From 44f04b5f534db0ed63608dd90035a4aa5d997d4a Mon Sep 17 00:00:00 2001 From: mano-wii Date: Mon, 27 Aug 2018 11:59:57 -0300 Subject: Draw Manager: Remove unused function Signed-off-by: fclem --- source/blender/draw/intern/draw_view.c | 480 --------------------------------- 1 file changed, 480 deletions(-) (limited to 'source/blender/draw/intern/draw_view.c') diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c index 95835a691a3..31a79bcda94 100644 --- a/source/blender/draw/intern/draw_view.c +++ b/source/blender/draw/intern/draw_view.c @@ -77,486 +77,6 @@ void DRW_draw_region_info(void) } } -/* ************************* Grid ************************** */ - -static void gridline_range(double x0, double dx, double max, int *r_first, int *r_len) -{ - /* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y - * x0 is gridline 0, the axis in screen space - * Area covers [0 .. max) pixels */ - - int first = (int)ceil(-x0 / dx); - int last = (int)floor((max - x0) / dx); - - if (first <= last) { - *r_first = first; - *r_len = last - first + 1; - } - else { - *r_first = 0; - *r_len = 0; - } -} - -static int gridline_count(ARegion *ar, double x0, double y0, double dx) -{ - /* x0 & y0 establish the "phase" of the grid within this 2D region - * dx is the frequency, shared by x & y directions - * pass in dx of smallest (highest precision) grid we want to draw */ - - int first, x_len, y_len; - - gridline_range(x0, dx, ar->winx, &first, &x_len); - gridline_range(y0, dx, ar->winy, &first, &y_len); - - int total_len = x_len + y_len; - - return total_len; -} - -static bool drawgrid_draw( - ARegion *ar, double x0, double y0, double dx, int skip_mod, - uint pos, uint col, GLubyte col_value[3]) -{ - /* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw - * always skip exact x0 & y0 axes; they will be drawn later in color - * - * set grid color once, just before the first line is drawn - * it's harmless to set same color for every line, or every vertex - * but if no lines are drawn, color must not be set! */ - - const float x_max = (float)ar->winx; - const float y_max = (float)ar->winy; - - int first, ct; - int x_len = 0, y_len = 0; /* count of lines actually drawn */ - int lines_skipped_for_next_unit = 0; - - /* draw vertical lines */ - gridline_range(x0, dx, x_max, &first, &ct); - - for (int i = first; i < first + ct; ++i) { - if (i == 0) - continue; - else if (skip_mod && (i % skip_mod) == 0) { - ++lines_skipped_for_next_unit; - continue; - } - - if (x_len == 0) - immAttrib3ub(col, col_value[0], col_value[1], col_value[2]); - - float x = (float)(x0 + i * dx); - immVertex2f(pos, x, 0.0f); - immVertex2f(pos, x, y_max); - ++x_len; - } - - /* draw horizontal lines */ - gridline_range(y0, dx, y_max, &first, &ct); - - for (int i = first; i < first + ct; ++i) { - if (i == 0) - continue; - else if (skip_mod && (i % skip_mod) == 0) { - ++lines_skipped_for_next_unit; - continue; - } - - if (x_len + y_len == 0) - immAttrib3ub(col, col_value[0], col_value[1], col_value[2]); - - float y = (float)(y0 + i * dx); - immVertex2f(pos, 0.0f, y); - immVertex2f(pos, x_max, y); - ++y_len; - } - - return lines_skipped_for_next_unit > 0; -} - -#define GRID_MIN_PX_D 6.0 -#define GRID_MIN_PX_F 6.0f - -static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit) -{ - RegionView3D *rv3d = ar->regiondata; - - double fx = rv3d->persmat[3][0]; - double fy = rv3d->persmat[3][1]; - double fw = rv3d->persmat[3][3]; - - const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */ - const double wy = 0.5 * ar->winy; - - double x = wx * fx / fw; - double y = wy * fy / fw; - - double vec4[4] = { v3d->grid, v3d->grid, 0.0, 1.0 }; - mul_m4_v4d(rv3d->persmat, vec4); - fx = vec4[0]; - fy = vec4[1]; - fw = vec4[3]; - - double dx = fabs(x - wx * fx / fw); - if (dx == 0) dx = fabs(y - wy * fy / fw); - - x += wx; - y += wy; - - /* now x, y, and dx have their final values - * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space - * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */ - - glLineWidth(1.0f); - -#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */ - glDepthMask(GL_FALSE); /* disable write in zbuffer */ -#endif - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); - - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - - uchar col[3], col2[3]; - UI_GetThemeColor3ubv(TH_GRID, col); - - if (unit->system) { - const void *usys; - int len; - - bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len); - - bool first = true; - - if (usys) { - int i = len; - while (i--) { - double scalar = bUnit_GetScaler(usys, i); - - double dx_scalar = dx * scalar / (double)unit->scale_length; - if (dx_scalar < (GRID_MIN_PX_D * 2.0)) { - /* very very small grid items are less useful when dealing with units */ - continue; - } - - if (first) { - first = false; - - /* Store the smallest drawn grid size units name so users know how big each grid cell is */ - *grid_unit = bUnit_GetNameDisplay(usys, i); - rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length); - - int gridline_len = gridline_count(ar, x, y, dx_scalar); - if (gridline_len == 0) - goto drawgrid_cleanup; /* nothing to draw */ - - immBegin(GPU_PRIM_LINES, gridline_len * 2); - } - - float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar); - /* tweak to have the fade a bit nicer */ - blend_fac = (blend_fac * blend_fac) * 2.0f; - CLAMP(blend_fac, 0.3f, 1.0f); - - UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2); - - const int skip_mod = (i == 0) ? 0 : (int)round(bUnit_GetScaler(usys, i - 1) / scalar); - if (!drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2)) - break; - } - } - } - else { - const double sublines = v3d->gridsubdiv; - const float sublines_fl = v3d->gridsubdiv; - - int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */ - - if (dx < GRID_MIN_PX_D) { - rv3d->gridview *= sublines_fl; - dx *= sublines; - if (dx < GRID_MIN_PX_D) { - rv3d->gridview *= sublines_fl; - dx *= sublines; - if (dx < GRID_MIN_PX_D) { - rv3d->gridview *= sublines_fl; - dx *= sublines; - grids_to_draw = (dx < GRID_MIN_PX_D) ? 0 : 1; - } - } - } - else { - if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */ - rv3d->gridview /= sublines_fl; - dx /= sublines; - if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */ - rv3d->gridview /= sublines_fl; - dx /= sublines; - if (dx > (GRID_MIN_PX_D * 10.0)) { - grids_to_draw = 1; - } - } - } - } - - int gridline_len = gridline_count(ar, x, y, dx); - if (gridline_len == 0) - goto drawgrid_cleanup; /* nothing to draw */ - - immBegin(GPU_PRIM_LINES, gridline_len * 2); - - if (grids_to_draw == 2) { - UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2); - if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2)) { - drawgrid_draw(ar, x, y, dx * sublines, 0, pos, color, col); - } - } - else if (grids_to_draw == 1) { - drawgrid_draw(ar, x, y, dx, 0, pos, color, col); - } - } - - /* draw visible axes */ - /* horizontal line */ - if (0 <= y && y < ar->winy) { - UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT) ? 'Y' : 'X'); - immAttrib3ub(color, col2[0], col2[1], col2[2]); - immVertex2f(pos, 0.0f, y); - immVertex2f(pos, (float)ar->winx, y); - } - - /* vertical line */ - if (0 <= x && x < ar->winx) { - UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM) ? 'Y' : 'Z'); - immAttrib3ub(color, col2[0], col2[1], col2[2]); - immVertex2f(pos, x, 0.0f); - immVertex2f(pos, x, (float)ar->winy); - } - - immEnd(); - -drawgrid_cleanup: - immUnbindProgram(); - -#if 0 /* depth write is left enabled above */ - glDepthMask(GL_TRUE); /* enable write in zbuffer */ -#endif -} - -#undef DEBUG_GRID -#undef GRID_MIN_PX_D -#undef GRID_MIN_PX_F - -static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) -{ - /* draw only if there is something to draw */ - if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) { - /* draw how many lines? - * trunc(v3d->gridlines / 2) * 4 - * + 2 for xy axes (possibly with special colors) - * + 1 for z axis (the only line not in xy plane) - * even v3d->gridlines are honored, odd rounded down */ - const int gridlines = v3d->gridlines / 2; - const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit); - const float grid = gridlines * grid_scale; - - const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1; - - bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0; - bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0; - bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0; - - uchar col_grid[3], col_axis[3]; - - glLineWidth(1.0f); - - UI_GetThemeColor3ubv(TH_GRID, col_grid); - - if (show_floor) { - const uint vertex_len = 2 * (gridlines * 4 + 2); - const int sublines = v3d->gridsubdiv; - - uchar col_bg[3], col_grid_emphasise[3], col_grid_light[3]; - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); - - immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); - - immBegin(GPU_PRIM_LINES, vertex_len); - - /* draw normal grid lines */ - UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10); - - for (int a = 1; a <= gridlines; a++) { - /* skip emphasised divider lines */ - if (a % sublines != 0) { - const float line = a * grid_scale; - - immAttrib3ubv(color, col_grid_light); - - immVertex2f(pos, -grid, -line); - immVertex2f(pos, +grid, -line); - immVertex2f(pos, -grid, +line); - immVertex2f(pos, +grid, +line); - - immVertex2f(pos, -line, -grid); - immVertex2f(pos, -line, +grid); - immVertex2f(pos, +line, -grid); - immVertex2f(pos, +line, +grid); - } - } - - /* draw emphasised grid lines */ - UI_GetThemeColor3ubv(TH_BACK, col_bg); - /* emphasise division lines lighter instead of darker, if background is darker than grid */ - UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise, - (col_grid[0] + col_grid[1] + col_grid[2] + 30 > - col_bg[0] + col_bg[1] + col_bg[2]) ? 20 : -10); - - if (sublines <= gridlines) { - immAttrib3ubv(color, col_grid_emphasise); - - for (int a = sublines; a <= gridlines; a += sublines) { - const float line = a * grid_scale; - - immVertex2f(pos, -grid, -line); - immVertex2f(pos, +grid, -line); - immVertex2f(pos, -grid, +line); - immVertex2f(pos, +grid, +line); - - immVertex2f(pos, -line, -grid); - immVertex2f(pos, -line, +grid); - immVertex2f(pos, +line, -grid); - immVertex2f(pos, +line, +grid); - } - } - - /* draw X axis */ - if (show_axis_x) { - show_axis_x = false; /* drawing now, won't need to draw later */ - UI_make_axis_color(col_grid, col_axis, 'X'); - immAttrib3ubv(color, col_axis); - } - else - immAttrib3ubv(color, col_grid_emphasise); - - immVertex2f(pos, -grid, 0.0f); - immVertex2f(pos, +grid, 0.0f); - - /* draw Y axis */ - if (show_axis_y) { - show_axis_y = false; /* drawing now, won't need to draw later */ - UI_make_axis_color(col_grid, col_axis, 'Y'); - immAttrib3ubv(color, col_axis); - } - else - immAttrib3ubv(color, col_grid_emphasise); - - immVertex2f(pos, 0.0f, -grid); - immVertex2f(pos, 0.0f, +grid); - - immEnd(); - immUnbindProgram(); - - /* done with XY plane */ - } - - if (show_axis_x || show_axis_y || show_axis_z) { - /* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */ - - GPUVertFormat *format = immVertexFormat(); - uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); - uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); - - immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); - immBegin(GPU_PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2); - - if (show_axis_x) { - UI_make_axis_color(col_grid, col_axis, 'X'); - immAttrib3ubv(color, col_axis); - immVertex3f(pos, -grid, 0.0f, 0.0f); - immVertex3f(pos, +grid, 0.0f, 0.0f); - } - - if (show_axis_y) { - UI_make_axis_color(col_grid, col_axis, 'Y'); - immAttrib3ubv(color, col_axis); - immVertex3f(pos, 0.0f, -grid, 0.0f); - immVertex3f(pos, 0.0f, +grid, 0.0f); - } - - if (show_axis_z) { - UI_make_axis_color(col_grid, col_axis, 'Z'); - immAttrib3ubv(color, col_axis); - immVertex3f(pos, 0.0f, 0.0f, -grid); - immVertex3f(pos, 0.0f, 0.0f, +grid); - } - - immEnd(); - immUnbindProgram(); - } - } -} - -void DRW_draw_grid(void) -{ - /* TODO viewport - * Missing is the flags to check whether to draw it - * for now now we are using the flags in v3d itself. - * - * Also for now always assume depth is there, so we - * draw on top of it. - */ - /** - * Calculate pixel-size factor once, is used for lamps and object centers. - * Used by #ED_view3d_pixel_size and typically not accessed directly. - * - * \note #BKE_camera_params_compute_viewplane' also calculates a pixel-size value, - * passed to #RE_SetPixelSize, in ortho mode this is compatible with this value, - * but in perspective mode its offset by the near-clip. - * - * 'RegionView3D.pixsize' is used for viewport drawing, not rendering. - */ - const DRWContextState *draw_ctx = DRW_context_state_get(); - Scene *scene = draw_ctx->scene; - View3D *v3d = draw_ctx->v3d; - ARegion *ar = draw_ctx->ar; - RegionView3D *rv3d = draw_ctx->rv3d; - - const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO); - const char *grid_unit = NULL; - - /* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override - * objects if done last - * needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. - */ - rv3d->gridview = ED_view3d_grid_scale(scene, v3d, &grid_unit); - - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LESS); - - if (!draw_floor) { - /* Do not get in front of overlays */ - glDepthMask(GL_FALSE); - - ED_region_pixelspace(ar); - *(&grid_unit) = NULL; /* drawgrid need this to detect/affect smallest valid unit... */ - drawgrid(&scene->unit, ar, v3d, &grid_unit); - - GPU_matrix_projection_set(rv3d->winmat); - GPU_matrix_set(rv3d->viewmat); - } - else { - glDepthMask(GL_TRUE); - drawfloor(scene, v3d, &grid_unit); - } -} - /* ************************* Background ************************** */ void DRW_draw_background(void) -- cgit v1.2.3