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Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate_util.c')
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c206
1 files changed, 109 insertions, 97 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
index d18dc862ce7..37a423d41a0 100644
--- a/source/blender/gpu/intern/gpu_immediate_util.c
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -143,17 +143,6 @@ void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4])
}
#endif
-/**
- * Pack color into 3 bytes
- *
- * This define converts a numerical value to the equivalent 24-bit
- * color, while not being endian-sensitive. On little-endian, this
- * is the same as doing a 'naive' indexing, on big-endian, it is not!
- *
- * \note BGR format (i.e. 0xBBGGRR)...
- *
- * \param x: color.
- */
void imm_cpack(uint x)
{
immUniformColor3ub(((x)&0xFF), (((x) >> 8) & 0xFF), (((x) >> 16) & 0xFF));
@@ -163,64 +152,44 @@ static void imm_draw_circle(GPUPrimType prim_type,
const uint shdr_pos,
float x,
float y,
- float rad_x,
- float rad_y,
+ float radius_x,
+ float radius_y,
int nsegments)
{
immBegin(prim_type, nsegments);
for (int i = 0; i < nsegments; i++) {
const float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
- immVertex2f(shdr_pos, x + (rad_x * cosf(angle)), y + (rad_y * sinf(angle)));
+ immVertex2f(shdr_pos, x + (radius_x * cosf(angle)), y + (radius_y * sinf(angle)));
}
immEnd();
}
-/**
- * Draw a circle outline with the given \a radius.
- * The circle is centered at \a x, \a y and drawn in the XY plane.
- *
- * \param shdr_pos: The vertex attribute number for position.
- * \param x: Horizontal center.
- * \param y: Vertical center.
- * \param rad: The circle's radius.
- * \param nsegments: The number of segments to use in drawing (more = smoother).
- */
-void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float rad, int nsegments)
+void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float radius, int nsegments)
{
- imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, rad, rad, nsegments);
+ imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, radius, radius, nsegments);
}
-/**
- * Draw a filled circle with the given \a radius.
- * The circle is centered at \a x, \a y and drawn in the XY plane.
- *
- * \param shdr_pos: The vertex attribute number for position.
- * \param x: Horizontal center.
- * \param y: Vertical center.
- * \param rad: The circle's radius.
- * \param nsegments: The number of segments to use in drawing (more = smoother).
- */
-void imm_draw_circle_fill_2d(uint shdr_pos, float x, float y, float rad, int nsegments)
+void imm_draw_circle_fill_2d(uint shdr_pos, float x, float y, float radius, int nsegments)
{
- imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, rad, rad, nsegments);
+ imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, radius, radius, nsegments);
}
void imm_draw_circle_wire_aspect_2d(
- uint shdr_pos, float x, float y, float rad_x, float rad_y, int nsegments)
+ uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments)
{
- imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, rad_x, rad_y, nsegments);
+ imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, radius_x, radius_y, nsegments);
}
void imm_draw_circle_fill_aspect_2d(
- uint shdr_pos, float x, float y, float rad_x, float rad_y, int nsegments)
+ uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments)
{
- imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, rad_x, rad_y, nsegments);
+ imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, radius_x, radius_y, nsegments);
}
static void imm_draw_circle_partial(GPUPrimType prim_type,
uint pos,
float x,
float y,
- float rad,
+ float radius,
int nsegments,
float start,
float sweep)
@@ -234,15 +203,15 @@ static void imm_draw_circle_partial(GPUPrimType prim_type,
const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
const float angle_sin = sinf(angle);
const float angle_cos = cosf(angle);
- immVertex2f(pos, x + rad * angle_cos, y + rad * angle_sin);
+ immVertex2f(pos, x + radius * angle_cos, y + radius * angle_sin);
}
immEnd();
}
void imm_draw_circle_partial_wire_2d(
- uint pos, float x, float y, float rad, int nsegments, float start, float sweep)
+ uint pos, float x, float y, float radius, int nsegments, float start, float sweep)
{
- imm_draw_circle_partial(GPU_PRIM_LINE_STRIP, pos, x, y, rad, nsegments, start, sweep);
+ imm_draw_circle_partial(GPU_PRIM_LINE_STRIP, pos, x, y, radius, nsegments, start, sweep);
}
static void imm_draw_disk_partial(GPUPrimType prim_type,
@@ -274,21 +243,6 @@ static void imm_draw_disk_partial(GPUPrimType prim_type,
immEnd();
}
-/**
- * Draw a filled arc with the given inner and outer radius.
- * The circle is centered at \a x, \a y and drawn in the XY plane.
- *
- * \note Arguments are `gluPartialDisk` compatible.
- *
- * \param pos: The vertex attribute number for position.
- * \param x: Horizontal center.
- * \param y: Vertical center.
- * \param rad_inner: The inner circle's radius.
- * \param rad_outer: The outer circle's radius (can be zero).
- * \param nsegments: The number of segments to use in drawing (more = smoother).
- * \param start: Specifies the starting angle, in degrees, of the disk portion.
- * \param sweep: Specifies the sweep angle, in degrees, of the disk portion.
- */
void imm_draw_disk_partial_fill_2d(uint pos,
float x,
float y,
@@ -303,40 +257,31 @@ void imm_draw_disk_partial_fill_2d(uint pos,
}
static void imm_draw_circle_3D(
- GPUPrimType prim_type, uint pos, float x, float y, float rad, int nsegments)
+ GPUPrimType prim_type, uint pos, float x, float y, float radius, int nsegments)
{
immBegin(prim_type, nsegments);
for (int i = 0; i < nsegments; i++) {
float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
- immVertex3f(pos, x + rad * cosf(angle), y + rad * sinf(angle), 0.0f);
+ immVertex3f(pos, x + radius * cosf(angle), y + radius * sinf(angle), 0.0f);
}
immEnd();
}
-void imm_draw_circle_wire_3d(uint pos, float x, float y, float rad, int nsegments)
+void imm_draw_circle_wire_3d(uint pos, float x, float y, float radius, int nsegments)
{
- imm_draw_circle_3D(GPU_PRIM_LINE_LOOP, pos, x, y, rad, nsegments);
+ imm_draw_circle_3D(GPU_PRIM_LINE_LOOP, pos, x, y, radius, nsegments);
}
-void imm_draw_circle_dashed_3d(uint pos, float x, float y, float rad, int nsegments)
+void imm_draw_circle_dashed_3d(uint pos, float x, float y, float radius, int nsegments)
{
- imm_draw_circle_3D(GPU_PRIM_LINES, pos, x, y, rad, nsegments / 2);
+ imm_draw_circle_3D(GPU_PRIM_LINES, pos, x, y, radius, nsegments / 2);
}
-void imm_draw_circle_fill_3d(uint pos, float x, float y, float rad, int nsegments)
+void imm_draw_circle_fill_3d(uint pos, float x, float y, float radius, int nsegments)
{
- imm_draw_circle_3D(GPU_PRIM_TRI_FAN, pos, x, y, rad, nsegments);
+ imm_draw_circle_3D(GPU_PRIM_TRI_FAN, pos, x, y, radius, nsegments);
}
-/**
- * Draw a lined box.
- *
- * \param pos: The vertex attribute number for position.
- * \param x1: left.
- * \param y1: bottom.
- * \param x2: right.
- * \param y2: top.
- */
void imm_draw_box_wire_2d(uint pos, float x1, float y1, float x2, float y2)
{
immBegin(GPU_PRIM_LINE_LOOP, 4);
@@ -358,9 +303,6 @@ void imm_draw_box_wire_3d(uint pos, float x1, float y1, float x2, float y2)
immEnd();
}
-/**
- * Draw a standard checkerboard to indicate transparent backgrounds.
- */
void imm_draw_box_checker_2d_ex(float x1,
float y1,
float x2,
@@ -391,12 +333,12 @@ void imm_draw_box_checker_2d(float x1, float y1, float x2, float y2)
imm_draw_box_checker_2d_ex(x1, y1, x2, y2, checker_primary, checker_secondary, checker_size);
}
-void imm_draw_cube_fill_3d(uint pos, const float co[3], const float aspect[3])
+void imm_draw_cube_fill_3d(uint pos, const float center[3], const float aspect[3])
{
float coords[ARRAY_SIZE(cube_coords)][3];
for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
- madd_v3_v3v3v3(coords[i], co, cube_coords[i], aspect);
+ madd_v3_v3v3v3(coords[i], center, cube_coords[i], aspect);
}
immBegin(GPU_PRIM_TRIS, ARRAY_SIZE(cube_quad_index) * 3 * 2);
@@ -412,12 +354,12 @@ void imm_draw_cube_fill_3d(uint pos, const float co[3], const float aspect[3])
immEnd();
}
-void imm_draw_cube_wire_3d(uint pos, const float co[3], const float aspect[3])
+void imm_draw_cube_wire_3d(uint pos, const float center[3], const float aspect[3])
{
float coords[ARRAY_SIZE(cube_coords)][3];
for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
- madd_v3_v3v3v3(coords[i], co, cube_coords[i], aspect);
+ madd_v3_v3v3v3(coords[i], center, cube_coords[i], aspect);
}
immBegin(GPU_PRIM_LINES, ARRAY_SIZE(cube_line_index) * 2);
@@ -428,18 +370,36 @@ void imm_draw_cube_wire_3d(uint pos, const float co[3], const float aspect[3])
immEnd();
}
-/**
- * Draw a cylinder. Replacement for gluCylinder.
- * _warning_ : Slow, better use it only if you no other choices.
- *
- * \param pos: The vertex attribute number for position.
- * \param nor: The vertex attribute number for normal.
- * \param base: Specifies the radius of the cylinder at z = 0.
- * \param top: Specifies the radius of the cylinder at z = height.
- * \param height: Specifies the height of the cylinder.
- * \param slices: Specifies the number of subdivisions around the z axis.
- * \param stacks: Specifies the number of subdivisions along the z axis.
- */
+void imm_draw_cube_corners_3d(uint pos,
+ const float center[3],
+ const float aspect[3],
+ const float factor)
+{
+ float coords[ARRAY_SIZE(cube_coords)][3];
+
+ for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
+ madd_v3_v3v3v3(coords[i], center, cube_coords[i], aspect);
+ }
+
+ immBegin(GPU_PRIM_LINES, ARRAY_SIZE(cube_line_index) * 4);
+ for (int i = 0; i < ARRAY_SIZE(cube_line_index); i++) {
+ float vec[3], co[3];
+ sub_v3_v3v3(vec, coords[cube_line_index[i][1]], coords[cube_line_index[i][0]]);
+ mul_v3_fl(vec, factor);
+
+ copy_v3_v3(co, coords[cube_line_index[i][0]]);
+ immVertex3fv(pos, co);
+ add_v3_v3(co, vec);
+ immVertex3fv(pos, co);
+
+ copy_v3_v3(co, coords[cube_line_index[i][1]]);
+ immVertex3fv(pos, co);
+ sub_v3_v3(co, vec);
+ immVertex3fv(pos, co);
+ }
+ immEnd();
+}
+
void imm_draw_cylinder_fill_normal_3d(
uint pos, uint nor, float base, float top, float height, int slices, int stacks)
{
@@ -572,3 +532,55 @@ void imm_draw_cylinder_fill_3d(
}
immEnd();
}
+
+/* Circle Drawing - Tables for Optimized Drawing Speed */
+#define CIRCLE_RESOL 32
+
+static void circball_array_fill(const float verts[CIRCLE_RESOL][3],
+ const float cent[3],
+ const float radius,
+ const float tmat[4][4])
+{
+ /* 32 values of sin function (still same result!) */
+ const float sinval[CIRCLE_RESOL] = {
+ 0.00000000, 0.20129852, 0.39435585, 0.57126821, 0.72479278, 0.84864425, 0.93775213,
+ 0.98846832, 0.99871650, 0.96807711, 0.89780453, 0.79077573, 0.65137248, 0.48530196,
+ 0.29936312, 0.10116832, -0.10116832, -0.29936312, -0.48530196, -0.65137248, -0.79077573,
+ -0.89780453, -0.96807711, -0.99871650, -0.98846832, -0.93775213, -0.84864425, -0.72479278,
+ -0.57126821, -0.39435585, -0.20129852, 0.00000000,
+ };
+
+ /* 32 values of cos function (still same result!) */
+ const float cosval[CIRCLE_RESOL] = {
+ 1.00000000, 0.97952994, 0.91895781, 0.82076344, 0.68896691, 0.52896401, 0.34730525,
+ 0.15142777, -0.05064916, -0.25065253, -0.44039415, -0.61210598, -0.75875812, -0.87434661,
+ -0.95413925, -0.99486932, -0.99486932, -0.95413925, -0.87434661, -0.75875812, -0.61210598,
+ -0.44039415, -0.25065253, -0.05064916, 0.15142777, 0.34730525, 0.52896401, 0.68896691,
+ 0.82076344, 0.91895781, 0.97952994, 1.00000000,
+ };
+
+ float vx[3], vy[3];
+ float *viter = (float *)verts;
+
+ mul_v3_v3fl(vx, tmat[0], radius);
+ mul_v3_v3fl(vy, tmat[1], radius);
+
+ for (uint a = 0; a < CIRCLE_RESOL; a++, viter += 3) {
+ viter[0] = cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
+ viter[1] = cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
+ viter[2] = cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
+ }
+}
+
+void imm_drawcircball(const float cent[3], float radius, const float tmat[4][4], uint pos)
+{
+ float verts[CIRCLE_RESOL][3];
+
+ circball_array_fill(verts, cent, radius, tmat);
+
+ immBegin(GPU_PRIM_LINE_LOOP, CIRCLE_RESOL);
+ for (int i = 0; i < CIRCLE_RESOL; i++) {
+ immVertex3fv(pos, verts[i]);
+ }
+ immEnd();
+}