo, pos_id, data);
+
+ if (ndata) {
+ if (ndata_is_single) {
+ /* TODO: something like glNormal for a single value */
+ }
+ else {
+ GWN_vertbuf_attr_fill(vbo, nor_id, ndata);
+ }
+ }
+
+ Gwn_Batch *batch = GWN_batch_create_ex(
+ GWN_PRIM_TRIS, vbo, GWN_indexbuf_build(&elb), GWN_BATCH_OWNS_VBO | GWN_BATCH_OWNS_INDEX);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING);
+ if (wire_col) {
+ GWN_batch_uniform_4f(batch, "color", wire_col[0] / 255.0f, wire_col[1] / 255.0f, wire_col[2] / 255.0f, 1.0f);
+ }
+ GWN_batch_uniform_4f(batch, "color", 0.8f, 0.8f, 0.8f, 1.0f);
+ GWN_batch_uniform_3f(batch, "light", 0.0f, 0.0f, 1.0f);
+ GWN_batch_draw(batch);
+ GWN_batch_discard(batch);
+}
/**
* \param dl_type_mask Only draw types matching this mask.
* \return true when nothing was drawn
*/
-static bool drawDispListwire_ex(ListBase *dlbase, unsigned int dl_type_mask)
+static bool drawDispListwire_ex(ListBase *dlbase, unsigned int dl_type_mask, const unsigned char wire_col[3])
{
if (dlbase == NULL) return true;
- glEnableClientState(GL_VERTEX_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for (DispList *dl = dlbase->first; dl; dl = dl->next) {
@@ -4355,83 +5232,76 @@ static bool drawDispListwire_ex(ListBase *dlbase, unsigned int dl_type_mask)
if ((dl_type_mask & (1 << dl->type)) == 0) {
continue;
}
-
+
const float *data = dl->verts;
int parts;
switch (dl->type) {
case DL_SEGM:
-
- glVertexPointer(3, GL_FLOAT, 0, data);
-
for (parts = 0; parts < dl->parts; parts++)
- glDrawArrays(GL_LINE_STRIP, parts * dl->nr, dl->nr);
-
+ drawDispListVerts(GWN_PRIM_LINE_STRIP, data + (parts * dl->nr * 3), dl->nr, wire_col);
break;
- case DL_POLY:
-
- glVertexPointer(3, GL_FLOAT, 0, data);
+ case DL_POLY:
for (parts = 0; parts < dl->parts; parts++)
- glDrawArrays(GL_LINE_LOOP, parts * dl->nr, dl->nr);
-
+ drawDispListVerts(GWN_PRIM_LINE_LOOP, data + (parts * dl->nr * 3), dl->nr, wire_col);
break;
- case DL_SURF:
-
- glVertexPointer(3, GL_FLOAT, 0, data);
+ case DL_SURF:
for (parts = 0; parts < dl->parts; parts++) {
if (dl->flag & DL_CYCL_U)
- glDrawArrays(GL_LINE_LOOP, parts * dl->nr, dl->nr);
+ drawDispListVerts(GWN_PRIM_LINE_LOOP, data + (parts * dl->nr * 3), dl->nr, wire_col);
else
- glDrawArrays(GL_LINE_STRIP, parts * dl->nr, dl->nr);
+ drawDispListVerts(GWN_PRIM_LINE_STRIP, data + (parts * dl->nr * 3), dl->nr, wire_col);
}
+ float *data_aligned = MEM_mallocN(sizeof(float) * 3 * dl->parts, "aligned data");
for (int nr = 0; nr < dl->nr; nr++) {
int ofs = 3 * dl->nr;
+ int idx = 0;
data = (dl->verts) + 3 * nr;
parts = dl->parts;
- if (dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
- else glBegin(GL_LINE_STRIP);
-
while (parts--) {
- glVertex3fv(data);
+ copy_v3_v3(data_aligned + idx, data);
data += ofs;
+ idx += 3;
}
- glEnd();
-#if 0
- /* (ton) this code crashes for me when resolv is 86 or higher... no clue */
- glVertexPointer(3, GL_FLOAT, sizeof(float) * 3 * dl->nr, data + 3 * nr);
- if (dl->flag & DL_CYCL_V)
- glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
- else
- glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
-#endif
+ if (dl->flag & DL_CYCL_V)
+ drawDispListVerts(GWN_PRIM_LINE_LOOP, data_aligned, dl->parts, wire_col);
+ else
+ drawDispListVerts(GWN_PRIM_LINE_STRIP, data_aligned, dl->parts, wire_col);
}
+
+ if (data_aligned)
+ MEM_freeN(data_aligned);
+
break;
case DL_INDEX3:
- glVertexPointer(3, GL_FLOAT, 0, dl->verts);
- glDrawElements(GL_TRIANGLES, 3 * dl->parts, GL_UNSIGNED_INT, dl->index);
+ drawDispListElem(
+ false, true, false,
+ dl->verts, NULL, dl->nr,
+ dl->index, dl->parts, wire_col);
break;
case DL_INDEX4:
- glVertexPointer(3, GL_FLOAT, 0, dl->verts);
- glDrawElements(GL_QUADS, 4 * dl->parts, GL_UNSIGNED_INT, dl->index);
+ drawDispListElem(
+ true, true, false,
+ dl->verts, NULL, dl->nr,
+ dl->index, dl->parts, wire_col);
break;
}
}
- glDisableClientState(GL_VERTEX_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return false;
}
-static bool drawDispListwire(ListBase *dlbase, const short ob_type)
+static bool drawDispListwire(ListBase *dlbase, const short ob_type, const unsigned char wire_col[3])
{
unsigned int dl_mask = 0xffffffff;
@@ -4440,27 +5310,25 @@ static bool drawDispListwire(ListBase *dlbase, const short ob_type)
dl_mask &= ~((1 << DL_INDEX3) | (1 << DL_INDEX4));
}
- return drawDispListwire_ex(dlbase, dl_mask);
+ return drawDispListwire_ex(dlbase, dl_mask, wire_col);
}
static bool index3_nors_incr = true;
-static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
+static void drawDispListsolid(ListBase *lb, Object *ob, const short UNUSED(dflag),
const unsigned char ob_wire_col[4], const bool use_glsl)
{
GPUVertexAttribs gattribs;
if (lb == NULL) return;
- glEnableClientState(GL_VERTEX_ARRAY);
-
/* track current material, -1 for none (needed for lines) */
short col = -1;
DispList *dl = lb->first;
while (dl) {
const float *data = dl->verts;
- const float *ndata = dl->nors;
+ //const float *ndata = dl->nors;
switch (dl->type) {
case DL_SEGM:
@@ -4470,15 +5338,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
col = -1;
}
- if ((dflag & DRAW_CONSTCOLOR) == 0)
- glColor3ubv(ob_wire_col);
-
- // glVertexPointer(3, GL_FLOAT, 0, dl->verts);
- // glDrawArrays(GL_LINE_STRIP, 0, dl->nr);
- glBegin(GL_LINE_STRIP);
- for (int nr = dl->nr; nr; nr--, data += 3)
- glVertex3fv(data);
- glEnd();
+ drawDispListVerts(GWN_PRIM_LINE_STRIP, data, dl->nr, ob_wire_col);
}
break;
case DL_POLY:
@@ -4488,14 +5348,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
col = -1;
}
- /* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
- //glVertexPointer(3, GL_FLOAT, 0, dl->verts);
- //glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
-
- glBegin(GL_LINE_LOOP);
- for (int nr = dl->nr; nr; nr--, data += 3)
- glVertex3fv(data);
- glEnd();
+ drawDispListVerts(GWN_PRIM_LINE_LOOP, data, dl->nr, ob_wire_col);
}
break;
case DL_SURF:
@@ -4505,15 +5358,12 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
GPU_object_material_bind(dl->col + 1, use_glsl ? &gattribs : NULL);
col = dl->col;
}
- /* FLAT/SMOOTH shading for surfaces */
- glShadeModel((dl->rt & CU_SMOOTH) ? GL_SMOOTH : GL_FLAT);
+ const unsigned int verts_len = dl->nr * dl->parts;
- glEnableClientState(GL_NORMAL_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, dl->verts);
- glNormalPointer(GL_FLOAT, 0, dl->nors);
- glDrawElements(GL_QUADS, 4 * dl->totindex, GL_UNSIGNED_INT, dl->index);
- glDisableClientState(GL_NORMAL_ARRAY);
- glShadeModel(GL_SMOOTH);
+ drawDispListElem(
+ true, (dl->rt & CU_SMOOTH) != 0, false,
+ dl->verts, dl->nors, verts_len,
+ dl->index, dl->totindex, ob_wire_col);
}
break;
@@ -4523,8 +5373,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
col = dl->col;
}
- glVertexPointer(3, GL_FLOAT, 0, dl->verts);
-
+#if 0
/* for polys only one normal needed */
if (index3_nors_incr) {
glEnableClientState(GL_NORMAL_ARRAY);
@@ -4532,11 +5381,17 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
}
else
glNormal3fv(ndata);
+#endif
+ /* special case, 'nors' is a single value */
+ drawDispListElem(
+ false, (dl->rt & CU_SMOOTH) != 0, true,
+ dl->verts, dl->nors, dl->nr,
+ dl->index, dl->parts, ob_wire_col);
- glDrawElements(GL_TRIANGLES, 3 * dl->parts, GL_UNSIGNED_INT, dl->index);
-
+#if 0
if (index3_nors_incr)
glDisableClientState(GL_NORMAL_ARRAY);
+#endif
break;
@@ -4546,18 +5401,16 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
col = dl->col;
}
- glEnableClientState(GL_NORMAL_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, dl->verts);
- glNormalPointer(GL_FLOAT, 0, dl->nors);
- glDrawElements(GL_QUADS, 4 * dl->parts, GL_UNSIGNED_INT, dl->index);
- glDisableClientState(GL_NORMAL_ARRAY);
+ drawDispListElem(
+ true, true, false,
+ dl->verts, dl->nors, dl->nr,
+ dl->index, dl->parts, ob_wire_col);
break;
}
dl = dl->next;
}
- glDisableClientState(GL_VERTEX_ARRAY);
glFrontFace(GL_CCW);
if (col != -1) {
@@ -4572,7 +5425,7 @@ static void drawCurveDMWired(Object *ob)
}
/* return true when nothing was drawn */
-static bool drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, const char dt)
+static bool drawCurveDerivedMesh(Scene *scene, ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d, Base *base, const char dt)
{
Object *ob = base->object;
DerivedMesh *dm = ob->derivedFinal;
@@ -4586,8 +5439,8 @@ static bool drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d,
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
if (dt > OB_WIRE && dm->getNumPolys(dm)) {
- bool glsl = draw_glsl_material(scene, ob, v3d, dt);
- GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
+ bool glsl = draw_glsl_material(scene, view_layer, ob, v3d, dt);
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, glsl, NULL);
if (!glsl)
dm->drawFacesSolid(dm, NULL, 0, GPU_object_material_bind);
@@ -4608,7 +5461,7 @@ static bool drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d,
* Only called by #drawDispList
* \return true when nothing was drawn
*/
-static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
+static bool drawDispList_nobackface(Scene *scene, ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d, Base *base,
const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
Object *ob = base->object;
@@ -4638,10 +5491,10 @@ static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3
if (!render_only) {
/* when we have faces, only draw loose-wire */
if (has_faces) {
- drawDispListwire_ex(lb, (1 << DL_SEGM));
+ drawDispListwire_ex(lb, (1 << DL_SEGM), ob_wire_col);
}
else {
- drawDispListwire(lb, ob->type);
+ drawDispListwire(lb, ob->type, ob_wire_col);
}
}
@@ -4649,26 +5502,26 @@ static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3
/* pass */
}
else {
- if (draw_glsl_material(scene, ob, v3d, dt)) {
- GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
+ if (draw_glsl_material(scene, view_layer, ob, v3d, dt)) {
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, 1, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, true);
GPU_end_object_materials();
}
else {
- GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, 0, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, false);
GPU_end_object_materials();
}
if (cu->editnurb && cu->bevobj == NULL && cu->taperobj == NULL && cu->ext1 == 0.0f && cu->ext2 == 0.0f) {
- cpack(0);
- drawDispListwire(lb, ob->type);
+ unsigned char col[4] = {0, 0, 0, 0};
+ drawDispListwire(lb, ob->type, col);
}
}
index3_nors_incr = true;
}
else {
if (!render_only || BKE_displist_has_faces(lb)) {
- return drawDispListwire(lb, ob->type);
+ return drawDispListwire(lb, ob->type, ob_wire_col);
}
}
break;
@@ -4684,19 +5537,19 @@ static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3
if (dl->nors == NULL) BKE_displist_normals_add(lb);
- if (draw_glsl_material(scene, ob, v3d, dt)) {
- GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
+ if (draw_glsl_material(scene, view_layer, ob, v3d, dt)) {
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, 1, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, true);
GPU_end_object_materials();
}
else {
- GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, 0, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, false);
GPU_end_object_materials();
}
}
else {
- return drawDispListwire(lb, ob->type);
+ return drawDispListwire(lb, ob->type, ob_wire_col);
}
break;
case OB_MBALL:
@@ -4709,19 +5562,19 @@ static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3
if (solid) {
- if (draw_glsl_material(scene, ob, v3d, dt)) {
- GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
+ if (draw_glsl_material(scene, view_layer, ob, v3d, dt)) {
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, 1, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, true);
GPU_end_object_materials();
}
else {
- GPU_begin_object_materials(v3d, rv3d, scene, ob, 0, NULL);
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, 0, NULL);
drawDispListsolid(lb, ob, dflag, ob_wire_col, false);
GPU_end_object_materials();
}
}
else {
- return drawDispListwire(lb, ob->type);
+ return drawDispListwire(lb, ob->type, ob_wire_col);
}
}
break;
@@ -4729,8 +5582,9 @@ static bool drawDispList_nobackface(Scene *scene, View3D *v3d, RegionView3D *rv3
return false;
}
-static bool drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
- const char dt, const short dflag, const unsigned char ob_wire_col[4])
+static bool drawDispList(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
bool retval;
@@ -4742,10 +5596,10 @@ static bool drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *ba
}
#ifdef SEQUENCER_DAG_WORKAROUND
- ensure_curve_cache(scene, base->object);
+ ensure_curve_cache(eval_ctx, scene, base->object);
#endif
- if (drawCurveDerivedMesh(scene, v3d, rv3d, base, dt) == false) {
+ if (drawCurveDerivedMesh(scene, view_layer, v3d, rv3d, base, dt) == false) {
retval = false;
}
else {
@@ -4761,7 +5615,7 @@ static bool drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *ba
glFrontFace(mode);
- retval = drawDispList_nobackface(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
+ retval = drawDispList_nobackface(scene, view_layer, v3d, rv3d, base, dt, dflag, ob_wire_col);
if (mode != GL_CCW) {
glFrontFace(GL_CCW);
@@ -4776,16 +5630,63 @@ static bool drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *ba
}
/* *********** drawing for particles ************* */
-static void draw_particle_arrays(int draw_as, int totpoint, int ob_dt, int select)
+/* stride : offset size in bytes
+ * col[4] : the color to use when *color is NULL, can be also NULL */
+static void draw_vertex_array(Gwn_PrimType prim_type, const float *vert, const float *nor, const float *color, int stride, int vert_ct, float col[4])
+{
+ Gwn_VertFormat format = {0};
+ unsigned int pos_id, nor_id, col_id;
+ pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ if (nor) nor_id = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ if (color) col_id = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vert_ct);
+
+ if (stride == 0) {
+ GWN_vertbuf_attr_fill(vbo, pos_id, vert);
+ if (nor) GWN_vertbuf_attr_fill(vbo, nor_id, nor);
+ if (color) GWN_vertbuf_attr_fill(vbo, col_id, color);
+ }
+ else {
+ GWN_vertbuf_attr_fill_stride(vbo, pos_id, stride, vert);
+ if (nor) GWN_vertbuf_attr_fill_stride(vbo, nor_id, stride, nor);
+ if (color) GWN_vertbuf_attr_fill_stride(vbo, col_id, stride, color);
+ }
+
+ Gwn_Batch *batch = GWN_batch_create_ex(prim_type, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ if (nor && color) {
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR);
+ GWN_batch_uniform_3f(batch, "light", 0.0f, 0.0f, 1.0f);
+ }
+ else if (nor) {
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING);
+ GWN_batch_uniform_3f(batch, "light", 0.0f, 0.0f, 1.0f);
+ if (col) GWN_batch_uniform_4fv(batch, "color", col);
+ }
+ else if (color) {
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_SMOOTH_COLOR);
+ }
+ else {
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
+ if (col) GWN_batch_uniform_4fv(batch, "color", col);
+ }
+ GWN_batch_draw(batch);
+ GWN_batch_discard(batch);
+}
+
+static void draw_particle_arrays_new(int draw_as, int ob_dt, int select,
+ const float *vert, const float *nor, const float *color,
+ int totpoint, float col[4])
{
/* draw created data arrays */
switch (draw_as) {
case PART_DRAW_AXIS:
case PART_DRAW_CROSS:
- glDrawArrays(GL_LINES, 0, 6 * totpoint);
+ draw_vertex_array(GWN_PRIM_LINES, vert, nor, color, 0, 6 * totpoint, col);
break;
case PART_DRAW_LINE:
- glDrawArrays(GL_LINES, 0, 2 * totpoint);
+ draw_vertex_array(GWN_PRIM_LINES, vert, nor, color, 0, 2 * totpoint, col);
break;
case PART_DRAW_BB:
if (ob_dt <= OB_WIRE || select)
@@ -4793,15 +5694,16 @@ static void draw_particle_arrays(int draw_as, int totpoint, int ob_dt, int selec
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glDrawArrays(GL_QUADS, 0, 4 * totpoint);
+ draw_vertex_array(GWN_PRIM_TRIS, vert, nor, color, 0, 6 * totpoint, col);
break;
default:
- glDrawArrays(GL_POINTS, 0, totpoint);
+ draw_vertex_array(GWN_PRIM_POINTS, vert, nor, color, 0, totpoint, col);
break;
}
}
static void draw_particle(ParticleKey *state, int draw_as, short draw, float pixsize,
- float imat[4][4], const float draw_line[2], ParticleBillboardData *bb, ParticleDrawData *pdd)
+ float imat[4][4], const float draw_line[2], ParticleBillboardData *bb, ParticleDrawData *pdd,
+ unsigned int pos)
{
float vec[3], vec2[3];
float *vd = NULL;
@@ -4911,24 +5813,19 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
}
case PART_DRAW_CIRC:
{
- drawcircball(GL_LINE_LOOP, state->co, pixsize, imat);
+ imm_drawcircball(state->co, pixsize, imat, pos);
break;
}
case PART_DRAW_BB:
{
float xvec[3], yvec[3], zvec[3], bb_center[3];
- if (cd) {
- cd[0] = cd[3] = cd[6] = cd[9] = ma_col[0];
- cd[1] = cd[4] = cd[7] = cd[10] = ma_col[1];
- cd[2] = cd[5] = cd[8] = cd[11] = ma_col[2];
- pdd->cd += 12;
- }
copy_v3_v3(bb->vec, state->co);
copy_v3_v3(bb->vel, state->vel);
psys_make_billboard(bb, xvec, yvec, zvec, bb_center);
-
+
+ /* First tri */
add_v3_v3v3(pdd->vd, bb_center, xvec);
add_v3_v3(pdd->vd, yvec); pdd->vd += 3;
@@ -4938,13 +5835,24 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
sub_v3_v3v3(pdd->vd, bb_center, xvec);
sub_v3_v3v3(pdd->vd, pdd->vd, yvec); pdd->vd += 3;
+ /* Second tri */
+ add_v3_v3v3(pdd->vd, bb_center, xvec);
+ add_v3_v3(pdd->vd, yvec); pdd->vd += 3;
+
+ sub_v3_v3v3(pdd->vd, bb_center, xvec);
+ sub_v3_v3v3(pdd->vd, pdd->vd, yvec); pdd->vd += 3;
+
add_v3_v3v3(pdd->vd, bb_center, xvec);
sub_v3_v3v3(pdd->vd, pdd->vd, yvec); pdd->vd += 3;
- copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
- copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
- copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
- copy_v3_v3(pdd->nd, zvec); pdd->nd += 3;
+ if (cd) {
+ for (int i = 0; i < 6; i++, cd += 3, pdd->cd += 3) {
+ copy_v3_v3(cd, ma_col);
+ }
+ }
+ for (int i = 0; i < 6; i++, pdd->nd += 3) {
+ copy_v3_v3(pdd->nd, zvec);
+ }
break;
}
}
@@ -4952,7 +5860,8 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
static void draw_particle_data(ParticleSystem *psys, RegionView3D *rv3d,
ParticleKey *state, int draw_as,
float imat[4][4], ParticleBillboardData *bb, ParticleDrawData *pdd,
- const float ct, const float pa_size, const float r_tilt, const float pixsize_scale)
+ const float ct, const float pa_size, const float r_tilt, const float pixsize_scale,
+ unsigned int pos)
{
ParticleSettings *part = psys->part;
float pixsize;
@@ -4983,7 +5892,7 @@ static void draw_particle_data(ParticleSystem *psys, RegionView3D *rv3d,
pixsize = ED_view3d_pixel_size(rv3d, state->co) * pixsize_scale;
- draw_particle(state, draw_as, part->draw, pixsize, imat, part->draw_line, bb, pdd);
+ draw_particle(state, draw_as, part->draw, pixsize, imat, part->draw_line, bb, pdd, pos);
}
/* unified drawing of all new particle systems draw types except dupli ob & group
* mostly tries to use vertex arrays for speed
@@ -4996,9 +5905,10 @@ static void draw_particle_data(ParticleSystem *psys, RegionView3D *rv3d,
* 6. draw the arrays
* 7. clean up
*/
-static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv3d,
- Base *base, ParticleSystem *psys,
- const char ob_dt, const short dflag)
+static void draw_new_particle_system(
+ const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, RegionView3D *rv3d,
+ Base *base, ParticleSystem *psys,
+ const char ob_dt, const short dflag)
{
Object *ob = base->object;
ParticleEditSettings *pset = PE_settings(scene);
@@ -5016,10 +5926,11 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
float cfra;
float ma_col[3] = {0.0f, 0.0f, 0.0f};
int a, totpart, totpoint = 0, totve = 0, drawn, draw_as, totchild = 0;
- bool select = (ob->flag & SELECT) != 0, create_cdata = false, need_v = false;
+ bool select = (base->flag & BASE_SELECTED) != 0, create_cdata = false, need_v = false;
GLint polygonmode[2];
char numstr[32];
unsigned char tcol[4] = {0, 0, 0, 255};
+ unsigned int pos;
/* 1. */
if (part == NULL || !psys_check_enabled(ob, psys, G.is_rendering))
@@ -5028,7 +5939,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (pars == NULL) return;
/* don't draw normal paths in edit mode */
- if (psys_in_edit_mode(scene, psys) && (pset->flag & PE_DRAW_PART) == 0)
+ if (psys_in_edit_mode(eval_ctx->view_layer, psys) && (pset->flag & PE_DRAW_PART) == 0)
return;
if (part->draw_as == PART_DRAW_REND)
@@ -5046,6 +5957,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
curvemapping_changed_all(psys->part->roughcurve);
/* 2. */
+ sim.eval_ctx = eval_ctx;
sim.scene = scene;
sim.ob = ob;
sim.psys = psys;
@@ -5081,16 +5993,12 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
copy_v3_v3(ma_col, &ma->r);
}
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- glColor3ubv(tcol);
- }
-
timestep = psys_get_timestep(&sim);
- if ((base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP)) {
+ if ((ob->flag & OB_FROMGROUP) != 0) {
float mat[4][4];
mul_m4_m4m4(mat, ob->obmat, psys->imat);
- glMultMatrixf(mat);
+ gpuMultMatrix(mat);
}
/* needed for text display */
@@ -5210,7 +6118,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
partsize *= 2;
break;
case PART_DRAW_BB:
- partsize *= 4;
+ partsize *= 6; /* New OGL only understands tris, no choice here. */
create_ndata = 1;
break;
}
@@ -5265,6 +6173,11 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
totpoint = pdd->totpoint; /* draw data is up to date */
}
else {
+ if ((draw_as == PART_DRAW_CIRC) || (part->draw & PART_DRAW_SIZE)) {
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ imm_cpack(0xFFFFFF);
+ }
for (a = 0, pa = pars; a < totpart + totchild; a++, pa++) {
/* setup per particle individual stuff */
if (a < totpart) {
@@ -5335,7 +6248,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
draw_particle_data(psys, rv3d,
&state, draw_as, imat, &bb, psys->pdd,
- ct, pa_size, r_tilt, pixsize_scale);
+ ct, pa_size, r_tilt, pixsize_scale, pos);
totpoint++;
drawn = 1;
@@ -5347,7 +6260,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
draw_particle_data(psys, rv3d,
&state, draw_as, imat, &bb, psys->pdd,
- pa_time, pa_size, r_tilt, pixsize_scale);
+ pa_time, pa_size, r_tilt, pixsize_scale, pos);
totpoint++;
drawn = 1;
@@ -5369,7 +6282,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (part->draw & PART_DRAW_SIZE) {
setlinestyle(3);
- drawcircball(GL_LINE_LOOP, state.co, pa_size, imat);
+ imm_drawcircball(state.co, pa_size, imat, pos);
setlinestyle(0);
}
@@ -5406,31 +6319,19 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
}
}
+ if ((draw_as == PART_DRAW_CIRC) || (part->draw & PART_DRAW_SIZE)) {
+ immUnbindProgram();
+ }
}
}
/* 6. */
glGetIntegerv(GL_POLYGON_MODE, polygonmode);
- glEnableClientState(GL_VERTEX_ARRAY);
if (draw_as == PART_DRAW_PATH) {
ParticleCacheKey **cache, *path;
float *cdata2 = NULL;
- /* setup gl flags */
- if (1) { //ob_dt > OB_WIRE) {
- glEnableClientState(GL_NORMAL_ARRAY);
-
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- if (part->draw_col == PART_DRAW_COL_MAT)
- glEnableClientState(GL_COLOR_ARRAY);
- }
-
- // XXX test
- GPU_basic_shader_colors(NULL, NULL, 0.0f, 1.0f);
- GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
- }
-
if (totchild && (part->draw & PART_DRAW_PARENT) == 0)
totpart = 0;
else if (psys->pathcache == NULL)
@@ -5441,41 +6342,28 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
path = cache[a];
if (path->segments > 0) {
- glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
-
- if (1) { //ob_dt > OB_WIRE) {
- glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- if (part->draw_col == PART_DRAW_COL_MAT) {
- glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
- }
- }
+ if (((dflag & DRAW_CONSTCOLOR) == 0) && (part->draw_col == PART_DRAW_COL_MAT)) {
+ draw_vertex_array(GWN_PRIM_LINE_STRIP, path->co, path->vel, path->col, sizeof(ParticleCacheKey), path->segments + 1, NULL);
+ }
+ else {
+ float color[4];
+ rgba_uchar_to_float(color, tcol);
+ draw_vertex_array(GWN_PRIM_LINE_STRIP, path->co, path->vel, NULL, sizeof(ParticleCacheKey), path->segments + 1, color);
}
-
- glDrawArrays(GL_LINE_STRIP, 0, path->segments + 1);
}
}
if (part->type == PART_HAIR) {
if (part->draw & PART_DRAW_GUIDE_HAIRS) {
DerivedMesh *hair_dm = psys->hair_out_dm;
-
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
-
+
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
if (pa->totkey > 1) {
HairKey *hkey = pa->hair;
- glVertexPointer(3, GL_FLOAT, sizeof(HairKey), hkey->world_co);
-
-#if 0 /* XXX use proper theme color here */
- UI_ThemeColor(TH_NORMAL);
-#else
- glColor3f(0.58f, 0.67f, 1.0f);
-#endif
-
- glDrawArrays(GL_LINE_STRIP, 0, pa->totkey);
+ /* XXX use proper theme color here */
+ float color[4] = {0.58f, 0.67f, 1.0f, 1.0f};
+ draw_vertex_array(GWN_PRIM_LINE_STRIP, hkey->world_co, NULL, NULL, sizeof(HairKey), pa->totkey, color);
}
}
@@ -5483,30 +6371,36 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
MVert *mvert = hair_dm->getVertArray(hair_dm);
int i;
- glColor3f(0.9f, 0.4f, 0.4f);
-
- glBegin(GL_LINES);
+ unsigned int pos_id = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3f(0.9f, 0.4f, 0.4f);
+
+ unsigned int count = 0;
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
- for (i = 1; i < pa->totkey; ++i) {
- float v1[3], v2[3];
-
- copy_v3_v3(v1, mvert[pa->hair_index + i - 1].co);
- copy_v3_v3(v2, mvert[pa->hair_index + i].co);
-
- mul_m4_v3(ob->obmat, v1);
- mul_m4_v3(ob->obmat, v2);
-
- glVertex3fv(v1);
- glVertex3fv(v2);
+ count += MAX2(pa->totkey - 1, 0);
+ }
+
+ if (count > 0) {
+ immBegin(GWN_PRIM_LINES, count * 2);
+ for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
+ for (i = 1; i < pa->totkey; ++i) {
+ float v1[3], v2[3];
+
+ copy_v3_v3(v1, mvert[pa->hair_index + i - 1].co);
+ copy_v3_v3(v2, mvert[pa->hair_index + i].co);
+
+ mul_m4_v3(ob->obmat, v1);
+ mul_m4_v3(ob->obmat, v2);
+
+ immVertex3fv(pos_id, v1);
+ immVertex3fv(pos_id, v2);
+ }
}
+ immEnd();
}
- glEnd();
+
+ immUnbindProgram();
}
-
- glEnableClientState(GL_NORMAL_ARRAY);
- if ((dflag & DRAW_CONSTCOLOR) == 0)
- if (part->draw_col == PART_DRAW_COL_MAT)
- glEnableClientState(GL_COLOR_ARRAY);
}
if (part->draw & PART_DRAW_HAIR_GRID) {
@@ -5517,64 +6411,69 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
int *res = clmd->hair_grid_res;
int i;
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
-
+ unsigned int pos_id = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (select)
- UI_ThemeColor(TH_ACTIVE);
+ immUniformThemeColor(TH_ACTIVE);
else
- UI_ThemeColor(TH_WIRE);
- glBegin(GL_LINES);
- glVertex3f(gmin[0], gmin[1], gmin[2]); glVertex3f(gmax[0], gmin[1], gmin[2]);
- glVertex3f(gmax[0], gmin[1], gmin[2]); glVertex3f(gmax[0], gmax[1], gmin[2]);
- glVertex3f(gmax[0], gmax[1], gmin[2]); glVertex3f(gmin[0], gmax[1], gmin[2]);
- glVertex3f(gmin[0], gmax[1], gmin[2]); glVertex3f(gmin[0], gmin[1], gmin[2]);
+ immUniformThemeColor(TH_WIRE);
+
+ immBegin(GWN_PRIM_LINES, 24);
+ immVertex3f(pos_id, gmin[0], gmin[1], gmin[2]); immVertex3f(pos_id, gmax[0], gmin[1], gmin[2]);
+ immVertex3f(pos_id, gmax[0], gmin[1], gmin[2]); immVertex3f(pos_id, gmax[0], gmax[1], gmin[2]);
+ immVertex3f(pos_id, gmax[0], gmax[1], gmin[2]); immVertex3f(pos_id, gmin[0], gmax[1], gmin[2]);
+ immVertex3f(pos_id, gmin[0], gmax[1], gmin[2]); immVertex3f(pos_id, gmin[0], gmin[1], gmin[2]);
- glVertex3f(gmin[0], gmin[1], gmax[2]); glVertex3f(gmax[0], gmin[1], gmax[2]);
- glVertex3f(gmax[0], gmin[1], gmax[2]); glVertex3f(gmax[0], gmax[1], gmax[2]);
- glVertex3f(gmax[0], gmax[1], gmax[2]); glVertex3f(gmin[0], gmax[1], gmax[2]);
- glVertex3f(gmin[0], gmax[1], gmax[2]); glVertex3f(gmin[0], gmin[1], gmax[2]);
+ immVertex3f(pos_id, gmin[0], gmin[1], gmax[2]); immVertex3f(pos_id, gmax[0], gmin[1], gmax[2]);
+ immVertex3f(pos_id, gmax[0], gmin[1], gmax[2]); immVertex3f(pos_id, gmax[0], gmax[1], gmax[2]);
+ immVertex3f(pos_id, gmax[0], gmax[1], gmax[2]); immVertex3f(pos_id, gmin[0], gmax[1], gmax[2]);
+ immVertex3f(pos_id, gmin[0], gmax[1], gmax[2]); immVertex3f(pos_id, gmin[0], gmin[1], gmax[2]);
- glVertex3f(gmin[0], gmin[1], gmin[2]); glVertex3f(gmin[0], gmin[1], gmax[2]);
- glVertex3f(gmax[0], gmin[1], gmin[2]); glVertex3f(gmax[0], gmin[1], gmax[2]);
- glVertex3f(gmin[0], gmax[1], gmin[2]); glVertex3f(gmin[0], gmax[1], gmax[2]);
- glVertex3f(gmax[0], gmax[1], gmin[2]); glVertex3f(gmax[0], gmax[1], gmax[2]);
- glEnd();
+ immVertex3f(pos_id, gmin[0], gmin[1], gmin[2]); immVertex3f(pos_id, gmin[0], gmin[1], gmax[2]);
+ immVertex3f(pos_id, gmax[0], gmin[1], gmin[2]); immVertex3f(pos_id, gmax[0], gmin[1], gmax[2]);
+ immVertex3f(pos_id, gmin[0], gmax[1], gmin[2]); immVertex3f(pos_id, gmin[0], gmax[1], gmax[2]);
+ immVertex3f(pos_id, gmax[0], gmax[1], gmin[2]); immVertex3f(pos_id, gmax[0], gmax[1], gmax[2]);
+ immEnd();
if (select)
- UI_ThemeColorShadeAlpha(TH_ACTIVE, 0, -100);
+ immUniformThemeColorShadeAlpha(TH_ACTIVE, 0, -100);
else
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -100);
- glEnable(GL_BLEND);
- glBegin(GL_LINES);
- for (i = 1; i < res[0] - 1; ++i) {
- float f = interpf(gmax[0], gmin[0], (float)i / (float)(res[0] - 1));
- glVertex3f(f, gmin[1], gmin[2]); glVertex3f(f, gmax[1], gmin[2]);
- glVertex3f(f, gmax[1], gmin[2]); glVertex3f(f, gmax[1], gmax[2]);
- glVertex3f(f, gmax[1], gmax[2]); glVertex3f(f, gmin[1], gmax[2]);
- glVertex3f(f, gmin[1], gmax[2]); glVertex3f(f, gmin[1], gmin[2]);
- }
- for (i = 1; i < res[1] - 1; ++i) {
- float f = interpf(gmax[1], gmin[1], (float)i / (float)(res[1] - 1));
- glVertex3f(gmin[0], f, gmin[2]); glVertex3f(gmax[0], f, gmin[2]);
- glVertex3f(gmax[0], f, gmin[2]); glVertex3f(gmax[0], f, gmax[2]);
- glVertex3f(gmax[0], f, gmax[2]); glVertex3f(gmin[0], f, gmax[2]);
- glVertex3f(gmin[0], f, gmax[2]); glVertex3f(gmin[0], f, gmin[2]);
- }
- for (i = 1; i < res[2] - 1; ++i) {
- float f = interpf(gmax[2], gmin[2], (float)i / (float)(res[2] - 1));
- glVertex3f(gmin[0], gmin[1], f); glVertex3f(gmax[0], gmin[1], f);
- glVertex3f(gmax[0], gmin[1], f); glVertex3f(gmax[0], gmax[1], f);
- glVertex3f(gmax[0], gmax[1], f); glVertex3f(gmin[0], gmax[1], f);
- glVertex3f(gmin[0], gmax[1], f); glVertex3f(gmin[0], gmin[1], f);
+ immUniformThemeColorShadeAlpha(TH_WIRE, 0, -100);
+
+ int count = 0;
+ count += MAX2(0, res[0] - 2) * 8;
+ count += MAX2(0, res[1] - 2) * 8;
+ count += MAX2(0, res[2] - 2) * 8;
+
+ if (count >= 2) {
+ glEnable(GL_BLEND);
+ immBegin(GWN_PRIM_LINES, count);
+ for (i = 1; i < res[0] - 1; ++i) {
+ float f = interpf(gmax[0], gmin[0], (float)i / (float)(res[0] - 1));
+ immVertex3f(pos_id, f, gmin[1], gmin[2]); immVertex3f(pos_id, f, gmax[1], gmin[2]);
+ immVertex3f(pos_id, f, gmax[1], gmin[2]); immVertex3f(pos_id, f, gmax[1], gmax[2]);
+ immVertex3f(pos_id, f, gmax[1], gmax[2]); immVertex3f(pos_id, f, gmin[1], gmax[2]);
+ immVertex3f(pos_id, f, gmin[1], gmax[2]); immVertex3f(pos_id, f, gmin[1], gmin[2]);
+ }
+ for (i = 1; i < res[1] - 1; ++i) {
+ float f = interpf(gmax[1], gmin[1], (float)i / (float)(res[1] - 1));
+ immVertex3f(pos_id, gmin[0], f, gmin[2]); immVertex3f(pos_id, gmax[0], f, gmin[2]);
+ immVertex3f(pos_id, gmax[0], f, gmin[2]); immVertex3f(pos_id, gmax[0], f, gmax[2]);
+ immVertex3f(pos_id, gmax[0], f, gmax[2]); immVertex3f(pos_id, gmin[0], f, gmax[2]);
+ immVertex3f(pos_id, gmin[0], f, gmax[2]); immVertex3f(pos_id, gmin[0], f, gmin[2]);
+ }
+ for (i = 1; i < res[2] - 1; ++i) {
+ float f = interpf(gmax[2], gmin[2], (float)i / (float)(res[2] - 1));
+ immVertex3f(pos_id, gmin[0], gmin[1], f); immVertex3f(pos_id, gmax[0], gmin[1], f);
+ immVertex3f(pos_id, gmax[0], gmin[1], f); immVertex3f(pos_id, gmax[0], gmax[1], f);
+ immVertex3f(pos_id, gmax[0], gmax[1], f); immVertex3f(pos_id, gmin[0], gmax[1], f);
+ immVertex3f(pos_id, gmin[0], gmax[1], f); immVertex3f(pos_id, gmin[0], gmin[1], f);
+ }
+ immEnd();
+ glDisable(GL_BLEND);
}
- glEnd();
- glDisable(GL_BLEND);
-
- glEnableClientState(GL_NORMAL_ARRAY);
- if ((dflag & DRAW_CONSTCOLOR) == 0)
- if (part->draw_col == PART_DRAW_COL_MAT)
- glEnableClientState(GL_COLOR_ARRAY);
+
+ immUnbindProgram();
}
}
}
@@ -5583,27 +6482,17 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
cache = psys->childcache;
for (a = 0; a < totchild; a++) {
path = cache[a];
- glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
- if (1) { //ob_dt > OB_WIRE) {
- glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- if (part->draw_col == PART_DRAW_COL_MAT) {
- glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
- }
- }
+ if (((dflag & DRAW_CONSTCOLOR) == 0) && (part->draw_col == PART_DRAW_COL_MAT)) {
+ draw_vertex_array(GWN_PRIM_LINE_STRIP, path->co, path->vel, path->col, sizeof(ParticleCacheKey), path->segments + 1, NULL);
+ }
+ else {
+ float color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ draw_vertex_array(GWN_PRIM_LINE_STRIP, path->co, path->vel, NULL, sizeof(ParticleCacheKey), path->segments + 1, color);
}
-
- glDrawArrays(GL_LINE_STRIP, 0, path->segments + 1);
}
/* restore & clean up */
- if (1) { //ob_dt > OB_WIRE) {
- if (part->draw_col == PART_DRAW_COL_MAT)
- glDisableClientState(GL_COLOR_ARRAY);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- }
-
if (cdata2) {
MEM_freeN(cdata2);
cdata2 = NULL;
@@ -5623,19 +6512,11 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
}
else if (pdd && ELEM(draw_as, 0, PART_DRAW_CIRC) == 0) {
- glDisableClientState(GL_COLOR_ARRAY);
- /* enable point data array */
if (pdd->vdata) {
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, pdd->vdata);
- }
- else
- glDisableClientState(GL_VERTEX_ARRAY);
-
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
if (select) {
- UI_ThemeColor(TH_ACTIVE);
+ float color[4];
+ UI_GetThemeColor4fv(TH_ACTIVE, color);
if (part->draw_size)
glPointSize(part->draw_size + 2);
@@ -5644,48 +6525,39 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
glLineWidth(3.0);
- draw_particle_arrays(draw_as, totpoint, ob_dt, 1);
+ draw_particle_arrays_new(draw_as, ob_dt, 1, pdd->vdata, NULL, NULL, totpoint, color);
}
- /* restore from select */
- glColor3fv(ma_col);
- }
-
- glPointSize(part->draw_size ? part->draw_size : 2.0);
- glLineWidth(1.0);
-
- /* enable other data arrays */
+ glPointSize(part->draw_size ? part->draw_size : 2.0);
+ glLineWidth(1.0);
- /* billboards are drawn this way */
- if (pdd->ndata && ob_dt > OB_WIRE) {
- glEnableClientState(GL_NORMAL_ARRAY);
- glNormalPointer(GL_FLOAT, 0, pdd->ndata);
- GPU_basic_shader_colors(NULL, NULL, 0.0f, 1.0f);
- GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
- }
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- if (pdd->cdata) {
- glEnableClientState(GL_COLOR_ARRAY);
- glColorPointer(3, GL_FLOAT, 0, pdd->cdata);
+#if 0
+ /* enable other data arrays */
+ /* billboards are drawn this way */
+ if (pdd->ndata && ob_dt > OB_WIRE) {
+ GPU_basic_shader_colors(NULL, NULL, 0.0f, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
}
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ if (pdd->cdata) {
+ glEnableClientState(GL_COLOR_ARRAY);
+ glColorPointer(3, GL_FLOAT, 0, pdd->cdata);
+ }
+ }
+#endif
+
+ draw_particle_arrays_new(draw_as, ob_dt, 0, pdd->vdata, pdd->ndata, pdd->cdata, totpoint, NULL);
}
- draw_particle_arrays(draw_as, totpoint, ob_dt, 0);
pdd->flag |= PARTICLE_DRAW_DATA_UPDATED;
pdd->totpoint = totpoint;
}
if (pdd && pdd->vedata) {
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- glDisableClientState(GL_COLOR_ARRAY);
- cpack(0xC0C0C0);
- }
-
- glVertexPointer(3, GL_FLOAT, 0, pdd->vedata);
-
- glDrawArrays(GL_LINES, 0, 2 * totve);
+ float color[4] = {0.75f, 0.75f, 0.75f, 1.0f};
+ draw_vertex_array(GWN_PRIM_LINES, pdd->vedata, NULL, NULL, 0, 2 * totve, color);
}
glPolygonMode(GL_FRONT, polygonmode[0]);
@@ -5694,9 +6566,6 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
/* 7. */
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
if (states)
MEM_freeN(states);
@@ -5719,32 +6588,28 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
pdd->ma_col = NULL;
}
- if ((base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP)) {
- glLoadMatrixf(rv3d->viewmat);
+ if ((ob->flag & OB_FROMGROUP) != 0) {
+ gpuLoadMatrix(rv3d->viewmat);
}
}
-static void draw_update_ptcache_edit(Scene *scene, Object *ob, PTCacheEdit *edit)
+static void draw_update_ptcache_edit(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, Object *ob, PTCacheEdit *edit)
{
if (edit->psys && edit->psys->flag & PSYS_HAIR_UPDATED)
- PE_update_object(scene, ob, 0);
+ PE_update_object(eval_ctx, scene, view_layer, ob, 0);
/* create path and child path cache if it doesn't exist already */
- if (edit->pathcache == NULL)
- psys_cache_edit_paths(scene, ob, edit, CFRA, G.is_rendering);
+ if (edit->pathcache == NULL) {
+ psys_cache_edit_paths(eval_ctx, scene, ob, edit, CFRA, G.is_rendering);
+ }
}
static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
{
- ParticleCacheKey **cache, *path, *pkey;
- PTCacheEditPoint *point;
- PTCacheEditKey *key;
ParticleEditSettings *pset = PE_settings(scene);
- int i, k, totpoint = edit->totpoint, timed = (pset->flag & PE_FADE_TIME) ? pset->fade_frames : 0;
- int totkeys = 1;
- float sel_col[3];
- float nosel_col[3];
- float *pathcol = NULL, *pcol;
+ const int totpoint = edit->totpoint;
+ const bool timed = (pset->flag & PE_FADE_TIME) ? pset->fade_frames : false;
if (edit->pathcache == NULL)
return;
@@ -5756,50 +6621,71 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
glDisable(GL_DEPTH_TEST);
/* get selection theme colors */
+ float sel_col[3], nosel_col[3];
UI_GetThemeColor3fv(TH_VERTEX_SELECT, sel_col);
UI_GetThemeColor3fv(TH_VERTEX, nosel_col);
/* draw paths */
- totkeys = (*edit->pathcache)->segments + 1;
+ const int totkeys = (*edit->pathcache)->segments + 1;
glEnable(GL_BLEND);
- pathcol = MEM_calloc_arrayN(totkeys, 4 * sizeof(float), "particle path color data");
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
+ float *pathcol = MEM_calloc_arrayN(totkeys, 4 * sizeof(float), "particle path color data");
if (pset->brushtype == PE_BRUSH_WEIGHT)
glLineWidth(2.0f);
- cache = edit->pathcache;
+ ParticleCacheKey **cache = edit->pathcache;
+ PTCacheEditPoint *point;
+ int i;
+
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
- path = cache[i];
- glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
+ ParticleCacheKey *path = cache[i];
+
+ Gwn_VertFormat format = {0};
+ unsigned int pos_id, col_id, col_comp;
+
+ col_comp = ((point->flag & PEP_HIDE) || timed) ? 4 : 3;
+
+ pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ col_id = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, col_comp, GWN_FETCH_FLOAT);
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, path->segments + 1);
+
+ GWN_vertbuf_attr_fill_stride(vbo, pos_id, sizeof(ParticleCacheKey), path->co);
+
+ float *pcol = pathcol;
if (point->flag & PEP_HIDE) {
- for (k = 0, pcol = pathcol; k < totkeys; k++, pcol += 4) {
+ for (int k = 0; k < totkeys; k++, pcol += 4) {
copy_v3_v3(pcol, path->col);
pcol[3] = 0.25f;
}
- glColorPointer(4, GL_FLOAT, 4 * sizeof(float), pathcol);
+ GWN_vertbuf_attr_fill(vbo, col_id, pathcol);
}
else if (timed) {
- for (k = 0, pcol = pathcol, pkey = path; k < totkeys; k++, pkey++, pcol += 4) {
+ ParticleCacheKey *pkey = path;
+ for (int k = 0; k < totkeys; k++, pkey++, pcol += 4) {
copy_v3_v3(pcol, pkey->col);
pcol[3] = 1.0f - fabsf((float)(CFRA) -pkey->time) / (float)pset->fade_frames;
}
- glColorPointer(4, GL_FLOAT, 4 * sizeof(float), pathcol);
+ GWN_vertbuf_attr_fill(vbo, col_id, pathcol);
+ }
+ else {
+ /* FIXME: shader wants 4 color components but the cache only contains ParticleCacheKey
+ * So alpha is random */
+ GWN_vertbuf_attr_fill_stride(vbo, col_id, sizeof(ParticleCacheKey), path->col);
}
- else
- glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
- glDrawArrays(GL_LINE_STRIP, 0, path->segments + 1);
+ Gwn_Batch *batch = GWN_batch_create_ex(GWN_PRIM_LINE_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_SMOOTH_COLOR);
+ GWN_batch_draw(batch);
+ GWN_batch_discard(batch);
}
- if (pathcol) { MEM_freeN(pathcol); pathcol = pcol = NULL; }
-
+ if (pathcol) { MEM_freeN(pathcol); pathcol = NULL; }
/* draw edit vertices */
if (pset->selectmode != SCE_SELECT_PATH) {
@@ -5810,6 +6696,10 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
float *cd = NULL, *cdata = NULL;
int totkeys_visible = 0;
+ Gwn_VertFormat format = {0};
+ unsigned int pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int col_id = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, (timed ? 4 : 3), GWN_FETCH_FLOAT);
+
for (i = 0, point = edit->points; i < totpoint; i++, point++)
if (!(point->flag & PEP_HIDE))
totkeys_visible += point->totkey;
@@ -5824,7 +6714,8 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
if (point->flag & PEP_HIDE)
continue;
- for (k = 0, key = point->keys; k < point->totkey; k++, key++) {
+ PTCacheEditKey *key = point->keys;
+ for (int k = 0; k < point->totkey; k++, key++) {
if (pd) {
copy_v3_v3(pd, key->co);
pd += 3;
@@ -5849,14 +6740,20 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
if (point->flag & PEP_HIDE || point->totkey == 0)
continue;
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, point->totkey);
+
if (point->keys->flag & PEK_USE_WCO)
- glVertexPointer(3, GL_FLOAT, sizeof(PTCacheEditKey), point->keys->world_co);
+ GWN_vertbuf_attr_fill_stride(vbo, pos_id, sizeof(PTCacheEditKey), point->keys->world_co);
else
- glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), pd);
+ GWN_vertbuf_attr_fill(vbo, pos_id, pd);
- glColorPointer((timed ? 4 : 3), GL_FLOAT, (timed ? 4 : 3) * sizeof(float), cd);
+ GWN_vertbuf_attr_fill(vbo, col_id, cd);
- glDrawArrays(GL_POINTS, 0, point->totkey);
+ Gwn_Batch *batch = GWN_batch_create_ex(GWN_PRIM_POINTS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_SMOOTH_COLOR);
+ GWN_batch_draw(batch);
+ GWN_batch_discard(batch);
pd += pd ? 3 * point->totkey : 0;
cd += (timed ? 4 : 3) * point->totkey;
@@ -5865,23 +6762,30 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
if (cdata) { MEM_freeN(cdata); cd = cdata = NULL; }
}
else if (pset->selectmode == SCE_SELECT_END) {
- glBegin(GL_POINTS);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int col_id = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBeginAtMost(GWN_PRIM_POINTS, totpoint);
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
if ((point->flag & PEP_HIDE) == 0 && point->totkey) {
- key = point->keys + point->totkey - 1;
- glColor3fv((key->flag & PEK_SELECT) ? sel_col : nosel_col);
+ PTCacheEditKey *key = point->keys + point->totkey - 1;
+ if ((key->flag & PEK_SELECT) != 0) {
+ immAttrib3fv(col_id, sel_col);
+ }
+ else {
+ immAttrib3fv(col_id, nosel_col);
+ }
/* has to be like this.. otherwise selection won't work, have try glArrayElement later..*/
- glVertex3fv((key->flag & PEK_USE_WCO) ? key->world_co : key->co);
+ immVertex3fv(pos_id, (key->flag & PEK_USE_WCO) ? key->world_co : key->co);
}
}
- glEnd();
+ immEnd();
+ immUnbindProgram();
}
}
glDisable(GL_BLEND);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
@@ -5894,130 +6798,137 @@ static void ob_draw_RE_motion(float com[3], float rotscale[3][3], float itw, flo
float tw = itw * drw_size;
float th = ith * drw_size;
- glBegin(GL_LINES);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- glColor4ub(0x7F, 0x00, 0x00, 155);
+ immBegin(GWN_PRIM_LINES, 30);
+
+ immAttrib4ub(col, 0x7F, 0x00, 0x00, 155);
root[1] = root[2] = 0.0f;
root[0] = -drw_size;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
+ immVertex3fv(pos, root);
tip[1] = tip[2] = 0.0f;
tip[0] = drw_size;
mul_m3_v3(tr, tip);
add_v3_v3(tip, com);
- glVertex3fv(tip);
+ immVertex3fv(pos, tip);
root[1] = 0.0f; root[2] = tw;
root[0] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
root[1] = 0.0f; root[2] = -tw;
root[0] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
root[1] = tw; root[2] = 0.0f;
root[0] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
root[1] = -tw; root[2] = 0.0f;
root[0] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
- glColor4ub(0x00, 0x7F, 0x00, 155);
+ immAttrib4ub(col, 0x00, 0x7F, 0x00, 155);
root[0] = root[2] = 0.0f;
root[1] = -drw_size;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
+ immVertex3fv(pos, root);
tip[0] = tip[2] = 0.0f;
tip[1] = drw_size;
mul_m3_v3(tr, tip);
add_v3_v3(tip, com);
- glVertex3fv(tip);
+ immVertex3fv(pos, tip);
root[0] = 0.0f; root[2] = tw;
root[1] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
root[0] = 0.0f; root[2] = -tw;
root[1] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
root[0] = tw; root[2] = 0.0f;
root[1] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
root[0] = -tw; root[2] = 0.0f;
root[1] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
- glColor4ub(0x00, 0x00, 0x7F, 155);
+ immAttrib4ub(col, 0x00, 0x00, 0x7F, 155);
root[0] = root[1] = 0.0f;
root[2] = -drw_size;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
+ immVertex3fv(pos, root);
tip[0] = tip[1] = 0.0f;
tip[2] = drw_size;
mul_m3_v3(tr, tip);
add_v3_v3(tip, com);
- glVertex3fv(tip);
+ immVertex3fv(pos, tip);
root[0] = 0.0f; root[1] = tw;
root[2] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
root[0] = 0.0f; root[1] = -tw;
root[2] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
root[0] = tw; root[1] = 0.0f;
root[2] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
root[0] = -tw; root[1] = 0.0f;
root[2] = th;
mul_m3_v3(tr, root);
add_v3_v3(root, com);
- glVertex3fv(root);
- glVertex3fv(tip);
+ immVertex3fv(pos, root);
+ immVertex3fv(pos, tip);
+
+ immEnd();
- glEnd();
+ immUnbindProgram();
}
/* place to add drawers */
@@ -6026,7 +6937,7 @@ static void drawhandlesN(Nurb *nu, const char sel, const bool hide_handles)
{
if (nu->hide || hide_handles) return;
- if (nu->type == CU_BEZIER) {
+ if (nu->type == CU_BEZIER && nu->pntsu > 0) {
const float *fp;
@@ -6039,9 +6950,14 @@ static void drawhandlesN(Nurb *nu, const char sel, const bool hide_handles)
UI_GetThemeColor3ubv(basecol + a, handle_cols[a]);
}
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+
glLineWidth(1.0f);
- glBegin(GL_LINES);
+ immBeginAtMost(GWN_PRIM_LINES, nu->pntsu * 4);
BezTriple *bezt = nu->bezt;
int a = nu->pntsu;
@@ -6050,33 +6966,35 @@ static void drawhandlesN(Nurb *nu, const char sel, const bool hide_handles)
if ((bezt->f2 & SELECT) == sel) {
fp = bezt->vec[0];
- glColor3ubv(handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT - 1)]);
- glVertex3fv(fp);
- glVertex3fv(fp + 3);
+ immAttrib3ubv(col, handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT - 1)]);
+ immVertex3fv(pos, fp);
+ immVertex3fv(pos, fp + 3);
- glColor3ubv(handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT - 1)]);
- glVertex3fv(fp + 3);
- glVertex3fv(fp + 6);
+ immAttrib3ubv(col, handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT - 1)]);
+ immVertex3fv(pos, fp + 3);
+ immVertex3fv(pos, fp + 6);
}
else if ((bezt->f1 & SELECT) == sel) {
fp = bezt->vec[0];
- glColor3ubv(handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT - 1)]);
- glVertex3fv(fp);
- glVertex3fv(fp + 3);
+ immAttrib3ubv(col, handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT - 1)]);
+ immVertex3fv(pos, fp);
+ immVertex3fv(pos, fp + 3);
}
else if ((bezt->f3 & SELECT) == sel) {
fp = bezt->vec[1];
- glColor3ubv(handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT - 1)]);
- glVertex3fv(fp);
- glVertex3fv(fp + 3);
+ immAttrib3ubv(col, handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT - 1)]);
+ immVertex3fv(pos, fp);
+ immVertex3fv(pos, fp + 3);
}
}
bezt++;
}
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
#undef TH_HANDLE_COL_TOT
@@ -6087,153 +7005,196 @@ static void drawhandlesN_active(Nurb *nu)
{
if (nu->hide) return;
- UI_ThemeColor(TH_ACTIVE_SPLINE);
- glLineWidth(2);
-
- glBegin(GL_LINES);
+ if (nu->type == CU_BEZIER && nu->pntsu > 0) {
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_ACTIVE_SPLINE);
+ glLineWidth(2.0f);
- if (nu->type == CU_BEZIER) {
+ immBeginAtMost(GWN_PRIM_LINES, nu->pntsu * 4);
BezTriple *bezt = nu->bezt;
int a = nu->pntsu;
while (a--) {
if (bezt->hide == 0) {
const float *fp = bezt->vec[0];
- glVertex3fv(fp);
- glVertex3fv(fp + 3);
+ immVertex3fv(pos, fp);
+ immVertex3fv(pos, fp + 3);
- glVertex3fv(fp + 3);
- glVertex3fv(fp + 6);
+ immVertex3fv(pos, fp + 3);
+ immVertex3fv(pos, fp + 6);
}
bezt++;
}
+ immEnd();
+ immUnbindProgram();
}
- glEnd();
-
- glColor3ub(0, 0, 0);
}
-static void drawvertsN(Nurb *nu, const char sel, const bool hide_handles, const void *vert)
+static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *vert)
{
- if (nu->hide) return;
+ const Nurb *nu;
- const int color = sel ? TH_VERTEX_SELECT : TH_VERTEX;
+ // just quick guesstimate of how many verts to draw
+ int count = 0;
+ for (nu = nurb; nu; nu = nu->next) {
+ if (!nu->hide) {
+ if (nu->type == CU_BEZIER) {
+ count += nu->pntsu * 3;
+ }
+ else {
+ count += nu->pntsu * nu->pntsv;
+ }
+ }
+ }
+ if (count == 0) return;
+
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- UI_ThemeColor(color);
+ unsigned char vert_color[3];
+ unsigned char vert_color_select[3];
+ unsigned char vert_color_active[3];
+ UI_GetThemeColor3ubv(TH_VERTEX, vert_color);
+ UI_GetThemeColor3ubv(TH_VERTEX_SELECT, vert_color_select);
+ UI_GetThemeColor3ubv(TH_ACTIVE_VERT, vert_color_active);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
+
+ immBeginAtMost(GWN_PRIM_POINTS, count);
- glBegin(GL_POINTS);
-
- if (nu->type == CU_BEZIER) {
+ for (nu = nurb; nu; nu = nu->next) {
- BezTriple *bezt = nu->bezt;
- int a = nu->pntsu;
- while (a--) {
- if (bezt->hide == 0) {
- if (sel == 1 && bezt == vert) {
- UI_ThemeColor(TH_ACTIVE_VERT);
+ if (nu->hide) continue;
- if (bezt->f2 & SELECT) glVertex3fv(bezt->vec[1]);
- if (!hide_handles) {
- if (bezt->f1 & SELECT) glVertex3fv(bezt->vec[0]);
- if (bezt->f3 & SELECT) glVertex3fv(bezt->vec[2]);
- }
+ if (nu->type == CU_BEZIER) {
- UI_ThemeColor(color);
- }
- else if (hide_handles) {
- if ((bezt->f2 & SELECT) == sel) glVertex3fv(bezt->vec[1]);
- }
- else {
- if ((bezt->f1 & SELECT) == sel) glVertex3fv(bezt->vec[0]);
- if ((bezt->f2 & SELECT) == sel) glVertex3fv(bezt->vec[1]);
- if ((bezt->f3 & SELECT) == sel) glVertex3fv(bezt->vec[2]);
+ const BezTriple *bezt = nu->bezt;
+ int a = nu->pntsu;
+ while (a--) {
+ if (bezt->hide == 0) {
+ if (bezt == vert) {
+ immAttrib3ubv(color, bezt->f2 & SELECT ? vert_color_active : vert_color);
+ immVertex3fv(pos, bezt->vec[1]);
+ if (!hide_handles) {
+ immAttrib3ubv(color, bezt->f1 & SELECT ? vert_color_active : vert_color);
+ immVertex3fv(pos, bezt->vec[0]);
+ immAttrib3ubv(color, bezt->f3 & SELECT ? vert_color_active : vert_color);
+ immVertex3fv(pos, bezt->vec[2]);
+ }
+ }
+ else {
+ immAttrib3ubv(color, bezt->f2 & SELECT ? vert_color_select : vert_color);
+ immVertex3fv(pos, bezt->vec[1]);
+ if (!hide_handles) {
+ immAttrib3ubv(color, bezt->f1 & SELECT ? vert_color_select : vert_color);
+ immVertex3fv(pos, bezt->vec[0]);
+ immAttrib3ubv(color, bezt->f3 & SELECT ? vert_color_select : vert_color);
+ immVertex3fv(pos, bezt->vec[2]);
+ }
+ }
}
+ bezt++;
}
- bezt++;
}
- }
- else {
- BPoint *bp = nu->bp;
- int a = nu->pntsu * nu->pntsv;
- while (a--) {
- if (bp->hide == 0) {
- if (bp == vert) {
- UI_ThemeColor(TH_ACTIVE_VERT);
- glVertex3fv(bp->vec);
- UI_ThemeColor(color);
- }
- else {
- if ((bp->f1 & SELECT) == sel) glVertex3fv(bp->vec);
+ else {
+ const BPoint *bp = nu->bp;
+ int a = nu->pntsu * nu->pntsv;
+ while (a--) {
+ if (bp->hide == 0) {
+ if (bp == vert) {
+ immAttrib3ubv(color, vert_color_active);
+ }
+ else {
+ immAttrib3ubv(color, bp->f1 & SELECT ? vert_color_select : vert_color);
+ }
+ immVertex3fv(pos, bp->vec);
}
+ bp++;
}
- bp++;
}
}
-
- glEnd();
+
+ immEnd();
+ immUnbindProgram();
}
static void editnurb_draw_active_poly(Nurb *nu)
{
- UI_ThemeColor(TH_ACTIVE_SPLINE);
- glLineWidth(2);
+ 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);
+ immUniformThemeColor(TH_ACTIVE_SPLINE);
+
+ glLineWidth(2.0f);
BPoint *bp = nu->bp;
for (int b = 0; b < nu->pntsv; b++) {
- if (nu->flagu & 1) glBegin(GL_LINE_LOOP);
- else glBegin(GL_LINE_STRIP);
+ if (nu->pntsu >= 2) {
+ if (nu->flagu & 1) immBegin(GWN_PRIM_LINE_LOOP, nu->pntsu);
+ else immBegin(GWN_PRIM_LINE_STRIP, nu->pntsu);
- for (int a = 0; a < nu->pntsu; a++, bp++) {
- glVertex3fv(bp->vec);
- }
+ for (int a = 0; a < nu->pntsu; a++, bp++) {
+ immVertex3fv(pos, bp->vec);
+ }
- glEnd();
+ immEnd();
+ }
}
- glColor3ub(0, 0, 0);
+ immUnbindProgram();
}
static void editnurb_draw_active_nurbs(Nurb *nu)
{
- UI_ThemeColor(TH_ACTIVE_SPLINE);
- glLineWidth(2);
-
- glBegin(GL_LINES);
- BPoint *bp = nu->bp;
- for (int b = 0; b < nu->pntsv; b++) {
- BPoint *bp1 = bp;
- bp++;
+ if (nu->pntsv > 0) {
+ 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);
+ immUniformThemeColor(TH_ACTIVE_SPLINE);
- for (int a = nu->pntsu - 1; a > 0; a--, bp++) {
- if (bp->hide == 0 && bp1->hide == 0) {
- glVertex3fv(bp->vec);
- glVertex3fv(bp1->vec);
- }
- bp1 = bp;
- }
- }
+ glLineWidth(2.0f);
+ // just quick guesstimate of how many verts to draw
+ int count = (nu->pntsu - 1) * nu->pntsv * 2;
+ if (nu->pntsv > 1) count += (nu->pntsv - 1) * nu->pntsu * 2;
+ if (count < 2) return;
- if (nu->pntsv > 1) { /* surface */
+ immBeginAtMost(GWN_PRIM_LINES, count);
+ BPoint *bp = nu->bp;
+ for (int b = 0; b < nu->pntsv; b++) {
+ BPoint *bp1 = bp;
+ bp++;
- int ofs = nu->pntsu;
- for (int b = 0; b < nu->pntsu; b++) {
- BPoint *bp1 = nu->bp + b;
- bp = bp1 + ofs;
- for (int a = nu->pntsv - 1; a > 0; a--, bp += ofs) {
+ for (int a = nu->pntsu - 1; a > 0; a--, bp++) {
if (bp->hide == 0 && bp1->hide == 0) {
- glVertex3fv(bp->vec);
- glVertex3fv(bp1->vec);
+ immVertex3fv(pos, bp->vec);
+ immVertex3fv(pos, bp1->vec);
}
bp1 = bp;
}
}
- }
- glEnd();
+ if (nu->pntsv > 1) { /* surface */
+ int ofs = nu->pntsu;
+ for (int b = 0; b < nu->pntsu; b++) {
+ BPoint *bp1 = nu->bp + b;
+ bp = bp1 + ofs;
+ for (int a = nu->pntsv - 1; a > 0; a--, bp += ofs) {
+ if (bp->hide == 0 && bp1->hide == 0) {
+ immVertex3fv(pos, bp->vec);
+ immVertex3fv(pos, bp1->vec);
+ }
+ bp1 = bp;
+ }
+ }
+ }
+
+ immEnd();
- glColor3ub(0, 0, 0);
+ immUnbindProgram();
+ }
}
static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
@@ -6241,6 +7202,9 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
BPoint *bp, *bp1;
int a, b;
Curve *cu = ob->data;
+ Gwn_VertFormat *format;
+ unsigned int pos, col;
+ unsigned char color[3];
int index = 0;
Nurb *nu = nurb;
@@ -6248,35 +7212,55 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
if (nu->hide == 0) {
switch (nu->type) {
case CU_POLY:
+ {
if (!sel && index == cu->actnu) {
/* we should draw active spline highlight below everything */
editnurb_draw_active_poly(nu);
}
- glLineWidth(1);
+ format = immVertexFormat();
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ glLineWidth(1.0f);
- UI_ThemeColor(TH_NURB_ULINE);
+ immUniformThemeColor(TH_NURB_ULINE);
bp = nu->bp;
for (b = 0; b < nu->pntsv; b++) {
- if (nu->flagu & 1) glBegin(GL_LINE_LOOP);
- else glBegin(GL_LINE_STRIP);
+ if (nu->pntsu >= 2) {
+ if (nu->flagu & 1) immBegin(GWN_PRIM_LINE_LOOP, nu->pntsu);
+ else immBegin(GWN_PRIM_LINE_STRIP, nu->pntsu);
- for (a = 0; a < nu->pntsu; a++, bp++) {
- glVertex3fv(bp->vec);
- }
+ for (a = 0; a < nu->pntsu; a++, bp++) {
+ immVertex3fv(pos, bp->vec);
+ }
- glEnd();
+ immEnd();
+ }
}
+ immUnbindProgram();
break;
+ }
case CU_NURBS:
+ {
if (!sel && index == cu->actnu) {
/* we should draw active spline highlight below everything */
editnurb_draw_active_nurbs(nu);
}
- glLineWidth(1);
+ format = immVertexFormat();
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- glBegin(GL_LINES);
+ // just quick guesstimate of how many verts to draw
+ int count = (nu->pntsu - 1) * nu->pntsv * 2;
+ if (nu->pntsv > 1) count += (nu->pntsv - 1) * nu->pntsu * 2;
+ if (count < 2) return;
+
+ glLineWidth(1.0f);
+
+ immBeginAtMost(GWN_PRIM_LINES, count);
bp = nu->bp;
for (b = 0; b < nu->pntsv; b++) {
@@ -6286,10 +7270,10 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
if (bp->hide == 0 && bp1->hide == 0) {
if (sel) {
if ((bp->f1 & SELECT) && (bp1->f1 & SELECT)) {
- UI_ThemeColor(TH_NURB_SEL_ULINE);
-
- glVertex3fv(bp->vec);
- glVertex3fv(bp1->vec);
+ UI_GetThemeColor3ubv(TH_NURB_SEL_ULINE, color);
+ immAttrib3ubv(col, color);
+ immVertex3fv(pos, bp->vec);
+ immVertex3fv(pos, bp1->vec);
}
}
else {
@@ -6297,10 +7281,10 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
/* pass */
}
else {
- UI_ThemeColor(TH_NURB_ULINE);
-
- glVertex3fv(bp->vec);
- glVertex3fv(bp1->vec);
+ UI_GetThemeColor3ubv(TH_NURB_ULINE, color);
+ immAttrib3ubv(col, color);
+ immVertex3fv(pos, bp->vec);
+ immVertex3fv(pos, bp1->vec);
}
}
}
@@ -6317,10 +7301,10 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
if (bp->hide == 0 && bp1->hide == 0) {
if (sel) {
if ((bp->f1 & SELECT) && (bp1->f1 & SELECT)) {
- UI_ThemeColor(TH_NURB_SEL_VLINE);
-
- glVertex3fv(bp->vec);
- glVertex3fv(bp1->vec);
+ UI_GetThemeColor3ubv(TH_NURB_SEL_VLINE, color);
+ immAttrib3ubv(col, color);
+ immVertex3fv(pos, bp->vec);
+ immVertex3fv(pos, bp1->vec);
}
}
else {
@@ -6328,10 +7312,10 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
/* pass */
}
else {
- UI_ThemeColor(TH_NURB_VLINE);
-
- glVertex3fv(bp->vec);
- glVertex3fv(bp1->vec);
+ UI_GetThemeColor3ubv(TH_NURB_VLINE, color);
+ immAttrib3ubv(col, color);
+ immVertex3fv(pos, bp->vec);
+ immVertex3fv(pos, bp1->vec);
}
}
}
@@ -6339,9 +7323,10 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
}
}
}
-
- glEnd();
+ immEnd();
+ immUnbindProgram();
break;
+ }
}
}
@@ -6351,8 +7336,9 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
}
static void draw_editnurb(
- Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, Nurb *nurb,
- const char dt, const short dflag, const unsigned char ob_wire_col[4])
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer,
+ View3D *v3d, RegionView3D *rv3d, Base *base, Nurb *nurb,
+ const char dt, const short dflag, const unsigned char UNUSED(ob_wire_col[4]))
{
ToolSettings *ts = scene->toolsettings;
Object *ob = base->object;
@@ -6364,9 +7350,8 @@ static void draw_editnurb(
/* DispList */
UI_GetThemeColor3ubv(TH_WIRE_EDIT, wire_col);
- glColor3ubv(wire_col);
- drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
+ drawDispList(eval_ctx, scene, view_layer, v3d, rv3d, base, dt, dflag, wire_col);
/* for shadows only show solid faces */
if (v3d->flag2 & V3D_RENDER_SHADOW)
@@ -6390,79 +7375,110 @@ static void draw_editnurb(
for (nu = nurb; nu; nu = nu->next) {
if (nu->type == CU_BEZIER && (cu->drawflag & CU_HIDE_HANDLES) == 0)
drawhandlesN(nu, 1, hide_handles);
- drawvertsN(nu, 0, hide_handles, NULL);
}
if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
- glColor3ubv(wire_col);
-
/* direction vectors for 3d curve paths
* when at its lowest, don't render normals */
if ((cu->flag & CU_3D) && (ts->normalsize > 0.0015f) && (cu->drawflag & CU_HIDE_NORMALS) == 0) {
BevList *bl;
+
+ 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);
+ immUniformThemeColor(TH_WIRE_EDIT);
+
glLineWidth(1.0f);
+
+ int count = 0;
+ int count_used = 0;
for (bl = ob->curve_cache->bev.first, nu = nurb; nu && bl; bl = bl->next, nu = nu->next) {
- BevPoint *bevp = bl->bevpoints;
int nr = bl->nr;
int skip = nu->resolu / 16;
-
+
+#if 0
while (nr-- > 0) { /* accounts for empty bevel lists */
- const float fac = bevp->radius * ts->normalsize;
- float vec_a[3]; /* Offset perpendicular to the curve */
- float vec_b[3]; /* Delta along the curve */
+ count += 4;
+ nr -= skip;
+ }
+#else
+ /* Same as loop above */
+ count += 4 * ((nr / (skip + 1)) + ((nr % (skip + 1)) != 0));
+#endif
+ }
- vec_a[0] = fac;
- vec_a[1] = 0.0f;
- vec_a[2] = 0.0f;
-
- mul_qt_v3(bevp->quat, vec_a);
- madd_v3_v3fl(vec_a, bevp->dir, -fac);
+ if (count > 2) {
+ immBegin(GWN_PRIM_LINES, count);
+ for (bl = ob->curve_cache->bev.first, nu = nurb; nu && bl; bl = bl->next, nu = nu->next) {
+ BevPoint *bevp = bl->bevpoints;
+ int nr = bl->nr;
+ int skip = nu->resolu / 16;
- reflect_v3_v3v3(vec_b, vec_a, bevp->dir);
- negate_v3(vec_b);
+ while (nr-- > 0) { /* accounts for empty bevel lists */
+ const float fac = bevp->radius * ts->normalsize;
+ float vec_a[3]; /* Offset perpendicular to the curve */
+ float vec_b[3]; /* Delta along the curve */
- add_v3_v3(vec_a, bevp->vec);
- add_v3_v3(vec_b, bevp->vec);
+ vec_a[0] = fac;
+ vec_a[1] = 0.0f;
+ vec_a[2] = 0.0f;
+
+ mul_qt_v3(bevp->quat, vec_a);
+ madd_v3_v3fl(vec_a, bevp->dir, -fac);
- glBegin(GL_LINE_STRIP);
- glVertex3fv(vec_a);
- glVertex3fv(bevp->vec);
- glVertex3fv(vec_b);
- glEnd();
-
- bevp += skip + 1;
- nr -= skip;
+ reflect_v3_v3v3(vec_b, vec_a, bevp->dir);
+ negate_v3(vec_b);
+
+ add_v3_v3(vec_a, bevp->vec);
+ add_v3_v3(vec_b, bevp->vec);
+
+ immVertex3fv(pos, vec_a);
+ immVertex3fv(pos, bevp->vec);
+ immVertex3fv(pos, bevp->vec);
+ immVertex3fv(pos, vec_b);
+
+ bevp += skip + 1;
+ nr -= skip;
+ count_used += 4;
+ }
}
+ BLI_assert(count == count_used);
+ UNUSED_VARS_NDEBUG(count_used);
+
+ immEnd();
}
+ immUnbindProgram();
}
- if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
-
- for (nu = nurb; nu; nu = nu->next) {
- drawvertsN(nu, 1, hide_handles, vert);
- }
-
- if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ drawvertsN(nurb, hide_handles, vert);
+
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
static void draw_editfont_textcurs(RegionView3D *rv3d, float textcurs[4][2])
{
- cpack(0);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
ED_view3d_polygon_offset(rv3d, -1.0);
set_inverted_drawing(1);
- glBegin(GL_QUADS);
- glVertex2fv(textcurs[0]);
- glVertex2fv(textcurs[1]);
- glVertex2fv(textcurs[2]);
- glVertex2fv(textcurs[3]);
- glEnd();
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ imm_cpack(0);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
+ immVertex2fv(pos, textcurs[0]);
+ immVertex2fv(pos, textcurs[1]);
+ immVertex2fv(pos, textcurs[2]);
+ immVertex2fv(pos, textcurs[3]);
+ immEnd();
set_inverted_drawing(0);
ED_view3d_polygon_offset(rv3d, 0.0);
+ immUnbindProgram();
}
-static void draw_editfont(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
- const char dt, const short dflag, const unsigned char ob_wire_col[4])
+static void draw_editfont(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
Object *ob = base->object;
Curve *cu = ob->data;
@@ -6472,17 +7488,19 @@ static void draw_editfont(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *b
draw_editfont_textcurs(rv3d, ef->textcurs);
if (cu->flag & CU_FAST) {
- cpack(0xFFFFFF);
+ imm_cpack(0xFFFFFF);
set_inverted_drawing(1);
- drawDispList(scene, v3d, rv3d, base, OB_WIRE, dflag, ob_wire_col);
+ drawDispList(eval_ctx, scene, view_layer, v3d, rv3d, base, OB_WIRE, dflag, ob_wire_col);
set_inverted_drawing(0);
}
else {
- drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
+ drawDispList(eval_ctx, scene, view_layer, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
if (cu->linewidth != 0.0f) {
- UI_ThemeColor(TH_WIRE_EDIT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformThemeColor(TH_WIRE_EDIT);
copy_v3_v3(vec1, ob->orig);
copy_v3_v3(vec2, ob->orig);
vec1[0] += cu->linewidth;
@@ -6490,31 +7508,35 @@ static void draw_editfont(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *b
vec1[1] += cu->linedist * cu->fsize;
vec2[1] -= cu->lines * cu->linedist * cu->fsize;
setlinestyle(3);
- glBegin(GL_LINES);
- glVertex2fv(vec1);
- glVertex2fv(vec2);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex2fv(pos, vec1);
+ immVertex2fv(pos, vec2);
+ immEnd();
setlinestyle(0);
+ immUnbindProgram();
}
setlinestyle(3);
for (int i = 0; i < cu->totbox; i++) {
if (cu->tb[i].w != 0.0f) {
- UI_ThemeColor(i == (cu->actbox - 1) ? TH_ACTIVE : TH_WIRE);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformThemeColor(i == (cu->actbox - 1) ? TH_ACTIVE : TH_WIRE);
vec1[0] = cu->xof + cu->tb[i].x;
vec1[1] = cu->yof + cu->tb[i].y + cu->fsize;
vec1[2] = 0.001;
- glBegin(GL_LINE_STRIP);
- glVertex3fv(vec1);
+ immBegin(GWN_PRIM_LINE_STRIP, 5);
+ immVertex3fv(pos, vec1);
vec1[0] += cu->tb[i].w;
- glVertex3fv(vec1);
+ immVertex3fv(pos, vec1);
vec1[1] -= cu->tb[i].h;
- glVertex3fv(vec1);
+ immVertex3fv(pos, vec1);
vec1[0] -= cu->tb[i].w;
- glVertex3fv(vec1);
+ immVertex3fv(pos, vec1);
vec1[1] += cu->tb[i].h;
- glVertex3fv(vec1);
- glEnd();
+ immVertex3fv(pos, vec1);
+ immEnd();
+ immUnbindProgram();
}
}
setlinestyle(0);
@@ -6523,7 +7545,9 @@ static void draw_editfont(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *b
if (ef->selboxes && ef->selboxes_len) {
float selboxw;
- cpack(0xffffff);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ imm_cpack(0xffffff);
set_inverted_drawing(1);
for (int i = 0; i < ef->selboxes_len; i++) {
EditFontSelBox *sb = &ef->selboxes[i];
@@ -6542,20 +7566,20 @@ static void draw_editfont(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *b
/* fill in xy below */
tvec[2] = 0.001;
- glBegin(GL_QUADS);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
if (sb->rot == 0.0f) {
copy_v2_fl2(tvec, sb->x, sb->y);
- glVertex3fv(tvec);
+ immVertex3fv(pos, tvec);
copy_v2_fl2(tvec, sb->x + selboxw, sb->y);
- glVertex3fv(tvec);
+ immVertex3fv(pos, tvec);
copy_v2_fl2(tvec, sb->x + selboxw, sb->y + sb->h);
- glVertex3fv(tvec);
+ immVertex3fv(pos, tvec);
copy_v2_fl2(tvec, sb->x, sb->y + sb->h);
- glVertex3fv(tvec);
+ immVertex3fv(pos, tvec);
}
else {
float mat[2][2];
@@ -6563,84 +7587,87 @@ static void draw_editfont(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *b
angle_to_mat2(mat, sb->rot);
copy_v2_fl2(tvec, sb->x, sb->y);
- glVertex3fv(tvec);
+ immVertex3fv(pos, tvec);
copy_v2_fl2(tvec, selboxw, 0.0f);
mul_m2v2(mat, tvec);
add_v2_v2(tvec, &sb->x);
- glVertex3fv(tvec);
+ immVertex3fv(pos, tvec);
copy_v2_fl2(tvec, selboxw, sb->h);
mul_m2v2(mat, tvec);
add_v2_v2(tvec, &sb->x);
- glVertex3fv(tvec);
+ immVertex3fv(pos, tvec);
copy_v2_fl2(tvec, 0.0f, sb->h);
mul_m2v2(mat, tvec);
add_v2_v2(tvec, &sb->x);
- glVertex3fv(tvec);
+ immVertex3fv(pos, tvec);
}
- glEnd();
+ immEnd();
}
set_inverted_drawing(0);
+ immUnbindProgram();
}
}
/* draw a sphere for use as an empty drawtype */
-static void draw_empty_sphere(float size)
-{
- 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, 1, 16, 1);
-
- glRotatef(90, 0, 1, 0);
- gluDisk(qobj, 0.0, 1, 16, 1);
-
- glRotatef(90, 1, 0, 0);
- gluDisk(qobj, 0.0, 1, 16, 1);
-
- gluDeleteQuadric(qobj);
-
- glPopMatrix();
- glEndList();
- }
-
- glScalef(size, size, size);
- glCallList(displist);
- glScalef(1.0f / size, 1.0f / size, 1.0f / size);
+static void draw_empty_sphere(float size, unsigned pos)
+{
+#define NSEGMENTS 16
+ /* a single ring of vertices */
+ float p[NSEGMENTS][2];
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
+ p[i][0] = size * cosf(angle);
+ p[i][1] = size * sinf(angle);
+ }
+
+ immBegin(GWN_PRIM_LINE_LOOP, NSEGMENTS);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ immVertex3f(pos, p[i][0], p[i][1], 0.0f);
+ immEnd();
+ immBegin(GWN_PRIM_LINE_LOOP, NSEGMENTS);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
+ immEnd();
+ immBegin(GWN_PRIM_LINE_LOOP, NSEGMENTS);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ immVertex3f(pos, 0.0f, p[i][0], p[i][1]);
+ immEnd();
+#undef NSEGMENTS
}
/* draw a cone for use as an empty drawtype */
-static void draw_empty_cone(float size)
+static void draw_empty_cone(float size, unsigned pos)
{
- const float radius = size;
+#define NSEGMENTS 8
+ /* a single ring of vertices */
+ float p[NSEGMENTS][2];
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
+ p[i][0] = size * cosf(angle);
+ p[i][1] = size * sinf(angle);
+ }
- GLUquadricObj *qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
-
- glPushMatrix();
-
- glScalef(radius, size * 2.0f, radius);
- glRotatef(-90.0, 1.0, 0.0, 0.0);
- gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);
+ /* cone sides */
+ immBegin(GWN_PRIM_LINES, NSEGMENTS * 2);
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ immVertex3f(pos, 0.0f, 2.0f * size, 0.0f);
+ immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
+ }
+ immEnd();
- glPopMatrix();
-
- gluDeleteQuadric(qobj);
+ /* end ring */
+ immBegin(GWN_PRIM_LINE_LOOP, NSEGMENTS);
+ for (int i = 0; i < NSEGMENTS; ++i)
+ immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
+ immEnd();
+#undef NSEGMENTS
}
-static void drawspiral(const float cent[3], float rad, float tmat[4][4], int start)
+static void drawspiral(unsigned int pos, const float cent[3], float rad, float tmat[4][4], int start)
{
float vec[3], vx[3], vy[3];
const float tot_inv = 1.0f / (float)CIRCLE_RESOL;
@@ -6656,11 +7683,11 @@ static void drawspiral(const float cent[3], float rad, float tmat[4][4], int sta
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
- glBegin(GL_LINE_STRIP);
+ immBegin(GWN_PRIM_LINE_STRIP, CIRCLE_RESOL + 1);
if (inverse == 0) {
copy_v3_v3(vec, cent);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
for (a = 0; a < CIRCLE_RESOL; a++) {
if (a + start >= CIRCLE_RESOL)
@@ -6674,7 +7701,7 @@ static void drawspiral(const float cent[3], float rad, float tmat[4][4], int sta
vec[1] = cent[1] + (x * vx[1] + y * vy[1]);
vec[2] = cent[2] + (x * vx[2] + y * vy[2]);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
}
}
else {
@@ -6686,7 +7713,7 @@ static void drawspiral(const float cent[3], float rad, float tmat[4][4], int sta
vec[1] = cent[1] + (x * vx[1] + y * vy[1]);
vec[2] = cent[2] + (x * vx[2] + y * vy[2]);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
for (a = 0; a < CIRCLE_RESOL; a++) {
if (a + start >= CIRCLE_RESOL)
@@ -6699,79 +7726,79 @@ static void drawspiral(const float cent[3], float rad, float tmat[4][4], int sta
vec[0] = cent[0] + (x * vx[0] + y * vy[0]);
vec[1] = cent[1] + (x * vx[1] + y * vy[1]);
vec[2] = cent[2] + (x * vx[2] + y * vy[2]);
- glVertex3fv(vec);
+ immVertex3fv(pos, vec);
}
}
- glEnd();
+ immEnd();
}
/* draws a circle on x-z plane given the scaling of the circle, assuming that
* all required matrices have been set (used for drawing empties) */
-static void drawcircle_size(float size)
+static void drawcircle_size(float size, unsigned pos)
{
- glBegin(GL_LINE_LOOP);
+ immBegin(GWN_PRIM_LINE_LOOP, CIRCLE_RESOL);
/* coordinates are: cos(degrees * 11.25) = x, sin(degrees * 11.25) = y, 0.0f = z */
for (short degrees = 0; degrees < CIRCLE_RESOL; degrees++) {
float x = cosval[degrees];
float y = sinval[degrees];
-
- glVertex3f(x * size, 0.0f, y * size);
+
+ immVertex3f(pos, x * size, 0.0f, y * size);
}
-
- glEnd();
+ immEnd();
}
/* needs fixing if non-identity matrix used */
-static void drawtube(const float vec[3], float radius, float height, float tmat[4][4])
+static void imm_drawtube(const float vec[3], float radius, float height, float tmat[4][4], unsigned pos)
{
float cur[3];
- drawcircball(GL_LINE_LOOP, vec, radius, tmat);
+ imm_drawcircball(vec, radius, tmat, pos);
copy_v3_v3(cur, vec);
cur[2] += height;
- drawcircball(GL_LINE_LOOP, cur, radius, tmat);
+ imm_drawcircball(cur, radius, tmat, pos);
- glBegin(GL_LINES);
- glVertex3f(vec[0] + radius, vec[1], vec[2]);
- glVertex3f(cur[0] + radius, cur[1], cur[2]);
- glVertex3f(vec[0] - radius, vec[1], vec[2]);
- glVertex3f(cur[0] - radius, cur[1], cur[2]);
- glVertex3f(vec[0], vec[1] + radius, vec[2]);
- glVertex3f(cur[0], cur[1] + radius, cur[2]);
- glVertex3f(vec[0], vec[1] - radius, vec[2]);
- glVertex3f(cur[0], cur[1] - radius, cur[2]);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 8);
+ immVertex3f(pos, vec[0] + radius, vec[1], vec[2]);
+ immVertex3f(pos, cur[0] + radius, cur[1], cur[2]);
+ immVertex3f(pos, vec[0] - radius, vec[1], vec[2]);
+ immVertex3f(pos, cur[0] - radius, cur[1], cur[2]);
+ immVertex3f(pos, vec[0], vec[1] + radius, vec[2]);
+ immVertex3f(pos, cur[0], cur[1] + radius, cur[2]);
+ immVertex3f(pos, vec[0], vec[1] - radius, vec[2]);
+ immVertex3f(pos, cur[0], cur[1] - radius, cur[2]);
+ immEnd();
}
/* needs fixing if non-identity matrix used */
-static void drawcone(const float vec[3], float radius, float height, float tmat[4][4])
+static void imm_drawcone(const float vec[3], float radius, float height, float tmat[4][4], unsigned pos)
{
float cur[3];
copy_v3_v3(cur, vec);
cur[2] += height;
- drawcircball(GL_LINE_LOOP, cur, radius, tmat);
+ imm_drawcircball(cur, radius, tmat, pos);
- glBegin(GL_LINES);
- glVertex3f(vec[0], vec[1], vec[2]);
- glVertex3f(cur[0] + radius, cur[1], cur[2]);
- glVertex3f(vec[0], vec[1], vec[2]);
- glVertex3f(cur[0] - radius, cur[1], cur[2]);
- glVertex3f(vec[0], vec[1], vec[2]);
- glVertex3f(cur[0], cur[1] + radius, cur[2]);
- glVertex3f(vec[0], vec[1], vec[2]);
- glVertex3f(cur[0], cur[1] - radius, cur[2]);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 8);
+ immVertex3f(pos, vec[0], vec[1], vec[2]);
+ immVertex3f(pos, cur[0] + radius, cur[1], cur[2]);
+ immVertex3f(pos, vec[0], vec[1], vec[2]);
+ immVertex3f(pos, cur[0] - radius, cur[1], cur[2]);
+ immVertex3f(pos, vec[0], vec[1], vec[2]);
+ immVertex3f(pos, cur[0], cur[1] + radius, cur[2]);
+ immVertex3f(pos, vec[0], vec[1], vec[2]);
+ immVertex3f(pos, cur[0], cur[1] - radius, cur[2]);
+ immEnd();
}
/* return true if nothing was drawn */
-static bool drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
- const char dt, const short dflag, const unsigned char ob_wire_col[4])
+static bool drawmball(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d, Base *base,
+ const char dt, const short dflag, const unsigned char ob_wire_col[4])
{
Object *ob = base->object;
MetaElem *ml;
@@ -6784,15 +7811,13 @@ static bool drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
if ((G.f & G_PICKSEL) == 0) {
unsigned char wire_col[4];
UI_GetThemeColor4ubv(TH_WIRE_EDIT, wire_col);
- glColor3ubv(wire_col);
-
- drawDispList(scene, v3d, rv3d, base, dt, dflag, wire_col);
+ drawDispList(eval_ctx, scene, view_layer, v3d, rv3d, base, dt, dflag, wire_col);
}
ml = mb->editelems->first;
}
else {
- if ((base->flag & OB_FROMDUPLI) == 0) {
- drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
+ if ((base->flag_legacy & OB_FROMDUPLI) == 0) {
+ drawDispList(eval_ctx, scene, view_layer, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
ml = mb->elems.first;
}
@@ -6809,20 +7834,25 @@ static bool drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
normalize_v3(imat[0]);
normalize_v3(imat[1]);
+#if 0 /* no purpose? */
if (mb->editelems == NULL) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
}
}
-
+#endif
+
glLineWidth(1.0f);
+ const unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
while (ml) {
/* draw radius */
if (mb->editelems) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) cpack(0xA0A0F0);
- else cpack(0x3030A0);
+ if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) imm_cpack(0xA0A0F0);
+ else imm_cpack(0x3030A0);
}
if (G.f & G_PICKSEL) {
@@ -6830,24 +7860,26 @@ static bool drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
GPU_select_load_id(code++);
}
}
- drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad, imat);
+ imm_drawcircball(&(ml->x), ml->rad, imat, pos);
/* draw stiffness */
if (mb->editelems) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) cpack(0xA0F0A0);
- else cpack(0x30A030);
+ if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) imm_cpack(0xA0F0A0);
+ else imm_cpack(0x30A030);
}
if (G.f & G_PICKSEL) {
ml->selcol2 = code;
GPU_select_load_id(code++);
}
- drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad * atanf(ml->s) / (float)M_PI_2, imat);
+ imm_drawcircball(&(ml->x), ml->rad * atanf(ml->s) / (float)M_PI_2, imat, pos);
}
ml = ml->next;
}
+
+ immUnbindProgram();
return false;
}
@@ -6857,6 +7889,7 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
PartDeflect *pd = ob->pd;
float imat[4][4], tmat[4][4];
float vec[3] = {0.0, 0.0, 0.0};
+ float draw_color[3] = {0.0f, 0.0f, 0.0f};
/* scale size of circle etc with the empty drawsize */
const float size = (ob->type == OB_EMPTY) ? ob->empty_drawsize : 1.0f;
@@ -6866,35 +7899,53 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
normalize_v3(imat[0]); /* we don't do this because field doesnt scale either... apart from wind! */
normalize_v3(imat[1]);
#endif
+
+ const unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3fv(draw_color);
if (pd->forcefield == PFIELD_WIND) {
float force_val = pd->f_strength;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f, draw_color);
+ immUniformColor3fv(draw_color);
}
unit_m4(tmat);
force_val *= 0.1f;
- drawcircball(GL_LINE_LOOP, vec, size, tmat);
+ imm_drawcircball(vec, size, tmat, pos);
vec[2] = 0.5f * force_val;
- drawcircball(GL_LINE_LOOP, vec, size, tmat);
+ imm_drawcircball(vec, size, tmat, pos);
vec[2] = 1.0f * force_val;
- drawcircball(GL_LINE_LOOP, vec, size, tmat);
+ imm_drawcircball(vec, size, tmat, pos);
vec[2] = 1.5f * force_val;
- drawcircball(GL_LINE_LOOP, vec, size, tmat);
+ imm_drawcircball(vec, size, tmat, pos);
vec[2] = 0.0f; /* reset vec for max dist circle */
-
}
else if (pd->forcefield == PFIELD_FORCE) {
float ffall_val = pd->f_power;
- if ((dflag & DRAW_CONSTCOLOR) == 0) ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
- drawcircball(GL_LINE_LOOP, vec, size, imat);
- if ((dflag & DRAW_CONSTCOLOR) == 0) ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.9f - 0.4f / powf(1.5f, ffall_val));
- drawcircball(GL_LINE_LOOP, vec, size * 1.5f, imat);
- if ((dflag & DRAW_CONSTCOLOR) == 0) ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.9f - 0.4f / powf(2.0f, ffall_val));
- drawcircball(GL_LINE_LOOP, vec, size * 2.0f, imat);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f, draw_color);
+ immUniformColor3fv(draw_color);
+ }
+
+ imm_drawcircball(vec, size, imat, pos);
+
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.9f - 0.4f / powf(1.5f, ffall_val), draw_color);
+ immUniformColor3fv(draw_color);
+ }
+
+ imm_drawcircball(vec, size * 1.5f, imat, pos);
+
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.9f - 0.4f / powf(2.0f, ffall_val), draw_color);
+ immUniformColor3fv(draw_color);
+ }
+
+ imm_drawcircball(vec, size * 2.0f, imat, pos);
}
else if (pd->forcefield == PFIELD_VORTEX) {
float force_val = pd->f_strength;
@@ -6902,16 +7953,17 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
unit_m4(tmat);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.7f);
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.7f, draw_color);
+ immUniformColor3fv(draw_color);
}
if (force_val < 0) {
- drawspiral(vec, size, tmat, 1);
- drawspiral(vec, size, tmat, 16);
+ drawspiral(pos, vec, size, tmat, 1);
+ drawspiral(pos, vec, size, tmat, 16);
}
else {
- drawspiral(vec, size, tmat, -1);
- drawspiral(vec, size, tmat, -16);
+ drawspiral(pos, vec, size, tmat, -1);
+ drawspiral(pos, vec, size, tmat, -16);
}
}
else if (pd->forcefield == PFIELD_GUIDE && ob->type == OB_CURVE) {
@@ -6921,18 +7973,19 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
float mindist = pd->f_strength;
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f, draw_color);
+ immUniformColor3fv(draw_color);
}
/* path end */
setlinestyle(3);
where_on_path(ob, 1.0f, guidevec1, guidevec2, NULL, NULL, NULL);
- drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
+ imm_drawcircball(guidevec1, mindist, imat, pos);
/* path beginning */
setlinestyle(0);
where_on_path(ob, 0.0f, guidevec1, guidevec2, NULL, NULL, NULL);
- drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
+ imm_drawcircball(guidevec1, mindist, imat, pos);
copy_v3_v3(vec, guidevec1); /* max center */
}
@@ -6941,16 +7994,19 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
setlinestyle(3);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
- ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f);
+ ob_wire_color_blend_theme_id(ob_wire_col, TH_BACK, 0.5f, draw_color);
+ immUniformColor3fv(draw_color);
}
if (pd->falloff == PFIELD_FALL_SPHERE) {
/* as last, guide curve alters it */
- if (pd->flag & PFIELD_USEMAX)
- drawcircball(GL_LINE_LOOP, vec, pd->maxdist, imat);
+ if ((pd->flag & PFIELD_USEMAX) != 0) {
+ imm_drawcircball(vec, pd->maxdist, imat, pos);
+ }
- if (pd->flag & PFIELD_USEMIN)
- drawcircball(GL_LINE_LOOP, vec, pd->mindist, imat);
+ if ((pd->flag & PFIELD_USEMIN) != 0) {
+ imm_drawcircball(vec, pd->mindist, imat, pos);
+ }
}
else if (pd->falloff == PFIELD_FALL_TUBE) {
float radius, distance;
@@ -6963,16 +8019,18 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
vec[2] = distance;
distance = (pd->flag & PFIELD_POSZ) ? -distance : -2.0f * distance;
- if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR))
- drawtube(vec, radius, distance, tmat);
+ if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
+ imm_drawtube(vec, radius, distance, tmat, pos);
+ }
radius = (pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f;
distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
vec[2] = distance;
distance = (pd->flag & PFIELD_POSZ) ? -distance : -2.0f * distance;
- if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR))
- drawtube(vec, radius, distance, tmat);
+ if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
+ imm_drawtube(vec, radius, distance, tmat, pos);
+ }
}
else if (pd->falloff == PFIELD_FALL_CONE) {
float radius, distance;
@@ -6983,46 +8041,55 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
- drawcone(vec, distance * sinf(radius), distance * cosf(radius), tmat);
+ imm_drawcone(vec, distance * sinf(radius), distance * cosf(radius), tmat, pos);
if ((pd->flag & PFIELD_POSZ) == 0)
- drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat);
+ imm_drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat, pos);
}
radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f);
distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
- drawcone(vec, distance * sinf(radius), distance * cosf(radius), tmat);
+ imm_drawcone(vec, distance * sinf(radius), distance * cosf(radius), tmat, pos);
if ((pd->flag & PFIELD_POSZ) == 0)
- drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat);
+ imm_drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat, pos);
}
}
setlinestyle(0);
+
+ immUnbindProgram();
}
-static void draw_box(const float vec[8][3], bool solid)
+static void imm_draw_box(const float vec[8][3], bool solid, unsigned pos)
{
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, vec);
-
if (solid) {
- const GLubyte indices[24] = {0, 1, 2, 3, 7, 6, 5, 4, 4, 5, 1, 0, 3, 2, 6, 7, 3, 7, 4, 0, 1, 5, 6, 2};
- glDrawRangeElements(GL_QUADS, 0, 7, 24, GL_UNSIGNED_BYTE, indices);
+ /* Adpated from "Optimizing Triangle Strips for Fast Rendering" by F. Evans, S. Skiena and A. Varshney
+ * (http://www.cs.umd.edu/gvil/papers/av_ts.pdf). */
+ static const GLubyte tris_strip_indices[14] = {0, 1, 3, 2, 6, 1, 5, 0, 4, 3, 7, 6, 4, 5};
+ immBegin(GWN_PRIM_TRI_STRIP, 14);
+ for (int i = 0; i < 14; ++i) {
+ immVertex3fv(pos, vec[tris_strip_indices[i]]);
+ }
+ immEnd();
}
else {
- const GLubyte indices[24] = {0, 1, 1, 2, 2, 3, 3, 0, 0, 4, 4, 5, 5, 6, 6, 7, 7, 4, 1, 5, 2, 6, 3, 7};
- glDrawRangeElements(GL_LINES, 0, 7, 24, GL_UNSIGNED_BYTE, indices);
+ static const GLubyte line_indices[24] =
+ {0, 1, 1, 2, 2, 3, 3, 0, 0, 4, 4, 5, 5, 6, 6, 7, 7, 4, 1, 5, 2, 6, 3, 7};
+ immBegin(GWN_PRIM_LINES, 24);
+ for (int i = 0; i < 24; ++i) {
+ immVertex3fv(pos, vec[line_indices[i]]);
+ }
+ immEnd();
}
- glDisableClientState(GL_VERTEX_ARRAY);
}
-static void draw_bb_quadric(BoundBox *bb, char type, bool around_origin)
+static void imm_draw_bb(BoundBox *bb, char type, bool around_origin, const unsigned char ob_wire_col[4])
{
float size[3], cent[3];
- GLUquadricObj *qobj = gluNewQuadric();
-
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
+ Gwn_Batch *sphere = GPU_batch_preset_sphere_wire(0);
+ GWN_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
+ if (ob_wire_col) GWN_batch_uniform_4f(sphere, "color", ob_wire_col[0] / 255.0f, ob_wire_col[1] / 255.0f, ob_wire_col[2] / 255.0f, 1.0f);
BKE_boundbox_calc_size_aabb(bb, size);
@@ -7033,40 +8100,51 @@ static void draw_bb_quadric(BoundBox *bb, char type, bool around_origin)
BKE_boundbox_calc_center_aabb(bb, cent);
}
- glPushMatrix();
+ gpuPushMatrix();
+
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
+
if (type == OB_BOUND_SPHERE) {
float scale = MAX3(size[0], size[1], size[2]);
- glTranslate3fv(cent);
- glScalef(scale, scale, scale);
- gluSphere(qobj, 1.0, 8, 5);
+ gpuTranslate3fv(cent);
+ gpuRotateAxis(90, 'X');
+ gpuScaleUniform(scale);
+ GWN_batch_draw(sphere);
}
else if (type == OB_BOUND_CYLINDER) {
float radius = size[0] > size[1] ? size[0] : size[1];
- glTranslatef(cent[0], cent[1], cent[2] - size[2]);
- glScalef(radius, radius, 2.0f * size[2]);
- gluCylinder(qobj, 1.0, 1.0, 1.0, 8, 1);
+ gpuTranslate3f(cent[0], cent[1], cent[2] - size[2]);
+ gpuScale3f(radius, radius, 2.0f * size[2]);
+ imm_draw_cylinder_wire_3d(pos, 1.0f, 1.0f, 1.0f, 8, 1);
}
else if (type == OB_BOUND_CONE) {
float radius = size[0] > size[1] ? size[0] : size[1];
- glTranslatef(cent[0], cent[1], cent[2] - size[2]);
- glScalef(radius, radius, 2.0f * size[2]);
- gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);
+ gpuTranslate3f(cent[0], cent[1], cent[2] - size[2]);
+ gpuScale3f(radius, radius, 2.0f * size[2]);
+ imm_draw_cylinder_wire_3d(pos, 1.0f, 0.0f, 1.0f, 8, 1);
+
}
else if (type == OB_BOUND_CAPSULE) {
float radius = size[0] > size[1] ? size[0] : size[1];
float length = size[2] > radius ? 2.0f * (size[2] - radius) : 0.0f;
- glTranslatef(cent[0], cent[1], cent[2] - length * 0.5f);
- gluCylinder(qobj, radius, radius, length, 8, 1);
- gluSphere(qobj, radius, 8, 4);
- glTranslatef(0.0, 0.0, length);
- gluSphere(qobj, radius, 8, 4);
+ gpuTranslate3f(cent[0], cent[1], cent[2] - length * 0.5f);
+ imm_draw_cylinder_wire_3d(pos, radius, radius, length, 8, 1);
+
+ gpuRotateAxis(90, 'X');
+ gpuScaleUniform(radius);
+ GWN_batch_draw(sphere);
+
+ gpuTranslate3f(0.0f, length / radius, 0.0f);
+ GWN_batch_draw(sphere);
}
- glPopMatrix();
-
- gluDeleteQuadric(qobj);
+
+ gpuPopMatrix();
+ immUnbindProgram();
}
-static void draw_bounding_volume(Object *ob, char type)
+void draw_bounding_volume(Object *ob, char type, const unsigned char ob_wire_col[4])
{
BoundBox bb_local;
BoundBox *bb = NULL;
@@ -7096,12 +8174,16 @@ static void draw_bounding_volume(Object *ob, char type)
if (bb == NULL)
return;
-
+
if (ob->gameflag & OB_BOUNDS) { /* bounds need to be drawn around origin for game engine */
if (type == OB_BOUND_BOX) {
float vec[8][3], size[3];
-
+
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
+
BKE_boundbox_calc_size_aabb(bb, size);
vec[0][0] = vec[1][0] = vec[2][0] = vec[3][0] = -size[0];
@@ -7111,21 +8193,31 @@ static void draw_bounding_volume(Object *ob, char type)
vec[0][2] = vec[3][2] = vec[4][2] = vec[7][2] = -size[2];
vec[1][2] = vec[2][2] = vec[5][2] = vec[6][2] = +size[2];
- draw_box(vec, false);
+ imm_draw_box(vec, false, pos);
+
+ immUnbindProgram();
}
else {
- draw_bb_quadric(bb, type, true);
+ imm_draw_bb(bb, type, true, ob_wire_col);
}
}
else {
- if (type == OB_BOUND_BOX)
- draw_box(bb->vec, false);
+ if (type == OB_BOUND_BOX) {
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
+
+ imm_draw_box(bb->vec, false, pos);
+
+ immUnbindProgram();
+ }
else
- draw_bb_quadric(bb, type, false);
+ imm_draw_bb(bb, type, false, ob_wire_col);
}
+
}
-static void drawtexspace(Object *ob)
+static void drawtexspace(Object *ob, const unsigned char ob_wire_col[3])
{
float vec[8][3], loc[3], size[3];
@@ -7155,26 +8247,38 @@ static void drawtexspace(Object *ob)
setlinestyle(2);
- draw_box(vec, false);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ if (ob_wire_col) {
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3ubv(ob_wire_col);
+ }
+ else {
+ immBindBuiltinProgram(GPU_SHADER_3D_DEPTH_ONLY);
+ }
+
+ imm_draw_box(vec, false, pos);
+
+ immUnbindProgram();
setlinestyle(0);
}
/* draws wire outline */
static void draw_object_selected_outline(
- Scene *scene, View3D *v3d, ARegion *ar, Base *base,
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, View3D *v3d, ARegion *ar, Base *base,
const unsigned char ob_wire_col[4])
{
RegionView3D *rv3d = ar->regiondata;
Object *ob = base->object;
- glDepthMask(0);
+ glDepthMask(GL_FALSE);
if (ELEM(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
bool has_faces = false;
#ifdef SEQUENCER_DAG_WORKAROUND
- ensure_curve_cache(scene, ob);
+ ensure_curve_cache(eval_ctx, scene, ob);
#endif
DerivedMesh *dm = ob->derivedFinal;
@@ -7192,46 +8296,41 @@ static void draw_object_selected_outline(
if (has_faces && ED_view3d_boundbox_clip(rv3d, ob->bb)) {
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
if (dm) {
- draw_mesh_object_outline(v3d, ob, dm);
+ draw_mesh_object_outline(v3d, ob, dm, ob_wire_col);
}
else {
/* only draw 'solid' parts of the display list as wire. */
- drawDispListwire_ex(&ob->curve_cache->disp, (DL_INDEX3 | DL_INDEX4 | DL_SURF));
+ drawDispListwire_ex(&ob->curve_cache->disp, (DL_INDEX3 | DL_INDEX4 | DL_SURF), ob_wire_col);
}
}
}
else if (ob->type == OB_MBALL) {
if (BKE_mball_is_basis(ob)) {
- if ((base->flag & OB_FROMDUPLI) == 0) {
+ if ((base->flag_legacy & OB_FROMDUPLI) == 0) {
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
- drawDispListwire(&ob->curve_cache->disp, ob->type);
+ drawDispListwire(&ob->curve_cache->disp, ob->type, ob_wire_col);
}
}
}
else if (ob->type == OB_ARMATURE) {
- if (!(ob->mode & OB_MODE_POSE && base == scene->basact)) {
+ if (!(ob->mode & OB_MODE_POSE && base == view_layer->basact)) {
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
- draw_armature(scene, v3d, ar, base, OB_WIRE, 0, ob_wire_col, true);
+ draw_armature(eval_ctx, scene, view_layer, v3d, ar, base, OB_WIRE, 0, ob_wire_col, true);
}
}
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
}
static void draw_wire_extra(Scene *scene, RegionView3D *rv3d, Object *ob, const unsigned char ob_wire_col[4])
{
if (ELEM(ob->type, OB_FONT, OB_CURVE, OB_SURF, OB_MBALL)) {
-
- if (scene->obedit == ob) {
- UI_ThemeColor(TH_WIRE_EDIT);
- }
- else {
- glColor3ubv(ob_wire_col);
- }
+ unsigned char wire_edit_col[4];
+ UI_GetThemeColor4ubv(TH_WIRE_EDIT, wire_edit_col);
ED_view3d_polygon_offset(rv3d, 1.0);
- glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
- glLineWidth(1);
+ glDepthMask(GL_FALSE); /* disable write in zbuffer, selected edge wires show better */
+ glLineWidth(1.0f);
if (ELEM(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
if (ED_view3d_boundbox_clip(rv3d, ob->bb)) {
@@ -7240,23 +8339,23 @@ static void draw_wire_extra(Scene *scene, RegionView3D *rv3d, Object *ob, const
drawCurveDMWired(ob);
}
else {
- drawDispListwire(&ob->curve_cache->disp, ob->type);
+ drawDispListwire(&ob->curve_cache->disp, ob->type, (scene->obedit == ob) ? wire_edit_col : ob_wire_col);
}
}
}
else if (ob->type == OB_MBALL) {
if (BKE_mball_is_basis(ob)) {
- drawDispListwire(&ob->curve_cache->disp, ob->type);
+ drawDispListwire(&ob->curve_cache->disp, ob->type, (scene->obedit == ob) ? wire_edit_col : ob_wire_col);
}
}
- glDepthMask(1);
+ glDepthMask(GL_TRUE);
ED_view3d_polygon_offset(rv3d, 0.0);
}
}
/* should be called in view space */
-static void draw_hooks(Object *ob)
+static void draw_hooks(Object *ob, unsigned int pos)
{
for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Hook) {
@@ -7267,17 +8366,17 @@ static void draw_hooks(Object *ob)
if (hmd->object) {
setlinestyle(3);
- glBegin(GL_LINES);
- glVertex3fv(hmd->object->obmat[3]);
- glVertex3fv(vec);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(pos, hmd->object->obmat[3]);
+ immVertex3fv(pos, vec);
+ immEnd();
setlinestyle(0);
}
- glPointSize(3.0);
- glBegin(GL_POINTS);
- glVertex3fv(vec);
- glEnd();
+ glPointSize(3.0f);
+ immBegin(GWN_PRIM_POINTS, 1);
+ immVertex3fv(pos, vec);
+ immEnd();
}
}
}
@@ -7288,9 +8387,16 @@ static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data,
const char *axis_str[3] = {"px", "py", "pz"};
float mat[4][4];
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
+
eul_to_mat4(mat, &data->axX);
glLineWidth(4.0f);
setlinestyle(2);
+
+ immBegin(GWN_PRIM_LINES, 6);
for (int axis = 0; axis < 3; axis++) {
float dir[3] = {0, 0, 0};
float v[3];
@@ -7298,12 +8404,10 @@ static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data,
copy_v3_v3(v, &data->pivX);
dir[axis] = 1.0f;
- glBegin(GL_LINES);
mul_m4_v3(mat, dir);
add_v3_v3(v, dir);
- glVertex3fv(&data->pivX);
- glVertex3fv(v);
- glEnd();
+ immVertex3fv(pos, &data->pivX);
+ immVertex3fv(pos, v);
/* when const color is set wirecolor is NULL - we could get the current color but
* with selection and group instancing its not needed to draw the text */
@@ -7311,11 +8415,15 @@ static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data,
view3d_cached_text_draw_add(v, axis_str[axis], 2, 0, V3D_CACHE_TEXT_ASCII, ob_wire_col);
}
}
+ immEnd();
setlinestyle(0);
+ glLineWidth(1.0f);
+
+ immUnbindProgram();
}
-static void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_wire_col[4])
+void draw_object_wire_color(Scene *scene, ViewLayer *view_layer, Base *base, unsigned char r_ob_wire_col[4])
{
Object *ob = base->object;
int colindex = 0;
@@ -7329,23 +8437,23 @@ static void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_
if ((scene->obedit == NULL) &&
(G.moving & G_TRANSFORM_OBJ) &&
- (base->flag & (SELECT + BA_WAS_SEL)))
+ ((base->flag & BASE_SELECTED) || (base->flag_legacy & BA_WAS_SEL)))
{
theme_id = TH_TRANSFORM;
}
else {
/* Sets the 'colindex' */
if (ID_IS_LINKED(ob)) {
- colindex = (base->flag & (SELECT + BA_WAS_SEL)) ? 2 : 1;
+ colindex = ((base->flag & BASE_SELECTED) || (base->flag_legacy & BA_WAS_SEL)) ? 2 : 1;
}
/* Sets the 'theme_id' or fallback to wire */
else {
- if (ob->flag & OB_FROMGROUP) {
- if (base->flag & (SELECT + BA_WAS_SEL)) {
+ if ((ob->flag & OB_FROMGROUP) != 0) {
+ if ((base->flag & BASE_SELECTED) || (base->flag_legacy & BA_WAS_SEL)) {
/* uses darker active color for non-active + selected */
theme_id = TH_GROUP_ACTIVE;
- if (scene->basact != base) {
+ if (view_layer->basact != base) {
theme_shade = -32;
}
}
@@ -7354,8 +8462,8 @@ static void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_
}
}
else {
- if (base->flag & (SELECT + BA_WAS_SEL)) {
- theme_id = scene->basact == base ? TH_ACTIVE : TH_SELECT;
+ if ((base->flag & BASE_SELECTED) || (base->flag_legacy & BA_WAS_SEL)) {
+ theme_id = view_layer->basact == base ? TH_ACTIVE : TH_SELECT;
}
else {
if (ob->type == OB_LAMP) theme_id = TH_LAMP;
@@ -7409,10 +8517,11 @@ static void draw_object_matcap_check(View3D *v3d, Object *ob)
v3d->flag2 |= V3D_SHOW_SOLID_MATCAP;
}
-static void draw_rigidbody_shape(Object *ob)
+void draw_rigidbody_shape(Object *ob, const unsigned char ob_wire_col[4])
{
BoundBox *bb = NULL;
float size[3], vec[8][3];
+ unsigned int pos;
if (ob->type == OB_MESH) {
bb = BKE_mesh_boundbox_get(ob);
@@ -7425,6 +8534,10 @@ static void draw_rigidbody_shape(Object *ob)
case RB_SHAPE_BOX:
BKE_boundbox_calc_size_aabb(bb, size);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
+
vec[0][0] = vec[1][0] = vec[2][0] = vec[3][0] = -size[0];
vec[4][0] = vec[5][0] = vec[6][0] = vec[7][0] = +size[0];
vec[0][1] = vec[1][1] = vec[4][1] = vec[5][1] = -size[1];
@@ -7432,19 +8545,20 @@ static void draw_rigidbody_shape(Object *ob)
vec[0][2] = vec[3][2] = vec[4][2] = vec[7][2] = -size[2];
vec[1][2] = vec[2][2] = vec[5][2] = vec[6][2] = +size[2];
- draw_box(vec, false);
+ imm_draw_box(vec, false, pos);
+ immUnbindProgram();
break;
case RB_SHAPE_SPHERE:
- draw_bb_quadric(bb, OB_BOUND_SPHERE, true);
+ imm_draw_bb(bb, OB_BOUND_SPHERE, true, ob_wire_col);
break;
case RB_SHAPE_CONE:
- draw_bb_quadric(bb, OB_BOUND_CONE, true);
+ imm_draw_bb(bb, OB_BOUND_CONE, true, ob_wire_col);
break;
case RB_SHAPE_CYLINDER:
- draw_bb_quadric(bb, OB_BOUND_CYLINDER, true);
+ imm_draw_bb(bb, OB_BOUND_CYLINDER, true, ob_wire_col);
break;
case RB_SHAPE_CAPSULE:
- draw_bb_quadric(bb, OB_BOUND_CAPSULE, true);
+ imm_draw_bb(bb, OB_BOUND_CAPSULE, true, ob_wire_col);
break;
}
}
@@ -7453,17 +8567,18 @@ static void draw_rigidbody_shape(Object *ob)
* main object drawing function, draws in selection
* \param dflag (draw flag) can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET
*/
-void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag)
+void draw_object(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d,
+ Base *base, const short dflag)
{
ModifierData *md = NULL;
Object *ob = base->object;
Curve *cu;
RegionView3D *rv3d = ar->regiondata;
- unsigned int col = 0;
unsigned char _ob_wire_col[4]; /* dont initialize this */
const unsigned char *ob_wire_col = NULL; /* dont initialize this, use NULL crashes as a way to find invalid use */
bool zbufoff = false, is_paint = false, empty_object = false;
- const bool is_obact = (ob == OBACT);
+ const bool is_obact = (ob == OBACT(view_layer));
const bool render_override = (v3d->flag2 & V3D_RENDER_OVERRIDE) != 0;
const bool is_picking = (G.f & G_PICKSEL) != 0;
const bool has_particles = (ob->particlesystem.first != NULL);
@@ -7503,7 +8618,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
}
- if (((base->flag & OB_FROMDUPLI) == 0) &&
+ if (((base->flag_legacy & OB_FROMDUPLI) == 0) &&
(md = modifiers_findByType(ob, eModifierType_Smoke)) &&
(modifier_isEnabled(scene, md, eModifierMode_Realtime)))
{
@@ -7527,7 +8642,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
/* xray delay? */
- if ((dflag & DRAW_PICKING) == 0 && (base->flag & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+ if ((dflag & DRAW_PICKING) == 0 && (base->flag_legacy & OB_FROMDUPLI) == 0 && (v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
/* don't do xray in particle mode, need the z-buffer */
if (!(ob->mode & OB_MODE_PARTICLE_EDIT)) {
/* xray and transp are set when it is drawing the 2nd/3rd pass */
@@ -7580,10 +8695,10 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
ED_view3d_project_base(ar, base);
- draw_object_wire_color(scene, base, _ob_wire_col);
+ draw_object_wire_color(scene, view_layer, base, _ob_wire_col);
ob_wire_col = _ob_wire_col;
- glColor3ubv(ob_wire_col);
+ //glColor3ubv(ob_wire_col);
}
/* maximum drawtype */
@@ -7635,15 +8750,22 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
/* draw outline for selected objects, mesh does itself */
if ((v3d->flag & V3D_SELECT_OUTLINE) && !render_override && ob->type != OB_MESH) {
if (dt > OB_WIRE && (ob->mode & OB_MODE_EDIT) == 0 && (dflag & DRAW_SCENESET) == 0) {
- if (!(ob->dtx & OB_DRAWWIRE) && (ob->flag & SELECT) && !(dflag & (DRAW_PICKING | DRAW_CONSTCOLOR))) {
- draw_object_selected_outline(scene, v3d, ar, base, ob_wire_col);
+ if (!(ob->dtx & OB_DRAWWIRE) && (base->flag & BASE_SELECTED) && !(dflag & (DRAW_PICKING | DRAW_CONSTCOLOR))) {
+ draw_object_selected_outline(eval_ctx, scene, view_layer, v3d, ar, base, ob_wire_col);
}
}
}
+ /* TODO Viewport: draw only for selection */
+ if ((dflag & DRAW_PICKING) == 0) {
+ if ((dt == OB_BOUNDBOX) || ELEM(ob->type, OB_EMPTY, OB_LAMP, OB_CAMERA, OB_SPEAKER)) {
+ goto afterdraw;
+ }
+ }
+
switch (ob->type) {
case OB_MESH:
- empty_object = draw_mesh_object(scene, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
+ empty_object = draw_mesh_object(eval_ctx, scene, view_layer, ar, v3d, rv3d, base, dt, ob_wire_col, dflag);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* mesh draws wire itself */
dtx &= ~OB_DRAWWIRE;
@@ -7653,18 +8775,18 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
case OB_FONT:
cu = ob->data;
if (cu->editfont) {
- draw_editfont(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
+ draw_editfont(eval_ctx, scene, view_layer, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
else if (dt == OB_BOUNDBOX) {
if ((render_override && v3d->drawtype >= OB_WIRE) == 0) {
#ifdef SEQUENCER_DAG_WORKAROUND
- ensure_curve_cache(scene, base->object);
+ ensure_curve_cache(eval_ctx, scene, base->object);
#endif
- draw_bounding_volume(ob, ob->boundtype);
+ draw_bounding_volume(ob, ob->boundtype, ob_wire_col);
}
}
else if (ED_view3d_boundbox_clip(rv3d, ob->bb)) {
- empty_object = drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
+ empty_object = drawDispList(eval_ctx, scene, view_layer, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
break;
@@ -7674,18 +8796,18 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if (cu->editnurb) {
ListBase *nurbs = BKE_curve_editNurbs_get(cu);
- draw_editnurb(scene, v3d, rv3d, base, nurbs->first, dt, dflag, ob_wire_col);
+ draw_editnurb(eval_ctx, scene, view_layer, v3d, rv3d, base, nurbs->first, dt, dflag, ob_wire_col);
}
else if (dt == OB_BOUNDBOX) {
if ((render_override && (v3d->drawtype >= OB_WIRE)) == 0) {
#ifdef SEQUENCER_DAG_WORKAROUND
- ensure_curve_cache(scene, base->object);
+ ensure_curve_cache(eval_ctx, scene, base->object);
#endif
- draw_bounding_volume(ob, ob->boundtype);
+ draw_bounding_volume(ob, ob->boundtype, ob_wire_col);
}
}
else if (ED_view3d_boundbox_clip(rv3d, ob->bb)) {
- empty_object = drawDispList(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
+ empty_object = drawDispList(eval_ctx, scene, view_layer, v3d, rv3d, base, dt, dflag, ob_wire_col);
}
break;
case OB_MBALL:
@@ -7693,17 +8815,17 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
MetaBall *mb = ob->data;
if (mb->editelems)
- drawmball(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
+ drawmball(eval_ctx, scene, view_layer, v3d, rv3d, base, dt, dflag, ob_wire_col);
else if (dt == OB_BOUNDBOX) {
if ((render_override && (v3d->drawtype >= OB_WIRE)) == 0) {
#ifdef SEQUENCER_DAG_WORKAROUND
- ensure_curve_cache(scene, base->object);
+ ensure_curve_cache(eval_ctx, scene, base->object);
#endif
- draw_bounding_volume(ob, ob->boundtype);
+ draw_bounding_volume(ob, ob->boundtype, ob_wire_col);
}
}
else
- empty_object = drawmball(scene, v3d, rv3d, base, dt, dflag, ob_wire_col);
+ empty_object = drawmball(eval_ctx, scene, view_layer, v3d, rv3d, base, dt, dflag, ob_wire_col);
break;
}
case OB_EMPTY:
@@ -7712,7 +8834,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
draw_empty_image(ob, dflag, ob_wire_col, v3d->multiview_eye);
}
else {
- drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype);
+ drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, ob_wire_col);
}
}
break;
@@ -7730,7 +8852,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
break;
case OB_SPEAKER:
if (!render_override)
- drawspeaker(scene, v3d, rv3d, ob, dflag);
+ drawspeaker(ob_wire_col);
break;
case OB_LATTICE:
if (!render_override) {
@@ -7738,13 +8860,13 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if ((dt == OB_BOUNDBOX) && (ob->mode & OB_MODE_EDIT))
dt = OB_WIRE;
if (dt == OB_BOUNDBOX) {
- draw_bounding_volume(ob, ob->boundtype);
+ draw_bounding_volume(ob, ob->boundtype, ob_wire_col);
}
else {
#ifdef SEQUENCER_DAG_WORKAROUND
- ensure_curve_cache(scene, ob);
+ ensure_curve_cache(eval_ctx, scene, ob);
#endif
- drawlattice(v3d, ob);
+ drawlattice(v3d, ob, dflag, ob_wire_col);
}
}
break;
@@ -7754,21 +8876,33 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if ((dt == OB_BOUNDBOX) && (ob->mode & (OB_MODE_EDIT | OB_MODE_POSE)))
dt = OB_WIRE;
if (dt == OB_BOUNDBOX) {
- draw_bounding_volume(ob, ob->boundtype);
+ draw_bounding_volume(ob, ob->boundtype, ob_wire_col);
}
else {
+ unsigned char arm_col[4];
glLineWidth(1.0f);
- empty_object = draw_armature(scene, v3d, ar, base, dt, dflag, ob_wire_col, false);
+
+ if (ob_wire_col == NULL) {
+ float fcol[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ rgba_float_to_uchar(arm_col, fcol);
+ }
+ else
+ copy_v4_v4_uchar(arm_col, ob_wire_col);
+
+ empty_object = draw_armature(eval_ctx, scene, view_layer, v3d, ar, base, dt, dflag, arm_col, false);
}
}
break;
default:
if (!render_override) {
- drawaxes(rv3d->viewmatob, 1.0, OB_ARROWS);
+ drawaxes(rv3d->viewmatob, 1.0, OB_ARROWS, ob_wire_col);
}
break;
}
+ /* TODO Viewport: some elements are being drawn for object selection only */
+afterdraw:
+
if (!render_override) {
if (ob->soft /*&& dflag & OB_SBMOTION*/) {
float mrt[3][3], msc[3][3], mtr[3][3];
@@ -7777,12 +8911,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if ((sb = ob->soft)) {
if (sb->solverflags & SBSO_ESTIMATEIPO) {
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix(rv3d->viewmat);
copy_m3_m3(msc, sb->lscale);
copy_m3_m3(mrt, sb->lrot);
mul_m3_m3m3(mtr, mrt, msc);
ob_draw_RE_motion(sb->lcom, mtr, tipw, tiph, drawsize);
- glMultMatrixf(ob->obmat);
+ gpuMultMatrix(ob->obmat);
}
}
}
@@ -7799,35 +8933,28 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
{
ParticleSystem *psys;
- if ((dflag & DRAW_CONSTCOLOR) == 0) {
- /* for visibility, also while wpaint */
- if (col || (ob->flag & SELECT)) {
- cpack(0xFFFFFF);
- }
- }
//glDepthMask(GL_FALSE);
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix(rv3d->viewmat);
view3d_cached_text_draw_begin();
for (psys = ob->particlesystem.first; psys; psys = psys->next) {
/* run this so that possible child particles get cached */
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
- PTCacheEdit *edit = PE_create_current(scene, ob);
+ PTCacheEdit *edit = PE_create_current(eval_ctx, scene, ob);
if (edit && edit->psys == psys)
- draw_update_ptcache_edit(scene, ob, edit);
+ draw_update_ptcache_edit(eval_ctx, scene, view_layer, ob, edit);
}
- draw_new_particle_system(scene, v3d, rv3d, base, psys, dt, dflag);
+ draw_new_particle_system(eval_ctx, scene, v3d, rv3d, base, psys, dt, dflag);
}
invert_m4_m4(ob->imat, ob->obmat);
view3d_cached_text_draw_end(v3d, ar, 0);
- glMultMatrixf(ob->obmat);
+ gpuMultMatrix(ob->obmat);
//glDepthMask(GL_TRUE);
- if (col) cpack(col);
}
/* draw edit particles last so that they can draw over child particles */
@@ -7836,12 +8963,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
{
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
- PTCacheEdit *edit = PE_create_current(scene, ob);
+ PTCacheEdit *edit = PE_create_current(eval_ctx, scene, ob);
if (edit) {
- glLoadMatrixf(rv3d->viewmat);
- draw_update_ptcache_edit(scene, ob, edit);
+ gpuLoadMatrix(rv3d->viewmat);
+ draw_update_ptcache_edit(eval_ctx, scene, view_layer, ob, edit);
draw_ptcache_edit(scene, v3d, edit);
- glMultMatrixf(ob->obmat);
+ gpuMultMatrix(ob->obmat);
}
}
}
@@ -7849,21 +8976,25 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
/* draw code for smoke, only draw domains */
if (smd && smd->domain) {
SmokeDomainSettings *sds = smd->domain;
+ const bool show_smoke = (CFRA >= sds->point_cache[0]->startframe);
float viewnormal[3];
- glLoadMatrixf(rv3d->viewmat);
- glMultMatrixf(ob->obmat);
+ gpuLoadMatrix(rv3d->viewmat);
+ gpuMultMatrix(ob->obmat);
if (!render_override) {
BoundBox bb;
float p0[3], p1[3];
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
/* draw max domain bounds */
if ((sds->flags & MOD_SMOKE_ADAPTIVE_DOMAIN)) {
VECSUBFAC(p0, sds->p0, sds->cell_size, sds->adapt_res);
VECADDFAC(p1, sds->p1, sds->cell_size, sds->adapt_res);
BKE_boundbox_init_from_minmax(&bb, p0, p1);
- draw_box(bb.vec, false);
+ imm_draw_box(bb.vec, false, pos);
}
/* draw a single voxel to hint the user about the resolution of the fluid */
@@ -7877,11 +9008,13 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
BKE_boundbox_init_from_minmax(&bb, p0, p1);
- draw_box(bb.vec, false);
+ imm_draw_box(bb.vec, false, pos);
+
+ immUnbindProgram();
}
/* don't show smoke before simulation starts, this could be made an option in the future */
- if (sds->fluid && CFRA >= sds->point_cache[0]->startframe) {
+ if (sds->fluid && show_smoke) {
float p0[3], p1[3];
/* get view vector */
@@ -7933,29 +9066,37 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if ((ob->gameflag & OB_BOUNDS) && (ob->mode == OB_MODE_OBJECT)) {
if (ob->boundtype != ob->collision_boundtype || (dtx & OB_DRAWBOUNDOX) == 0) {
setlinestyle(2);
- draw_bounding_volume(ob, ob->collision_boundtype);
+ draw_bounding_volume(ob, ob->collision_boundtype, ob_wire_col);
setlinestyle(0);
}
}
if (ob->rigidbody_object) {
- draw_rigidbody_shape(ob);
+ draw_rigidbody_shape(ob, ob_wire_col);
}
/* draw extra: after normal draw because of makeDispList */
if (dtx && (G.f & G_RENDER_OGL) == 0) {
if (dtx & OB_AXIS) {
- drawaxes(rv3d->viewmatob, 1.0f, OB_ARROWS);
+ if ((dflag & DRAW_CONSTCOLOR) == 0) {
+ /* prevent random colors being used */
+ drawaxes(rv3d->viewmatob, 1.0f, OB_ARROWS, ob_wire_col);
+ }
+ else {
+ drawaxes(rv3d->viewmatob, 1.0f, OB_ARROWS, NULL);
+ }
}
if (dtx & OB_DRAWBOUNDOX) {
- draw_bounding_volume(ob, ob->boundtype);
+ draw_bounding_volume(ob, ob->boundtype, ob_wire_col);
}
if (dtx & OB_TEXSPACE) {
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* prevent random colors being used */
- glColor3ubv(ob_wire_col);
+ drawtexspace(ob, ob_wire_col);
+ }
+ else {
+ drawtexspace(ob, NULL);
}
- drawtexspace(ob);
}
if (dtx & OB_DRAWNAME) {
/* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */
@@ -7982,16 +9123,21 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
{
float imat[4][4], vec[3] = {0.0f, 0.0f, 0.0f};
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
invert_m4_m4(imat, rv3d->viewmatob);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
/* prevent random colors being used */
- glColor3ubv(ob_wire_col);
+ immUniformColor3ubv(ob_wire_col);
}
setlinestyle(2);
- drawcircball(GL_LINE_LOOP, vec, ob->inertia, imat);
+ imm_drawcircball(vec, ob->inertia, imat, pos);
setlinestyle(0);
+
+ immUnbindProgram();
}
}
@@ -8001,13 +9147,13 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
/* return warning, clear temp flag */
v3d->flag2 &= ~V3D_SHOW_SOLID_MATCAP;
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix(rv3d->viewmat);
if (zbufoff) {
glDisable(GL_DEPTH_TEST);
}
- if ((base->flag & OB_FROMDUPLI) || render_override) {
+ if ((base->flag_legacy & OB_FROMDUPLI) || render_override) {
ED_view3d_clear_mats_rv3d(rv3d);
return;
}
@@ -8021,7 +9167,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
}
else if (is_obact)
do_draw_center = ACTIVE;
- else if (base->flag & SELECT)
+ else if (base->flag & BASE_SELECTED)
do_draw_center = SELECT;
else if (empty_object || (v3d->flag & V3D_DRAW_CENTERS))
do_draw_center = DESELECT;
@@ -8032,10 +9178,15 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if ((base->sx != IS_CLIPPED) &&
(U.obcenter_dia != 0.0))
{
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+ /* TODO: short term, use DEPTH_ONLY shader or set appropriate color */
+ /* TODO: long term, solve picking & selection problem better */
glPointSize(U.obcenter_dia);
- glBegin(GL_POINTS);
- glVertex3fv(ob->obmat[3]);
- glEnd();
+ immBegin(GWN_PRIM_POINTS, 1);
+ immVertex3fv(pos, ob->obmat[3]);
+ immEnd();
+ immUnbindProgram();
}
}
else if ((dflag & DRAW_CONSTCOLOR) == 0) {
@@ -8056,18 +9207,27 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
ListBase *list;
RigidBodyCon *rbc = ob->rigidbody_constraint;
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor3ubv(ob_wire_col);
+
/* draw hook center and offset line */
if (ob != scene->obedit)
- draw_hooks(ob);
+ draw_hooks(ob, pos);
/* help lines and so */
- if (ob != scene->obedit && ob->parent && (ob->parent->lay & v3d->lay)) {
- setlinestyle(3);
- glBegin(GL_LINES);
- glVertex3fv(ob->obmat[3]);
- glVertex3fv(ob->orig);
- glEnd();
- setlinestyle(0);
+ if (ob != scene->obedit && ob->parent) {
+ const eObjectVisibilityCheck mode = eval_ctx->mode != DAG_EVAL_VIEWPORT ?
+ OB_VISIBILITY_CHECK_FOR_RENDER :
+ OB_VISIBILITY_CHECK_FOR_VIEWPORT;
+ if (BKE_object_is_visible(ob->parent, mode)) {
+ setlinestyle(3);
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(pos, ob->obmat[3]);
+ immVertex3fv(pos, ob->orig);
+ immEnd();
+ setlinestyle(0);
+ }
}
/* Drawing the constraint lines */
@@ -8080,7 +9240,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
UI_GetThemeColor3ubv(TH_GRID, col1);
UI_make_axis_color(col1, col2, 'Z');
- glColor3ubv(col2);
+ immUniformColor3ubv(col2);
cob = BKE_constraints_make_evalob(scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
@@ -8105,10 +9265,10 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if (camob) {
setlinestyle(3);
- glBegin(GL_LINES);
- glVertex3fv(camob->obmat[3]);
- glVertex3fv(ob->obmat[3]);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(pos, camob->obmat[3]);
+ immVertex3fv(pos, ob->obmat[3]);
+ immEnd();
setlinestyle(0);
}
}
@@ -8124,15 +9284,15 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
for (ct = targets.first; ct; ct = ct->next) {
/* calculate target's matrix */
if (cti->get_target_matrix)
- cti->get_target_matrix(curcon, cob, ct, BKE_scene_frame_get(scene));
+ cti->get_target_matrix(eval_ctx, curcon, cob, ct, BKE_scene_frame_get(scene));
else
unit_m4(ct->matrix);
setlinestyle(3);
- glBegin(GL_LINES);
- glVertex3fv(ct->matrix[3]);
- glVertex3fv(ob->obmat[3]);
- glEnd();
+ immBegin(GWN_PRIM_LINES, 2);
+ immVertex3fv(pos, ct->matrix[3]);
+ immVertex3fv(pos, ob->obmat[3]);
+ immEnd();
setlinestyle(0);
}
@@ -8145,21 +9305,24 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
BKE_constraints_clear_evalob(cob);
}
/* draw rigid body constraint lines */
- if (rbc) {
- UI_ThemeColor(TH_WIRE);
+ if (rbc && (rbc->ob1 || rbc->ob2)) {
+ immUniformThemeColor(TH_WIRE);
+
setlinestyle(3);
- glBegin(GL_LINES);
+ immBegin(GWN_PRIM_LINES, ((int)((bool)rbc->ob1) + (int)((bool)rbc->ob2)) * 2);
if (rbc->ob1) {
- glVertex3fv(ob->obmat[3]);
- glVertex3fv(rbc->ob1->obmat[3]);
+ immVertex3fv(pos, ob->obmat[3]);
+ immVertex3fv(pos, rbc->ob1->obmat[3]);
}
if (rbc->ob2) {
- glVertex3fv(ob->obmat[3]);
- glVertex3fv(rbc->ob2->obmat[3]);
+ immVertex3fv(pos, ob->obmat[3]);
+ immVertex3fv(pos, rbc->ob2->obmat[3]);
}
- glEnd();
+ immEnd();
setlinestyle(0);
}
+
+ immUnbindProgram();
}
ED_view3d_clear_mats_rv3d(rv3d);
@@ -8170,10 +9333,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
* Drawing for selection picking,
* caller must have called 'GPU_select_load_id(base->selcode)' first.
*/
-void draw_object_select(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag)
+void draw_object_select(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d,
+ Base *base, const short dflag)
{
BLI_assert(dflag & DRAW_PICKING && dflag & DRAW_CONSTCOLOR);
- draw_object(scene, ar, v3d, base, dflag);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, base, dflag);
/* we draw duplicators for selection too */
if ((base->object->transflag & OB_DUPLI)) {
@@ -8181,13 +9346,11 @@ void draw_object_select(Scene *scene, ARegion *ar, View3D *v3d, Base *base, cons
DupliObject *dob;
Base tbase;
- tbase.flag = OB_FROMDUPLI;
- lb = object_duplilist(G.main->eval_ctx, scene, base->object);
+ tbase.flag_legacy = OB_FROMDUPLI;
+ lb = object_duplilist(eval_ctx, scene, base->object);
for (dob = lb->first; dob; dob = dob->next) {
float omat[4][4];
- char dt;
- short dtx;
tbase.object = dob->ob;
copy_m4_m4(omat, dob->ob->obmat);
@@ -8195,10 +9358,10 @@ void draw_object_select(Scene *scene, ARegion *ar, View3D *v3d, Base *base, cons
/* extra service: draw the duplicator in drawtype of parent */
/* MIN2 for the drawtype to allow bounding box objects in groups for lods */
- dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
- dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;
+ char dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
+ short dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;
- draw_object(scene, ar, v3d, &tbase, dflag);
+ draw_object(eval_ctx, scene, view_layer, ar, v3d, &tbase, dflag);
tbase.object->dt = dt;
tbase.object->dtx = dtx;
@@ -8211,6 +9374,7 @@ void draw_object_select(Scene *scene, ARegion *ar, View3D *v3d, Base *base, cons
/* ***************** BACKBUF SEL (BBS) ********* */
+#ifdef USE_MESH_DM_SELECT
static void bbs_obmode_mesh_verts__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
@@ -8218,8 +9382,10 @@ static void bbs_obmode_mesh_verts__mapFunc(void *userData, int index, const floa
MVert *mv = &data->mvert[index];
if (!(mv->flag & ME_HIDE)) {
- GPU_select_index_set(data->offset + index);
- glVertex3fv(co);
+ int selcol;
+ GPU_select_index_get(data->offset + index, &selcol);
+ immAttrib1u(data->col, selcol);
+ immVertex3fv(data->pos, co);
}
}
@@ -8230,12 +9396,36 @@ static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset)
MVert *mvert = me->mvert;
data.mvert = mvert;
data.offset = offset;
+
+ const int imm_len = dm->getNumVerts(dm);
+
+ if (imm_len == 0) return;
+
+ Gwn_VertFormat *format = immVertexFormat();
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U32, 1, GWN_FETCH_INT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
+
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- glBegin(GL_POINTS);
+
+ immBeginAtMost(GWN_PRIM_POINTS, imm_len);
dm->foreachMappedVert(dm, bbs_obmode_mesh_verts__mapFunc, &data, DM_FOREACH_NOP);
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
+}
+#else
+static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *UNUSED(dm), int offset)
+{
+ Mesh *me = ob->data;
+ Gwn_Batch *batch = DRW_mesh_batch_cache_get_verts_with_select_id(me, offset);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
+ GWN_batch_draw(batch);
}
+#endif
+#ifdef USE_MESH_DM_SELECT
static void bbs_mesh_verts__mapFunc(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
@@ -8243,98 +9433,225 @@ static void bbs_mesh_verts__mapFunc(void *userData, int index, const float co[3]
BMVert *eve = BM_vert_at_index(data->bm, index);
if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
- GPU_select_index_set(data->offset + index);
- glVertex3fv(co);
+ int selcol;
+ GPU_select_index_get(data->offset + index, &selcol);
+ immAttrib1u(data->col, selcol);
+ immVertex3fv(data->pos, co);
}
}
static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *dm, int offset)
{
- drawBMOffset_userData data = {em->bm, offset};
+ drawBMOffset_userData data;
+ data.bm = em->bm;
+ data.offset = offset;
+ Gwn_VertFormat *format = immVertexFormat();
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U32, 1, GWN_FETCH_INT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
+
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- glBegin(GL_POINTS);
+
+ immBeginAtMost(GWN_PRIM_POINTS, em->bm->totvert);
dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, &data, DM_FOREACH_NOP);
- glEnd();
+ immEnd();
+
+ immUnbindProgram();
}
+#else
+static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *UNUSED(dm), int offset)
+{
+ glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
-static DMDrawOption bbs_mesh_wire__setDrawOptions(void *userData, int index)
+ Mesh *me = em->ob->data;
+ Gwn_Batch *batch = DRW_mesh_batch_cache_get_verts_with_select_id(me, offset);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
+ GWN_batch_draw(batch);
+}
+#endif
+
+#ifdef USE_MESH_DM_SELECT
+static void bbs_mesh_wire__mapFunc(void *userData, int index, const float v0co[3], const float v1co[3])
{
drawBMOffset_userData *data = userData;
BMEdge *eed = BM_edge_at_index(data->bm, index);
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
- GPU_select_index_set(data->offset + index);
- return DM_DRAW_OPTION_NORMAL;
- }
- else {
- return DM_DRAW_OPTION_SKIP;
+ int selcol;
+ GPU_select_index_get(data->offset + index, &selcol);
+ immAttrib1u(data->col, selcol);
+ immVertex3fv(data->pos, v0co);
+ immVertex3fv(data->pos, v1co);
}
}
+
static void bbs_mesh_wire(BMEditMesh *em, DerivedMesh *dm, int offset)
{
- drawBMOffset_userData data = {em->bm, offset};
- glLineWidth(1);
- dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOptions, &data);
+ drawBMOffset_userData data;
+ data.bm = em->bm;
+ data.offset = offset;
+
+ Gwn_VertFormat *format = immVertexFormat();
+
+ const int imm_len = dm->getNumEdges(dm) * 2;
+
+ if (imm_len == 0) return;
+
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U32, 1, GWN_FETCH_INT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
+
+ glLineWidth(1.0f);
+
+ immBeginAtMost(GWN_PRIM_LINES, imm_len);
+ dm->foreachMappedEdge(dm, bbs_mesh_wire__mapFunc, &data);
+ immEnd();
+
+ immUnbindProgram();
}
+#else
+static void bbs_mesh_wire(BMEditMesh *em, DerivedMesh *UNUSED(dm), int offset)
+{
+ glLineWidth(1.0f);
-/**
- * dont set #GPU_framebuffer_index_set. just use to mask other
- */
-static DMDrawOption bbs_mesh_mask__setSolidDrawOptions(void *userData, int index)
+ Mesh *me = em->ob->data;
+ Gwn_Batch *batch = DRW_mesh_batch_cache_get_edges_with_select_id(me, offset);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
+ GWN_batch_draw(batch);
+}
+#endif
+
+#ifdef USE_MESH_DM_SELECT
+static void bbs_mesh_face(BMEditMesh *em, DerivedMesh *dm, const bool use_select)
{
- BMFace *efa = BM_face_at_index(userData, index);
-
- if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
- return DM_DRAW_OPTION_NORMAL;
+ UNUSED_VARS(dm);
+
+ drawBMOffset_userData data;
+ data.bm = em->bm;
+
+ const int tri_len = em->tottri;
+ const int imm_len = tri_len * 3;
+ const char hflag_skip = use_select ? BM_ELEM_HIDDEN : (BM_ELEM_HIDDEN | BM_ELEM_SELECT);
+
+ if (imm_len == 0) return;
+
+ Gwn_VertFormat *format = immVertexFormat();
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U32, 1, GWN_FETCH_INT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
+
+ immBeginAtMost(GWN_PRIM_TRIS, imm_len);
+
+ if (use_select == false) {
+ int selcol;
+ GPU_select_index_get(0, &selcol);
+ immAttrib1u(data.col, selcol);
}
- else {
- return DM_DRAW_OPTION_SKIP;
+
+ int index = 0;
+ while (index < tri_len) {
+ const BMFace *f = em->looptris[index][0]->f;
+ const int ntris = f->len - 2;
+ if (!BM_elem_flag_test(f, hflag_skip)) {
+ if (use_select) {
+ int selcol;
+ GPU_select_index_get(BM_elem_index_get(f) + 1, &selcol);
+ immAttrib1u(data.col, selcol);
+ }
+ for (int t = 0; t < ntris; t++) {
+ immVertex3fv(data.pos, em->looptris[index][0]->v->co);
+ immVertex3fv(data.pos, em->looptris[index][1]->v->co);
+ immVertex3fv(data.pos, em->looptris[index][2]->v->co);
+ index++;
+ }
+ }
+ else {
+ index += ntris;
+ }
}
-}
+ immEnd();
-static DMDrawOption bbs_mesh_solid__setSolidDrawOptions(void *userData, int index)
+ immUnbindProgram();
+}
+#else
+static void bbs_mesh_face(BMEditMesh *em, DerivedMesh *UNUSED(dm), const bool use_select)
{
- BMFace *efa = BM_face_at_index(userData, index);
+ Mesh *me = em->ob->data;
+ Gwn_Batch *batch;
- if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
- GPU_select_index_set(index + 1);
- return DM_DRAW_OPTION_NORMAL;
+ if (use_select) {
+ batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, true, 1);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
+ GWN_batch_draw(batch);
}
else {
- return DM_DRAW_OPTION_SKIP;
+ int selcol;
+ GPU_select_index_get(0, &selcol);
+ batch = DRW_mesh_batch_cache_get_triangles_with_select_mask(me, true);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR_U32);
+ GWN_batch_uniform_1i(batch, "color", selcol);
+ GWN_batch_draw(batch);
}
}
+#endif
+#ifdef USE_MESH_DM_SELECT
static void bbs_mesh_solid__drawCenter(void *userData, int index, const float cent[3], const float UNUSED(no[3]))
{
+ drawBMOffset_userData *data = (drawBMOffset_userData *)userData;
BMFace *efa = BM_face_at_index(userData, index);
if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
- GPU_select_index_set(index + 1);
-
- glVertex3fv(cent);
+ int selcol;
+ GPU_select_index_get(index + 1, &selcol);
+ immAttrib1u(data->col, selcol);
+ immVertex3fv(data->pos, cent);
}
}
+static void bbs_mesh_face_dot(BMEditMesh *em, DerivedMesh *dm)
+{
+ drawBMOffset_userData data; /* don't use offset */
+ data.bm = em->bm;
+ Gwn_VertFormat *format = immVertexFormat();
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U32, 1, GWN_FETCH_INT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
+
+ glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
+
+ immBeginAtMost(GWN_PRIM_POINTS, em->bm->totface);
+ dm->foreachMappedFaceCenter(dm, bbs_mesh_solid__drawCenter, &data, DM_FOREACH_NOP);
+ immEnd();
+
+ immUnbindProgram();
+}
+#else
+static void bbs_mesh_face_dot(BMEditMesh *em, DerivedMesh *UNUSED(dm))
+{
+ Mesh *me = em->ob->data;
+ Gwn_Batch *batch = DRW_mesh_batch_cache_get_facedots_with_select_id(me, 1);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
+ GWN_batch_draw(batch);
+}
+#endif
+
/* two options, facecolors or black */
static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d,
Object *ob, DerivedMesh *dm, bool use_faceselect)
{
- cpack(0);
-
if (use_faceselect) {
- dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, NULL, NULL, em->bm, DM_DRAW_SKIP_HIDDEN | DM_DRAW_SELECT_USE_EDITMODE);
+ bbs_mesh_face(em, dm, true);
if (check_ob_drawface_dot(scene, v3d, ob->dt)) {
- glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
-
- glBegin(GL_POINTS);
- dm->foreachMappedFaceCenter(dm, bbs_mesh_solid__drawCenter, em->bm, DM_FOREACH_NOP);
- glEnd();
+ bbs_mesh_face_dot(em, dm);
}
-
}
else {
- dm->drawMappedFaces(dm, bbs_mesh_mask__setSolidDrawOptions, NULL, NULL, em->bm, DM_DRAW_SKIP_SELECT | DM_DRAW_SKIP_HIDDEN | DM_DRAW_SELECT_USE_EDITMODE);
+ bbs_mesh_face(em, dm, false);
}
}
@@ -8349,7 +9666,6 @@ static DMDrawOption bbs_mesh_solid_hide__setDrawOpts(void *userData, int index)
Mesh *me = userData;
if (!(me->mpoly[index].flag & ME_HIDE)) {
- GPU_select_index_set(index + 1);
return DM_DRAW_OPTION_NORMAL;
}
else {
@@ -8357,6 +9673,7 @@ static DMDrawOption bbs_mesh_solid_hide__setDrawOpts(void *userData, int index)
}
}
+#ifdef USE_MESH_DM_SELECT
/* must have called GPU_framebuffer_index_set beforehand */
static DMDrawOption bbs_mesh_solid_hide2__setDrawOpts(void *userData, int index)
{
@@ -8370,11 +9687,10 @@ static DMDrawOption bbs_mesh_solid_hide2__setDrawOpts(void *userData, int index)
}
}
-static void bbs_mesh_solid_verts(Scene *scene, Object *ob)
+static void bbs_mesh_solid_verts(const EvaluationContext *eval_ctx, Scene *scene, Object *ob)
{
Mesh *me = ob->data;
- DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
- glColor3ub(0, 0, 0);
+ DerivedMesh *dm = mesh_get_derived_final(eval_ctx, scene, ob, scene->customdata_mask);
DM_update_materials(dm, ob);
@@ -8390,29 +9706,53 @@ static void bbs_mesh_solid_verts(Scene *scene, Object *ob)
bm_vertoffs = me->totvert + 1;
dm->release(dm);
}
-
-static void bbs_mesh_solid_faces(Scene *scene, Object *ob)
+#else
+static void bbs_mesh_solid_verts(const EvaluationContext *UNUSED(eval_ctx), Scene *UNUSED(scene), Object *ob)
{
- DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
Mesh *me = ob->data;
-
- glColor3ub(0, 0, 0);
- DM_update_materials(dm, ob);
+ /* Only draw faces to mask out verts, we don't want their selection ID's. */
+ const int G_f_orig = G.f;
+ G.f &= ~G_BACKBUFSEL;
- if ((me->editflag & ME_EDIT_PAINT_FACE_SEL))
- dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, NULL, NULL, me, DM_DRAW_SKIP_HIDDEN);
- else
- dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, NULL, NULL, me, 0);
+ {
+ int selcol;
+ Gwn_Batch *batch;
+ GPU_select_index_get(0, &selcol);
+ batch = DRW_mesh_batch_cache_get_triangles_with_select_mask(me, true);
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR_U32);
+ GWN_batch_uniform_1i(batch, "color", selcol);
+ GWN_batch_draw(batch);
+ }
- dm->release(dm);
+ G.f |= (G_f_orig & G_BACKBUFSEL);
+
+ bbs_obmode_mesh_verts(ob, NULL, 1);
+ bm_vertoffs = me->totvert + 1;
}
+#endif
-void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
+static void bbs_mesh_solid_faces(Scene *scene, Object *ob)
+{
+ Mesh *me = ob->data;
+ UNUSED_VARS(scene, bbs_mesh_solid_hide__setDrawOpts, bbs_mesh_solid__setDrawOpts);
+ Gwn_Batch *batch;
+ if ((me->editflag & ME_EDIT_PAINT_FACE_SEL)) {
+ batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, true, 1);
+ }
+ else {
+ batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, false, 1);
+ }
+ GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
+ GWN_batch_draw(batch);
+}
+
+void draw_object_backbufsel(
+ const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
ToolSettings *ts = scene->toolsettings;
- glMultMatrixf(ob->obmat);
+ gpuMultMatrix(ob->obmat);
glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
@@ -8423,7 +9763,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
Mesh *me = ob->data;
BMEditMesh *em = me->edit_btmesh;
- DerivedMesh *dm = editbmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH);
+ DerivedMesh *dm = editbmesh_get_derived_cage(eval_ctx, scene, ob, em, CD_MASK_BAREMESH);
BM_mesh_elem_table_ensure(em->bm, BM_VERT | BM_EDGE | BM_FACE);
@@ -8467,7 +9807,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
/* currently vertex select supports weight paint and vertex paint*/
((ob->mode & OB_MODE_WEIGHT_PAINT) || (ob->mode & OB_MODE_VERTEX_PAINT)))
{
- bbs_mesh_solid_verts(scene, ob);
+ bbs_mesh_solid_verts(eval_ctx, scene, ob);
}
else {
bbs_mesh_solid_faces(scene, ob);
@@ -8479,7 +9819,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
break;
}
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix(rv3d->viewmat);
}
@@ -8487,8 +9827,9 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
/* assumes all matrices/etc set OK */
/* helper function for drawing object instances - meshes */
-static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d,
- Object *ob, const short dt, int outline)
+static void draw_object_mesh_instance(
+ const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d,
+ Object *ob, const short dt, int outline, const unsigned char ob_wire_col[4])
{
Mesh *me = ob->data;
DerivedMesh *dm = NULL, *edm = NULL;
@@ -8498,11 +9839,12 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *r
DM_update_materials(edm, ob);
}
else {
- dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
+ dm = mesh_get_derived_final(eval_ctx, scene, ob, CD_MASK_BAREMESH);
DM_update_materials(dm, ob);
}
if (dt <= OB_WIRE) {
+ glColor4ubv(ob_wire_col);
if (dm)
dm->drawEdges(dm, 1, 0);
else if (edm)
@@ -8510,11 +9852,11 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *r
}
else {
if (outline)
- draw_mesh_object_outline(v3d, ob, dm ? dm : edm);
+ draw_mesh_object_outline(v3d, ob, dm ? dm : edm, ob_wire_col);
if (dm) {
- bool glsl = draw_glsl_material(scene, ob, v3d, dt);
- GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
+ bool glsl = draw_glsl_material(scene, view_layer, ob, v3d, dt);
+ GPU_begin_object_materials(v3d, rv3d, scene, view_layer, ob, glsl, NULL);
}
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
@@ -8533,23 +9875,153 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *r
if (dm) dm->release(dm);
}
-void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, const char dt, int outline)
+void draw_object_instance(const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d, Object *ob, const char dt, int outline, const float wire_col[4])
{
if (ob == NULL)
return;
+ unsigned char bcol[4];
+ rgba_float_to_uchar(bcol, wire_col);
+
switch (ob->type) {
case OB_MESH:
- draw_object_mesh_instance(scene, v3d, rv3d, ob, dt, outline);
+ draw_object_mesh_instance(eval_ctx, scene, view_layer, v3d, rv3d, ob, dt, outline, bcol);
break;
case OB_EMPTY:
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
- /* CONSTCOLOR == no wire outline */
- draw_empty_image(ob, DRAW_CONSTCOLOR, NULL, v3d->multiview_eye);
+ draw_empty_image(ob, 0, bcol, v3d->multiview_eye);
}
else {
- drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype);
+ drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, bcol);
}
break;
}
}
+
+void ED_draw_object_facemap(
+ const EvaluationContext *eval_ctx, Scene *scene, Object *ob, const float col[4], const int facemap)
+{
+ DerivedMesh *dm = NULL;
+
+ /* happens on undo */
+ if (ob->type != OB_MESH || !ob->data)
+ return;
+
+ /* Temporary, happens on undo, would resolve but will eventually move away from DM. */
+ if (ob->derivedFinal == NULL) {
+ return;
+ }
+
+ dm = mesh_get_derived_final(eval_ctx, scene, ob, CD_MASK_BAREMESH);
+ if (!dm || !CustomData_has_layer(&dm->polyData, CD_FACEMAP))
+ return;
+
+
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
+
+#if 0
+ DM_update_materials(dm, ob);
+
+ /* add polygon offset so we draw above the original surface */
+ glPolygonOffset(1.0, 1.0);
+
+ GPU_facemap_setup(dm);
+
+ glColor4fv(col);
+
+ gpuPushAttrib(GL_ENABLE_BIT);
+ glEnable(GL_BLEND);
+ glDisable(GL_LIGHTING);
+
+ /* always draw using backface culling */
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+ if (dm->drawObject->facemapindices) {
+ glDrawElements(GL_TRIANGLES, dm->drawObject->facemap_count[facemap] * 3, GL_UNSIGNED_INT,
+ (int *)NULL + dm->drawObject->facemap_start[facemap] * 3);
+ }
+ gpuPopAttrib();
+
+ GPU_buffers_unbind();
+
+ glPolygonOffset(0.0, 0.0);
+
+#else
+
+ /* Just to create the data to pass to immediate mode, grr! */
+ Mesh *me = ob->data;
+ const int *facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
+ if (facemap_data) {
+ 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(col);
+
+ /* XXX, alpha isn't working yet, not sure why. */
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ MVert *mvert;
+
+ MPoly *mpoly;
+ int mpoly_len;
+
+ MLoop *mloop;
+ int mloop_len;
+
+ if (dm && CustomData_has_layer(&dm->polyData, CD_FACEMAP)) {
+ mvert = dm->getVertArray(dm);
+ mpoly = dm->getPolyArray(dm);
+ mloop = dm->getLoopArray(dm);
+
+ mpoly_len = dm->getNumPolys(dm);
+ mloop_len = dm->getNumLoops(dm);
+
+ facemap_data = CustomData_get_layer(&dm->polyData, CD_FACEMAP);
+ }
+ else {
+ mvert = me->mvert;
+ mpoly = me->mpoly;
+ mloop = me->mloop;
+
+ mpoly_len = me->totpoly;
+ mloop_len = me->totloop;
+
+ facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
+ }
+
+ /* use gawain immediate mode fore now */
+ const int looptris_len = poly_to_tri_count(mpoly_len, mloop_len);
+ immBeginAtMost(GWN_PRIM_TRIS, looptris_len * 3);
+
+ MPoly *mp;
+ int i;
+ for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) {
+ if (facemap_data[i] == facemap) {
+ /* Weak, fan-fill, use until we have derived-mesh replaced. */
+ const MLoop *ml_start = &mloop[mp->loopstart];
+ const MLoop *ml_a = ml_start + 1;
+ const MLoop *ml_b = ml_start + 2;
+ for (int j = 2; j < mp->totloop; j++) {
+ immVertex3fv(pos, mvert[ml_start->v].co);
+ immVertex3fv(pos, mvert[ml_a->v].co);
+ immVertex3fv(pos, mvert[ml_b->v].co);
+
+ ml_a++;
+ ml_b++;
+ }
+ }
+ }
+ immEnd();
+
+ immUnbindProgram();
+
+ glDisable(GL_BLEND);
+ }
+#endif
+
+ dm->release(dm);
+}
+