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-rw-r--r--source/blender/editors/gpencil/drawgpencil.c157
1 files changed, 63 insertions, 94 deletions
diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c
index 48786e08f85..cbfc1412684 100644
--- a/source/blender/editors/gpencil/drawgpencil.c
+++ b/source/blender/editors/gpencil/drawgpencil.c
@@ -63,6 +63,9 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
+
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_view3d.h"
@@ -94,6 +97,9 @@ typedef enum eDrawStrokeFlags {
/* thickness above which we should use special drawing */
#define GP_DRAWTHICKNESS_SPECIAL 3
+/* conversion utility (float --> normalized unsigned byte) */
+#define F2UB(x) (unsigned char)(255.0f * x)
+
/* ----- Tool Buffer Drawing ------ */
/* helper function to set color of buffer point */
static void gp_set_tpoint_color(tGPspoint *pt, float ink[4])
@@ -103,7 +109,7 @@ static void gp_set_tpoint_color(tGPspoint *pt, float ink[4])
glColor4f(ink[0], ink[1], ink[2], alpha);
}
-/* helper function to set color of point */
+/* helper functions to set color of point */
static void gp_set_point_color(bGPDspoint *pt, float ink[4])
{
float alpha = ink[3] * pt->strength;
@@ -111,6 +117,20 @@ static void gp_set_point_color(bGPDspoint *pt, float ink[4])
glColor4f(ink[0], ink[1], ink[2], alpha);
}
+static void gp_set_point_uniform_color(bGPDspoint *pt, const float ink[4])
+{
+ float alpha = ink[3] * pt->strength;
+ CLAMP(alpha, GPENCIL_STRENGTH_MIN, 1.0f);
+ immUniform4f("color", ink[0], ink[1], ink[2], alpha);
+}
+
+static void gp_set_point_varying_color(bGPDspoint *pt, const float ink[4], unsigned attrib_id)
+{
+ float alpha = ink[3] * pt->strength;
+ CLAMP(alpha, GPENCIL_STRENGTH_MIN, 1.0f);
+ immAttrib4ub(attrib_id, F2UB(ink[0]), F2UB(ink[1]), F2UB(ink[2]), F2UB(alpha));
+}
+
/* helper function to set color and point */
static void gp_set_color_and_tpoint(tGPspoint *pt, float ink[4])
{
@@ -259,109 +279,58 @@ static void gp_draw_stroke_volumetric_2d(bGPDspoint *points, int totpoints, shor
int offsx, int offsy, int winx, int winy,
float diff_mat[4][4], float ink[4])
{
- GLUquadricObj *qobj = gluNewQuadric();
- float modelview[4][4];
- float baseloc[3];
- float scalefac = 1.0f;
-
- bGPDspoint *pt;
- int i;
- float fpt[3];
-
- /* HACK: We need a scale factor for the drawing in the image editor,
- * which seems to use 1 unit as it's maximum size, whereas everything
- * else assumes 1 unit = 1 pixel. Otherwise, we only get a massive blob.
- */
- if ((dflag & GP_DRAWDATA_IEDITHACK) && (dflag & GP_DRAWDATA_ONLYV2D)) {
- scalefac = 0.001f;
- }
-
- /* get basic matrix */
- glGetFloatv(GL_MODELVIEW_MATRIX, (float *)modelview);
- copy_v3_v3(baseloc, modelview[3]);
-
- /* draw points */
- glPushMatrix();
-
- for (i = 0, pt = points; i < totpoints; i++, pt++) {
- /* color of point */
- gp_set_point_color(pt, ink);
-
- /* set the transformed position */
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned size = add_attrib(format, "size", GL_FLOAT, 1, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
+ GPU_enable_program_point_size();
+ immBegin(GL_POINTS, totpoints);
+
+ bGPDspoint *pt = points;
+ for (int i = 0; i < totpoints; i++, pt++) {
+ /* transform position to 2D */
float co[2];
-
+ float fpt[3];
+
mul_v3_m4v3(fpt, diff_mat, &pt->x);
gp_calc_2d_stroke_fxy(fpt, sflag, offsx, offsy, winx, winy, co);
- translate_m4(modelview, co[0], co[1], 0.0f);
-
- glLoadMatrixf((float *)modelview);
-
- /* draw the disk using the current state... */
- gluDisk(qobj, 0.0, pt->pressure * thickness * scalefac, 32, 1);
-
- /* restore matrix */
- copy_v3_v3(modelview[3], baseloc);
+
+ gp_set_point_varying_color(pt, ink, color);
+ immAttrib1f(size, pt->pressure * thickness); /* TODO: scale based on view transform */
+ immVertex2f(pos, co[0], co[1]);
}
-
- glPopMatrix();
- gluDeleteQuadric(qobj);
+
+ immEnd();
+ immUnbindProgram();
+ GPU_disable_program_point_size();
}
/* draw a 3D stroke in "volumetric" style */
static void gp_draw_stroke_volumetric_3d(
bGPDspoint *points, int totpoints, short thickness,
- short UNUSED(dflag), short UNUSED(sflag), float diff_mat[4][4], float ink[4])
+ float ink[4])
{
- GLUquadricObj *qobj = gluNewQuadric();
-
- float base_modelview[4][4], modelview[4][4];
- float base_loc[3];
-
- bGPDspoint *pt;
- int i;
- float fpt[3];
-
- /* Get the basic modelview matrix we use for performing calculations */
- glGetFloatv(GL_MODELVIEW_MATRIX, (float *)base_modelview);
- copy_v3_v3(base_loc, base_modelview[3]);
-
- /* Create the basic view-aligned billboard matrix we're going to actually draw qobj with:
- * - We need to knock out the rotation so that we are
- * simply left with a camera-facing billboard
- * - The scale factors here are chosen so that the thickness
- * is relatively reasonable. Otherwise, it gets far too
- * large!
- */
- scale_m4_fl(modelview, 0.1f);
-
- /* draw each point as a disk... */
- glPushMatrix();
-
- for (i = 0, pt = points; i < totpoints && pt; i++, pt++) {
- /* color of point */
- gp_set_point_color(pt, ink);
-
- mul_v3_m4v3(fpt, diff_mat, &pt->x);
-
- /* apply translation to base_modelview, so that the translated point is put in the right place */
- translate_m4(base_modelview, fpt[0], fpt[1], fpt[2]);
-
- /* copy the translation component to the billboard matrix we're going to use,
- * then reset the base matrix to the original values so that we can do the same
- * for the next point without accumulation/pollution effects
- */
- copy_v3_v3(modelview[3], base_modelview[3]); /* copy offset value */
- copy_v3_v3(base_modelview[3], base_loc); /* restore */
-
- /* apply our billboard matrix for drawing... */
- glLoadMatrixf((float *)modelview);
-
- /* draw the disk using the current state... */
- gluDisk(qobj, 0.0, pt->pressure * thickness, 32, 1);
+ VertexFormat *format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned size = add_attrib(format, "size", GL_FLOAT, 1, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
+ GPU_enable_program_point_size();
+ immBegin(GL_POINTS, totpoints);
+
+ bGPDspoint *pt = points;
+ for (int i = 0; i < totpoints && pt; i++, pt++) {
+ gp_set_point_varying_color(pt, ink, color);
+ immAttrib1f(size, pt->pressure * thickness); /* TODO: scale based on view transform */
+ immVertex3fv(pos, &pt->x); /* we can adjust size in vertex shader based on view/projection! */
}
-
- glPopMatrix();
- gluDeleteQuadric(qobj);
+
+ immEnd();
+ immUnbindProgram();
+ GPU_disable_program_point_size();
}
@@ -996,7 +965,7 @@ static void gp_draw_strokes(
}
if (palcolor->flag & PC_COLOR_VOLUMETRIC) {
/* volumetric stroke drawing */
- gp_draw_stroke_volumetric_3d(gps->points, gps->totpoints, sthickness, dflag, gps->flag, diff_mat, ink);
+ gp_draw_stroke_volumetric_3d(gps->points, gps->totpoints, sthickness, ink);
}
else {
/* 3D Lines - OpenGL primitives-based */