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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_ruler.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_ruler.c239
1 files changed, 136 insertions, 103 deletions
diff --git a/source/blender/editors/space_view3d/view3d_ruler.c b/source/blender/editors/space_view3d/view3d_ruler.c
index f2c87953302..093425fc3bc 100644
--- a/source/blender/editors/space_view3d/view3d_ruler.c
+++ b/source/blender/editors/space_view3d/view3d_ruler.c
@@ -43,6 +43,9 @@
#include "BIF_gl.h"
+#include "GPU_immediate.h"
+#include "GPU_immediate_util.h"
+
#include "WM_api.h"
#include "WM_types.h"
@@ -279,7 +282,7 @@ static void ruler_state_set(bContext *C, RulerInfo *ruler_info, int state)
}
else if (state == RULER_STATE_DRAG) {
ruler_info->snap_context = ED_transform_snap_object_context_create_view3d(
- CTX_data_main(C), CTX_data_scene(C), 0,
+ CTX_data_main(C), CTX_data_scene(C), CTX_data_view_layer(C), CTX_data_engine_type(C), 0,
ruler_info->ar, CTX_wm_view3d(C));
}
else {
@@ -425,12 +428,11 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
#define ARC_STEPS 24
const int arc_steps = ARC_STEPS;
int i;
- //unsigned int color_act = 0x666600;
- unsigned int color_act = 0xffffff;
- unsigned int color_base = 0x0;
- unsigned char color_back[4] = {0xff, 0xff, 0xff, 0x80};
+ const float color_act[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ const float color_base[4] = {0.0f, 0.0f, 0.0f, 1.0f};
unsigned char color_text[3];
unsigned char color_wire[3];
+ float color_back[4] = {1.0f, 1.0f, 1.0f, 0.5f};
/* anti-aliased lines for more consistent appearance */
glEnable(GL_LINE_SMOOTH);
@@ -455,28 +457,37 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
glEnable(GL_BLEND);
- cpack(is_act ? color_act : color_base);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
- glBegin(GL_LINE_STRIP);
- for (j = 0; j < 3; j++) {
- glVertex2fv(co_ss[j]);
- }
- glEnd();
- cpack(0xaaaaaa);
- setlinestyle(3);
- glBegin(GL_LINE_STRIP);
- for (j = 0; j < 3; j++) {
- glVertex2fv(co_ss[j]);
- }
- glEnd();
- setlinestyle(0);
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
+
+ float viewport_size[4];
+ glGetFloatv(GL_VIEWPORT, viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+
+ immUniform1i("num_colors", 2); /* "advanced" mode */
+ const float *col = is_act ? color_act : color_base;
+ immUniformArray4fv("colors", (float *)(float[][4]){{0.67f, 0.67f, 0.67f, 1.0f}, {col[0], col[1], col[2], col[3]}}, 2);
+ immUniform1f("dash_width", 6.0f);
+
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
+
+ immVertex2fv(shdr_pos, co_ss[0]);
+ immVertex2fv(shdr_pos, co_ss[1]);
+ immVertex2fv(shdr_pos, co_ss[2]);
+
+ immEnd();
+
+ immUnbindProgram();
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* arc */
{
float dir_tmp[3];
float co_tmp[3];
- float arc_ss_coords[ARC_STEPS + 1][2];
+ float arc_ss_coord[2];
float dir_a[3];
float dir_b[3];
@@ -500,46 +511,19 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
copy_v3_v3(dir_tmp, dir_a);
- glColor3ubv(color_wire);
+ immUniformColor3ubv(color_wire);
+
+ immBegin(GWN_PRIM_LINE_STRIP, arc_steps + 1);
for (j = 0; j <= arc_steps; j++) {
madd_v3_v3v3fl(co_tmp, ruler_item->co[1], dir_tmp, px_scale);
- ED_view3d_project_float_global(ar, co_tmp, arc_ss_coords[j], V3D_PROJ_TEST_NOP);
+ ED_view3d_project_float_global(ar, co_tmp, arc_ss_coord, V3D_PROJ_TEST_NOP);
mul_qt_v3(quat, dir_tmp);
- }
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, arc_ss_coords);
- glDrawArrays(GL_LINE_STRIP, 0, arc_steps + 1);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- /* text */
- {
- char numstr[256];
- float numstr_size[2];
- float pos[2];
- const int prec = 2; /* XXX, todo, make optional */
-
- ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
-
- BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);
-
- pos[0] = co_ss[1][0] + (cap_size * 2.0f);
- pos[1] = co_ss[1][1] - (numstr_size[1] / 2.0f);
+ immVertex2fv(shdr_pos, arc_ss_coord);
+ }
- /* draw text (bg) */
- glColor4ubv(color_back);
- UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox(
- pos[0] - bg_margin, pos[1] - bg_margin,
- pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
- bg_radius);
- /* draw text */
- glColor3ubv(color_text);
- BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
- BLF_rotation(blf_mono_font, 0.0f);
- BLF_draw(blf_mono_font, numstr, sizeof(numstr));
+ immEnd();
}
/* capping */
@@ -560,75 +544,84 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
glEnable(GL_BLEND);
- glColor3ubv(color_wire);
+ immUniformColor3ubv(color_wire);
- glBegin(GL_LINES);
+ immBegin(GWN_PRIM_LINES, 8);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, cap_size);
- glVertex2fv(cap);
+ immVertex2fv(shdr_pos, cap);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, -cap_size);
- glVertex2fv(cap);
+ immVertex2fv(shdr_pos, cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, cap_size);
- glVertex2fv(cap);
+ immVertex2fv(shdr_pos, cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, -cap_size);
- glVertex2fv(cap);
+ immVertex2fv(shdr_pos, cap);
/* angle vertex */
- glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] - cap_size);
- glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] + cap_size);
- glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] + cap_size);
- glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] - cap_size);
- glEnd();
+ immVertex2f(shdr_pos, co_ss[1][0] - cap_size, co_ss[1][1] - cap_size);
+ immVertex2f(shdr_pos, co_ss[1][0] + cap_size, co_ss[1][1] + cap_size);
+ immVertex2f(shdr_pos, co_ss[1][0] - cap_size, co_ss[1][1] + cap_size);
+ immVertex2f(shdr_pos, co_ss[1][0] + cap_size, co_ss[1][1] - cap_size);
+
+ immEnd();
glDisable(GL_BLEND);
}
- }
- else {
- glBegin(GL_LINE_STRIP);
- for (j = 0; j < 3; j += 2) {
- glVertex2fv(co_ss[j]);
- }
- glEnd();
- cpack(0xaaaaaa);
- setlinestyle(3);
- glBegin(GL_LINE_STRIP);
- for (j = 0; j < 3; j += 2) {
- glVertex2fv(co_ss[j]);
- }
- glEnd();
- setlinestyle(0);
- sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);
+ immUnbindProgram();
/* text */
{
char numstr[256];
float numstr_size[2];
- const int prec = 6; /* XXX, todo, make optional */
- float pos[2];
+ float posit[2];
+ const int prec = 2; /* XXX, todo, make optional */
ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);
- mid_v2_v2v2(pos, co_ss[0], co_ss[2]);
-
- /* center text */
- pos[0] -= numstr_size[0] / 2.0f;
- pos[1] -= numstr_size[1] / 2.0f;
+ posit[0] = co_ss[1][0] + (cap_size * 2.0f);
+ posit[1] = co_ss[1][1] - (numstr_size[1] / 2.0f);
/* draw text (bg) */
- glColor4ubv(color_back);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
- UI_draw_roundbox(pos[0] - bg_margin, pos[1] - bg_margin,
- pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
- bg_radius);
+ UI_draw_roundbox_aa(true,
+ posit[0] - bg_margin, posit[1] - bg_margin,
+ posit[0] + bg_margin + numstr_size[0], posit[1] + bg_margin + numstr_size[1],
+ bg_radius, color_back);
/* draw text */
- glColor3ubv(color_text);
- BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
+ BLF_color3ubv(blf_mono_font, color_text);
+ BLF_position(blf_mono_font, posit[0], posit[1], 0.0f);
+ BLF_rotation(blf_mono_font, 0.0f);
BLF_draw(blf_mono_font, numstr, sizeof(numstr));
}
+ }
+ else {
+ immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
+
+ float viewport_size[4];
+ glGetFloatv(GL_VIEWPORT, viewport_size);
+ immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
+
+ immUniform1i("num_colors", 2); /* "advanced" mode */
+ const float *col = is_act ? color_act : color_base;
+ immUniformArray4fv("colors", (float *)(float[][4]){{0.67f, 0.67f, 0.67f, 1.0f}, {col[0], col[1], col[2], col[3]}}, 2);
+ immUniform1f("dash_width", 6.0f);
+
+ immBegin(GWN_PRIM_LINES, 2);
+
+ immVertex2fv(shdr_pos, co_ss[0]);
+ immVertex2fv(shdr_pos, co_ss[2]);
+
+ immEnd();
+
+ immUnbindProgram();
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);
/* capping */
{
@@ -638,22 +631,56 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
normalize_v2(rot_90_vec);
glEnable(GL_BLEND);
- glColor3ubv(color_wire);
- glBegin(GL_LINES);
+ immUniformColor3ubv(color_wire);
+
+ immBegin(GWN_PRIM_LINES, 4);
+
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, cap_size);
- glVertex2fv(cap);
+ immVertex2fv(shdr_pos, cap);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, -cap_size);
- glVertex2fv(cap);
+ immVertex2fv(shdr_pos, cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, cap_size);
- glVertex2fv(cap);
+ immVertex2fv(shdr_pos, cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, -cap_size);
- glVertex2fv(cap);
- glEnd();
+ immVertex2fv(shdr_pos, cap);
+
+ immEnd();
glDisable(GL_BLEND);
}
+
+ immUnbindProgram();
+
+ /* text */
+ {
+ char numstr[256];
+ float numstr_size[2];
+ const int prec = 6; /* XXX, todo, make optional */
+ float posit[2];
+
+ ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
+
+ BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);
+
+ mid_v2_v2v2(posit, co_ss[0], co_ss[2]);
+
+ /* center text */
+ posit[0] -= numstr_size[0] / 2.0f;
+ posit[1] -= numstr_size[1] / 2.0f;
+
+ /* draw text (bg) */
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_aa(true,
+ posit[0] - bg_margin, posit[1] - bg_margin,
+ posit[0] + bg_margin + numstr_size[0], posit[1] + bg_margin + numstr_size[1],
+ bg_radius, color_back);
+ /* draw text */
+ BLF_color3ubv(blf_mono_font, color_text);
+ BLF_position(blf_mono_font, posit[0], posit[1], 0.0f);
+ BLF_draw(blf_mono_font, numstr, sizeof(numstr));
+ }
}
}
@@ -672,8 +699,14 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
float co_ss[3];
ED_view3d_project_float_global(ar, ruler_item->co[ruler_item->co_index], co_ss, V3D_PROJ_TEST_NOP);
- cpack(color_act);
- circ(co_ss[0], co_ss[1], size * U.pixelsize);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4fv(color_act);
+
+ imm_draw_circle_wire_2d(pos, co_ss[0], co_ss[1], size * U.pixelsize, 32);
+
+ immUnbindProgram();
}
}