OpenGL immediate mode: transform_snap.c and part of drawnode.c

Also converted ED_node_draw_snap from drawnode.c
Committing these together, as they are inter-dependent.

Part of T49043
This commit is contained in:
Luca Rood 2017-02-02 03:14:52 -02:00
parent 9a22b32e7e
commit 47b21dd4c6
3 changed files with 45 additions and 33 deletions

@ -75,7 +75,7 @@ void ED_init_custom_node_socket_type(struct bNodeSocketType *stype);
void ED_init_standard_node_socket_type(struct bNodeSocketType *stype);
void ED_init_node_socket_type_virtual(struct bNodeSocketType *stype);
void ED_node_sample_set(const float col[4]);
void ED_node_draw_snap(struct View2D *v2d, const float cent[2], float size, NodeBorder border);
void ED_node_draw_snap(struct View2D *v2d, const float cent[2], float size, NodeBorder border, unsigned pos);
/* node_draw.c */
void ED_node_tree_update(const struct bContext *C);

@ -3619,27 +3619,27 @@ void node_draw_link(View2D *v2d, SpaceNode *snode, bNodeLink *link)
// node_draw_link_straight(v2d, snode, link, th_col1, do_shaded, th_col2, do_triple, th_col3);
}
void ED_node_draw_snap(View2D *v2d, const float cent[2], float size, NodeBorder border)
void ED_node_draw_snap(View2D *v2d, const float cent[2], float size, NodeBorder border, unsigned pos)
{
glBegin(GL_LINES);
immBegin(GL_LINES, 4);
if (border & (NODE_LEFT | NODE_RIGHT)) {
glVertex2f(cent[0], v2d->cur.ymin);
glVertex2f(cent[0], v2d->cur.ymax);
immVertex2f(pos, cent[0], v2d->cur.ymin);
immVertex2f(pos, cent[0], v2d->cur.ymax);
}
else {
glVertex2f(cent[0], cent[1] - size);
glVertex2f(cent[0], cent[1] + size);
immVertex2f(pos, cent[0], cent[1] - size);
immVertex2f(pos, cent[0], cent[1] + size);
}
if (border & (NODE_TOP | NODE_BOTTOM)) {
glVertex2f(v2d->cur.xmin, cent[1]);
glVertex2f(v2d->cur.xmax, cent[1]);
immVertex2f(pos, v2d->cur.xmin, cent[1]);
immVertex2f(pos, v2d->cur.xmax, cent[1]);
}
else {
glVertex2f(cent[0] - size, cent[1]);
glVertex2f(cent[0] + size, cent[1]);
immVertex2f(pos, cent[0] - size, cent[1]);
immVertex2f(pos, cent[0] + size, cent[1]);
}
glEnd();
immEnd();
}

@ -49,7 +49,7 @@
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BIF_gl.h"
#include "GPU_immediate.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
@ -163,36 +163,42 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
invert_m4_m4(imat, rv3d->viewmat);
unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
for (p = t->tsnap.points.first; p; p = p->next) {
if (p == t->tsnap.selectedPoint) {
glColor4ubv(selectedCol);
immUniformColor4ubv(selectedCol);
}
else {
glColor4ubv(col);
immUniformColor4ubv(col);
}
drawcircball(GL_LINE_LOOP, p->co, ED_view3d_pixel_size(rv3d, p->co) * size * 0.75f, imat);
imm_drawcircball(p->co, ED_view3d_pixel_size(rv3d, p->co) * size * 0.75f, imat, pos);
}
if (t->tsnap.status & POINT_INIT) {
glColor4ubv(activeCol);
immUniformColor4ubv(activeCol);
drawcircball(GL_LINE_LOOP, t->tsnap.snapPoint, ED_view3d_pixel_size(rv3d, t->tsnap.snapPoint) * size, imat);
imm_drawcircball(t->tsnap.snapPoint, ED_view3d_pixel_size(rv3d, t->tsnap.snapPoint) * size, imat, pos);
}
/* draw normal if needed */
if (usingSnappingNormal(t) && validSnappingNormal(t)) {
glColor4ubv(activeCol);
immUniformColor4ubv(activeCol);
glBegin(GL_LINES);
glVertex3f(t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], t->tsnap.snapPoint[2]);
glVertex3f(t->tsnap.snapPoint[0] + t->tsnap.snapNormal[0],
t->tsnap.snapPoint[1] + t->tsnap.snapNormal[1],
t->tsnap.snapPoint[2] + t->tsnap.snapNormal[2]);
glEnd();
immBegin(GL_LINES, 2);
immVertex3f(pos, t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], t->tsnap.snapPoint[2]);
immVertex3f(pos, t->tsnap.snapPoint[0] + t->tsnap.snapNormal[0],
t->tsnap.snapPoint[1] + t->tsnap.snapNormal[1],
t->tsnap.snapPoint[2] + t->tsnap.snapNormal[2]);
immEnd();
}
immUnbindProgram();
if (v3d->zbuf)
glEnable(GL_DEPTH_TEST);
}
@ -241,23 +247,29 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
glEnable(GL_BLEND);
unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
for (p = t->tsnap.points.first; p; p = p->next) {
if (p == t->tsnap.selectedPoint) {
glColor4ubv(selectedCol);
immUniformColor4ubv(selectedCol);
}
else {
glColor4ubv(col);
immUniformColor4ubv(col);
}
ED_node_draw_snap(&ar->v2d, p->co, size, 0);
ED_node_draw_snap(&ar->v2d, p->co, size, 0, pos);
}
if (t->tsnap.status & POINT_INIT) {
glColor4ubv(activeCol);
immUniformColor4ubv(activeCol);
ED_node_draw_snap(&ar->v2d, t->tsnap.snapPoint, size, t->tsnap.snapNodeBorder);
ED_node_draw_snap(&ar->v2d, t->tsnap.snapPoint, size, t->tsnap.snapNodeBorder, pos);
}
immUnbindProgram();
glDisable(GL_BLEND);
}
}