simple changes to grid drawing logic.

- make ortho grid drawing use vertex arrays
- make perspective view floor drawing cache result of UI_ThemeColorShade so its not called on every line.
- make perspective view floor only loop once on each axis when the grid floor isnt being drawn (was looking over all grid lines for no reason).
- add UI_GetColorPtrShade3ubv() to replace UI_GetColorPtrBlendShade3ubv() when no blending is needed.
This commit is contained in:
Campbell Barton 2011-09-11 04:31:09 +00:00
parent 599cd56f53
commit 6eaae376a8
4 changed files with 112 additions and 85 deletions

@ -296,6 +296,9 @@ void UI_GetThemeColorType4ubv(int colorid, int spacetype, char col[4]);
// blends and shades between two color pointers
void UI_ColorPtrBlendShade3ubv(const unsigned char cp1[3], const unsigned char cp2[3], float fac, int offset);
// shade a 3 byte color (same as UI_GetColorPtrBlendShade3ubv with 0.0 factor)
void UI_GetColorPtrShade3ubv(const unsigned char cp1[3], unsigned char col[3], int offset);
// get a 3 byte color, blended and shaded between two other char color pointers
void UI_GetColorPtrBlendShade3ubv(const unsigned char cp1[3], const unsigned char cp2[3], unsigned char col[3], float fac, int offset);

@ -1039,6 +1039,23 @@ void UI_ColorPtrBlendShade3ubv(const unsigned char cp1[3], const unsigned char c
glColor3ub(r, g, b);
}
void UI_GetColorPtrShade3ubv(const unsigned char cp[3], unsigned char col[3], int offset)
{
int r, g, b;
r= offset+(int)cp[0];
g= offset+(int)cp[1];
b= offset+(int)cp[2];
CLAMP(r, 0, 255);
CLAMP(g, 0, 255);
CLAMP(b, 0, 255);
col[0] = r;
col[1] = g;
col[2] = b;
}
// get a 3 byte color, blended and shaded between two other char color pointers
void UI_GetColorPtrBlendShade3ubv(const unsigned char cp1[3], const unsigned char cp2[3], unsigned char col[3], float fac, int offset)
{

@ -99,7 +99,7 @@ static void get_seq_color3ubv(Scene *curscene, Sequence *seq, unsigned char col[
UI_GetThemeColor3ubv(TH_SEQ_SCENE, col);
if(seq->scene==curscene) {
UI_GetColorPtrBlendShade3ubv(col, col, col, 1.0, 20);
UI_GetColorPtrShade3ubv(col, col, 20);
}
break;
@ -299,7 +299,7 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
glRectf(x1_chan, y1_chan, x2_chan, y2_chan);
UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -30);
UI_GetColorPtrShade3ubv(col, col, -30);
glColor4ubv(col);
fdrawbox(x1_chan, y1_chan, x2_chan, y2_chan);
@ -473,7 +473,7 @@ static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq)
/* feint pinstripes, helps see exactly which is extended and which isn't,
* especially when the extension is very small */
if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24);
else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -16);
else UI_GetColorPtrShade3ubv(col, col, -16);
glColor3ubv((GLubyte *)col);
@ -490,8 +490,8 @@ static void draw_seq_extensions(Scene *scene, ARegion *ar, Sequence *seq)
/* feint pinstripes, helps see exactly which is extended and which isn't,
* especially when the extension is very small */
if (seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 24);
else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -16);
if (seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, 24);
else UI_GetColorPtrShade3ubv(col, col, -16);
glColor3ubv((GLubyte *)col);
@ -584,8 +584,8 @@ static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, floa
glBegin(GL_QUADS);
if(seq->flag & SEQ_INVALID_EFFECT) { col[0]= 255; col[1]= 0; col[2]= 255; }
else if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -50);
else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 0);
else if(seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -50);
/* else UI_GetColorPtrShade3ubv(col, col, 0); */ /* DO NOTHING */
glColor3ubv(col);
@ -594,7 +594,7 @@ static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, floa
if(seq->flag & SEQ_INVALID_EFFECT) { col[0]= 255; col[1]= 0; col[2]= 255; }
else if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 5);
else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -5);
else UI_GetColorPtrShade3ubv(col, col, -5);
glColor3ubv((GLubyte *)col);
@ -610,8 +610,8 @@ static void draw_shadedstrip(Sequence *seq, unsigned char col[3], float x1, floa
glVertex2f(x1,ymid2);
glVertex2f(x2,ymid2);
if(seq->flag & SELECT) UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, -15);
else UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 25);
if(seq->flag & SELECT) UI_GetColorPtrShade3ubv(col, col, -15);
else UI_GetColorPtrShade3ubv(col, col, 25);
glColor3ubv((GLubyte *)col);
@ -697,10 +697,10 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, Sequence *seq, int outline
col[0]= 255; col[1]= col[2]= 40;
}
else
UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, 120+outline_tint);
UI_GetColorPtrShade3ubv(col, col, 120+outline_tint);
}
else
UI_GetColorPtrBlendShade3ubv(col, col, col, 0.0, outline_tint);
UI_GetColorPtrShade3ubv(col, col, outline_tint);
glColor3ubv((GLubyte *)col);

@ -218,39 +218,40 @@ int ED_view3d_test_clipping(RegionView3D *rv3d, const float vec[3], const int lo
static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, float dx)
{
float v1[2], v2[2];
float verts[2][2];
x+= (wx);
y+= (wy);
v1[1]= 0.0f;
v2[1]= (float)ar->winy;
/* set fixed 'Y' */
verts[0][1]= 0.0f;
verts[1][1]= (float)ar->winy;
v1[0] = v2[0] = x-dx*floorf(x/dx);
glBegin(GL_LINES);
while(v1[0] < ar->winx) {
glVertex2fv(v1);
glVertex2fv(v2);
v1[0] = v2[0] = v1[0] + dx;
/* iter over 'X' */
verts[0][0] = verts[1][0] = x-dx*floorf(x/dx);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, verts);
while(verts[0][0] < ar->winx) {
glDrawArrays(GL_LINES, 0, 2);
verts[0][0] = verts[1][0] = verts[0][0] + dx;
}
v1[0]= 0.0f;
v2[0]= (float)ar->winx;
/* set fixed 'X' */
verts[0][0]= 0.0f;
verts[1][0]= (float)ar->winx;
v1[1]= v2[1]= y-dx*floorf(y/dx);
while(v1[1] < ar->winy) {
glVertex2fv(v1);
glVertex2fv(v2);
v1[1] = v2[1] = v1[1] + dx;
/* iter over 'Y' */
verts[0][1]= verts[1][1]= y-dx*floorf(y/dx);
while(verts[0][1] < ar->winy) {
glDrawArrays(GL_LINES, 0, 2);
verts[0][1] = verts[1][1] = verts[0][1] + dx;
}
glEnd();
glDisableClientState(GL_VERTEX_ARRAY);
}
#define GRID_MIN_PX 6.0f
#define GRID_MIN_PX 1.0f
static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
{
@ -428,9 +429,11 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
{
float vert[3], grid, grid_scale;
int a, gridlines, emphasise;
unsigned char col[3], col2[3];
short draw_line = 0;
int a, gridlines;
unsigned char col_grid[3], col_bg[3];
unsigned char col_grid_emphasise[3], col_grid_light[3]; /* cache */
short draw_line= FALSE;
const short show_floor= (v3d->gridflag & V3D_SHOW_FLOOR) != 0;
vert[2]= 0.0;
@ -454,44 +457,48 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
}
if(v3d->zbuf && scene->obedit) glDepthMask(0); // for zbuffer-select
gridlines= v3d->gridlines/2;
grid= gridlines * grid_scale;
UI_GetThemeColor3ubv(TH_GRID, col);
UI_GetThemeColor3ubv(TH_BACK, col2);
/* only draw center axis if there are no grid lines, saves loop for no reason */
if(show_floor == 0) {
gridlines= FALSE;
}
UI_GetThemeColor3ubv(TH_GRID, col_grid);
UI_GetThemeColor3ubv(TH_BACK, col_bg);
/* emphasise division lines lighter instead of darker, if background is darker than grid */
if ( ((col[0]+col[1]+col[2])/3+10) > (col2[0]+col2[1]+col2[2])/3 )
emphasise = 20;
else
emphasise = -10;
UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
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);
/* draw the Y axis and/or grid lines */
for(a= -gridlines;a<=gridlines;a++) {
if(a==0) {
/* check for the 'show Y axis' preference */
if (v3d->gridflag & V3D_SHOW_Y) {
UI_make_axis_color(col, col2, 'Y');
glColor3ubv(col2);
draw_line = 1;
} else if (v3d->gridflag & V3D_SHOW_FLOOR) {
UI_ThemeColorShade(TH_GRID, emphasise);
} else {
draw_line = 0;
UI_make_axis_color(col_grid, col_bg, 'Y');
glColor3ubv(col_bg);
draw_line = TRUE;
}
} else {
else if (show_floor) {
glColor3ubv(col_grid_emphasise);
}
else {
draw_line = FALSE;
}
}
else {
/* check for the 'show grid floor' preference */
if (v3d->gridflag & V3D_SHOW_FLOOR) {
if( (a % 10)==0) {
UI_ThemeColorShade(TH_GRID, emphasise);
}
else UI_ThemeColorShade(TH_GRID, 10);
draw_line = 1;
} else {
draw_line = 0;
if (show_floor) {
glColor3ubv((a % 10) ? col_grid_light : col_grid_emphasise);
draw_line = TRUE;
}
else {
draw_line = FALSE;
}
}
@ -511,26 +518,26 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
if(a==0) {
/* check for the 'show X axis' preference */
if (v3d->gridflag & V3D_SHOW_X) {
UI_make_axis_color(col, col2, 'X');
glColor3ubv(col2);
draw_line = 1;
} else if (v3d->gridflag & V3D_SHOW_FLOOR) {
UI_ThemeColorShade(TH_GRID, emphasise);
} else {
draw_line = 0;
UI_make_axis_color(col_grid, col_bg, 'X');
glColor3ubv(col_bg);
draw_line = TRUE;
}
} else {
else if (show_floor) {
glColor3ubv(col_grid_emphasise);
}
else {
draw_line = FALSE;
}
}
else {
/* check for the 'show grid floor' preference */
if (v3d->gridflag & V3D_SHOW_FLOOR) {
if( (a % 10)==0) {
UI_ThemeColorShade(TH_GRID, emphasise);
}
else UI_ThemeColorShade(TH_GRID, 10);
draw_line = 1;
} else {
draw_line = 0;
if (show_floor) {
glColor3ubv((a % 10) ? col_grid_light : col_grid_emphasise);
draw_line = TRUE;
}
else {
draw_line = FALSE;
}
}
@ -548,12 +555,12 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
/* draw the Z axis line */
/* check for the 'show Z axis' preference */
if (v3d->gridflag & V3D_SHOW_Z) {
UI_make_axis_color(col, col2, 'Z');
glColor3ubv(col2);
UI_make_axis_color(col_grid, col_bg, 'Z');
glColor3ubv(col_bg);
glBegin(GL_LINE_STRIP);
vert[0]= 0;
vert[1]= 0;
vert[0]= 0.0f;
vert[1]= 0.0f;
vert[2]= grid;
glVertex3fv(vert );
vert[2]= -grid;