OpenGL: convert editarmarture_sketch to new imm mode

Part of T49043, T49042

Reviewers: fclem, merwin

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D2548
This commit is contained in:
2017-03-07 22:12:39 -05:00
committed by Mike Erwin
parent 696bb47c6e
commit 1345d29806
3 changed files with 132 additions and 73 deletions

View File

@@ -41,6 +41,7 @@
#include "ED_screen.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "ED_armature.h"
#include "armature_intern.h"
#include "BIF_retarget.h"
@@ -53,6 +54,9 @@
#include "WM_types.h"
#include "GPU_select.h"
#include "GPU_matrix.h"
#include "GPU_batch.h"
#include "GPU_immediate.h"
typedef int (*GestureDetectFct)(bContext *, SK_Gesture *, SK_Sketch *);
typedef void (*GestureApplyFct)(bContext *, SK_Gesture *, SK_Sketch *);
@@ -420,7 +424,6 @@ static void sk_retargetStroke(bContext *C, SK_Stroke *stk)
}
/**************************************************************/
static void sk_cancelStroke(SK_Sketch *sketch)
{
if (sketch->active_stroke != NULL) {
@@ -435,17 +438,33 @@ static float sk_clampPointSize(SK_Point *pt, float size)
return max_ff(size * pt->size, size / 2);
}
static void sk_drawPoint(GLUquadric *quad, SK_Point *pt, float size)
static void sk_drawPoint(SK_Point *pt, float size, float color[4])
{
glTranslate3fv(pt->p);
gluSphere(quad, sk_clampPointSize(pt, size), 8, 8);
Batch *batch = NULL;
gpuTranslate3fv(pt->p);
gpuPushMatrix();
gpuScaleUniform(sk_clampPointSize(pt, size));
batch = Batch_get_sphere(0);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
Batch_Uniform4fv(batch, "color", color);
Batch_draw(batch);
gpuPopMatrix();
}
static void sk_drawEdge(GLUquadric *quad, SK_Point *pt0, SK_Point *pt1, float size)
static void sk_drawEdge(SK_Point *pt0, SK_Point *pt1, float size, float color[4])
{
float vec1[3], vec2[3] = {0, 0, 1}, axis[3];
float vec1[3], vec2[3] = { 0, 0, 1 }, axis[3];
float angle, length;
VertexFormat *format = immVertexFormat();
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
sub_v3_v3v3(vec1, pt1->p, pt0->p);
length = normalize_v3(vec1);
cross_v3_v3v3(axis, vec2, vec1);
@@ -454,19 +473,26 @@ static void sk_drawEdge(GLUquadric *quad, SK_Point *pt0, SK_Point *pt1, float si
axis[1] = 1;
}
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(color);
angle = angle_normalized_v3v3(vec2, vec1);
gpuRotate3fv(angle * (float)(180.0 / M_PI) + 180.0f, axis);
imm_cylinder(pos, sk_clampPointSize(pt1, size), sk_clampPointSize(pt0, size), length, 8, 8);
glRotate3fv(angle * (float)(180.0 / M_PI) + 180.0f, axis);
gluCylinder(quad, sk_clampPointSize(pt1, size), sk_clampPointSize(pt0, size), length, 8, 8);
immUnbindProgram();
}
static void sk_drawNormal(GLUquadric *quad, SK_Point *pt, float size, float height)
static void sk_drawNormal(SK_Point *pt, float size, float height)
{
float vec2[3] = {0, 0, 1}, axis[3];
float vec2[3] = { 0, 0, 1 }, axis[3];
float angle;
glPushMatrix();
float color[3] = { 0.0f, 1.0f, 1.0f };
VertexFormat *format = immVertexFormat();
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
gpuPushMatrix();
cross_v3_v3v3(axis, vec2, pt->no);
@@ -474,41 +500,44 @@ static void sk_drawNormal(GLUquadric *quad, SK_Point *pt, float size, float heig
axis[1] = 1;
}
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(color);
angle = angle_normalized_v3v3(vec2, pt->no);
gpuRotate3fv(angle * (float)(180.0 / M_PI), axis);
glRotate3fv(angle * (float)(180.0 / M_PI), axis);
imm_cylinder(pos, sk_clampPointSize(pt, size), 0, sk_clampPointSize(pt, height), 10, 2);
glColor3f(0, 1, 1);
gluCylinder(quad, sk_clampPointSize(pt, size), 0, sk_clampPointSize(pt, height), 10, 2);
immUnbindProgram();
glPopMatrix();
gpuPopMatrix();
}
static void sk_drawStroke(SK_Stroke *stk, int id, float color[3], int start, int end)
{
float rgb[3];
float zero_color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
int i;
GLUquadric *quad = gluNewQuadric();
gluQuadricNormals(quad, GLU_SMOOTH);
if (id != -1) {
GPU_select_load_id(id);
for (i = 0; i < stk->nb_points; i++) {
glPushMatrix();
gpuPushMatrix();
sk_drawPoint(quad, stk->points + i, 0.1);
sk_drawPoint(stk->points + i, 0.1, zero_color);
if (i > 0) {
sk_drawEdge(quad, stk->points + i - 1, stk->points + i, 0.1);
sk_drawEdge(stk->points + i - 1, stk->points + i, 0.1, zero_color);
}
glPopMatrix();
gpuPopMatrix();
}
}
else {
float d_rgb[3] = {1, 1, 1};
float d_rgb[3] = { 1, 1, 1 };
float tmp_color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
copy_v3_v3(rgb, color);
sub_v3_v3(d_rgb, rgb);
@@ -517,48 +546,44 @@ static void sk_drawStroke(SK_Stroke *stk, int id, float color[3], int start, int
for (i = 0; i < stk->nb_points; i++) {
SK_Point *pt = stk->points + i;
glPushMatrix();
gpuPushMatrix();
if (pt->type == PT_EXACT) {
glColor3f(0, 0, 0);
sk_drawPoint(quad, pt, 0.15);
sk_drawNormal(quad, pt, 0.05, 0.9);
sk_drawPoint(pt, 0.15, zero_color);
sk_drawNormal(pt, 0.05, 0.9);
}
if (i >= start && i <= end) {
glColor3f(0.3, 0.3, 0.3);
copy_v4_fl4(tmp_color, 0.3f, 0.3f, 0.3f, 1.0f);
}
else {
glColor3fv(rgb);
copy_v4_fl4(tmp_color, rgb[0], rgb[1], rgb[2], 1.0f);
}
if (pt->type != PT_EXACT) {
sk_drawPoint(quad, pt, 0.1);
sk_drawPoint(pt, 0.1, tmp_color);
}
if (i > 0) {
sk_drawEdge(quad, pt - 1, pt, 0.1);
sk_drawEdge(pt - 1, pt, 0.1, tmp_color);
}
glPopMatrix();
gpuPopMatrix();
add_v3_v3(rgb, d_rgb);
}
}
gluDeleteQuadric(quad);
}
static void drawSubdividedStrokeBy(ToolSettings *toolsettings, BArcIterator *iter, NextSubdivisionFunc next_subdividion)
{
SK_Stroke *stk = ((SK_StrokeIterator *)iter)->stroke;
float head[3], tail[3];
float color[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
int bone_start = 0;
int end = iter->length;
int index;
GLUquadric *quad = gluNewQuadric();
gluQuadricNormals(quad, GLU_SMOOTH);
iter->head(iter);
copy_v3_v3(head, iter->p);
@@ -567,22 +592,19 @@ static void drawSubdividedStrokeBy(ToolSettings *toolsettings, BArcIterator *ite
while (index != -1) {
SK_Point *pt = stk->points + index;
glPushMatrix();
gpuPushMatrix();
glColor3f(0, 1, 0);
sk_drawPoint(quad, pt, 0.15);
sk_drawPoint(pt, 0.15, color);
sk_drawNormal(quad, pt, 0.05, 0.9);
sk_drawNormal(pt, 0.05, 0.9);
glPopMatrix();
gpuPopMatrix();
copy_v3_v3(head, tail);
bone_start = index; // start next bone from current index
index = next_subdividion(toolsettings, iter, bone_start, end, head, tail);
}
gluDeleteQuadric(quad);
}
static void sk_drawStrokeSubdivision(ToolSettings *toolsettings, SK_Stroke *stk)
@@ -1966,6 +1988,8 @@ static void sk_drawSketch(Scene *scene, View3D *UNUSED(v3d), SK_Sketch *sketch,
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
gpuMatrixBegin3D_legacy();
if (with_names) {
int id;
for (id = 1, stk = sketch->strokes.first; stk; id++, stk = stk->next) {
@@ -1975,9 +1999,9 @@ static void sk_drawSketch(Scene *scene, View3D *UNUSED(v3d), SK_Sketch *sketch,
GPU_select_load_id(-1);
}
else {
float selected_rgb[3] = {1, 0, 0};
float unselected_rgb[3] = {1, 0.5, 0};
float selected_rgb[3] = { 1, 0, 0 };
float unselected_rgb[3] = { 1, 0.5, 0 };
float tmp_color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
for (stk = sketch->strokes.first; stk; stk = stk->next) {
int start = -1;
int end = -1;
@@ -2001,34 +2025,28 @@ static void sk_drawSketch(Scene *scene, View3D *UNUSED(v3d), SK_Sketch *sketch,
}
if (last != NULL) {
GLUquadric *quad = gluNewQuadric();
gluQuadricNormals(quad, GLU_SMOOTH);
glPushMatrix();
gpuPushMatrix();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
switch (sketch->next_point.mode) {
case PT_SNAP:
glColor3f(0, 1, 0);
break;
case PT_PROJECT:
glColor3f(0, 0, 0);
break;
case PT_SNAP:
copy_v4_fl4(tmp_color, 0.0f, 1.0f, 0.0f, 1.0f);
break;
case PT_PROJECT:
copy_v4_fl4(tmp_color, 0.0f, 0.0f, 0.0f, 1.0f);
break;
}
sk_drawPoint(quad, &sketch->next_point, 0.1);
sk_drawPoint(&sketch->next_point, 0.1, tmp_color);
glColor4f(selected_rgb[0], selected_rgb[1], selected_rgb[2], 0.3);
sk_drawEdge(quad, last, &sketch->next_point, 0.1);
copy_v4_fl4(tmp_color, selected_rgb[0], selected_rgb[1], selected_rgb[2], 0.3);
sk_drawEdge(last, &sketch->next_point, 0.1f, tmp_color);
glDisable(GL_BLEND);
glPopMatrix();
gluDeleteQuadric(quad);
gpuPopMatrix();
}
}
}
@@ -2036,14 +2054,14 @@ static void sk_drawSketch(Scene *scene, View3D *UNUSED(v3d), SK_Sketch *sketch,
#if 0
if (BLI_listbase_is_empty(&sketch->depth_peels) == false) {
float colors[8][3] = {
{1, 0, 0},
{0, 1, 0},
{0, 0, 1},
{1, 1, 0},
{1, 0, 1},
{0, 1, 1},
{1, 1, 1},
{0, 0, 0}
{ 1, 0, 0 },
{ 0, 1, 0 },
{ 0, 0, 1 },
{ 1, 1, 0 },
{ 1, 0, 1 },
{ 0, 1, 1 },
{ 1, 1, 1 },
{ 0, 0, 0 }
};
DepthPeel *p;
GLUquadric *quad = gluNewQuadric();
@@ -2069,9 +2087,11 @@ static void sk_drawSketch(Scene *scene, View3D *UNUSED(v3d), SK_Sketch *sketch,
/* only draw gesture in active area */
if (sketch->gesture != NULL /* && area_is_active_area(G.vd->area) */) {
float gesture_rgb[3] = {0, 0.5, 1};
float gesture_rgb[3] = { 0, 0.5, 1 };
sk_drawStroke(sketch->gesture, -1, gesture_rgb, -1, -1);
}
gpuMatrixEnd();
}
static int sk_finish_stroke(bContext *C, SK_Sketch *sketch)

View File

@@ -114,6 +114,7 @@ void imm_cpack(unsigned int x);
*/
void imm_cylinder_nor(unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks);
void imm_cylinder_wire(unsigned int pos, float base, float top, float height, int slices, int stacks);
void imm_cylinder(unsigned int pos, float base, float top, float height, int slices, int stacks);
/**
* Returns a float value as obtained by glGetFloatv.

View File

@@ -252,6 +252,44 @@ void imm_cylinder_wire(unsigned int pos, float base, float top, float height, in
immEnd();
}
void imm_cylinder(unsigned int pos, float base, float top, float height, int slices, int stacks)
{
immBegin(GL_TRIANGLES, 6 * slices * stacks);
for (int i = 0; i < slices; ++i) {
const float angle1 = 2 * M_PI * ((float)i / (float)slices);
const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices);
const float cos1 = cosf(angle1);
const float sin1 = sinf(angle1);
const float cos2 = cosf(angle2);
const float sin2 = sinf(angle2);
for (int j = 0; j < stacks; ++j) {
float fac1 = (float)j / (float)stacks;
float fac2 = (float)(j + 1) / (float)stacks;
float r1 = base * (1.f - fac1) + top * fac1;
float r2 = base * (1.f - fac2) + top * fac2;
float h1 = height * ((float)j / (float)stacks);
float h2 = height * ((float)(j + 1) / (float)stacks);
float v1[3] = { r1 * cos2, r1 * sin2, h1 };
float v2[3] = { r2 * cos2, r2 * sin2, h2 };
float v3[3] = { r2 * cos1, r2 * sin1, h2 };
float v4[3] = { r1 * cos1, r1 * sin1, h1 };
/* first tri */
immVertex3fv(pos, v1);
immVertex3fv(pos, v2);
immVertex3fv(pos, v3);
/* second tri */
immVertex3fv(pos, v3);
immVertex3fv(pos, v4);
immVertex3fv(pos, v1);
}
}
immEnd();
}
float glaGetOneFloat(int param)
{
GLfloat v;