draw 3D cursor with new immediate mode
Replace legacy OpenGL with Gawain. Use shaders instead of fixed function pipeline. This simple UI element is shown at startup so is easy to verify things are working. It also serves as a good example for people converting other parts of the code. Part of T49043
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@@ -100,6 +100,8 @@
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#include "GPU_material.h"
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#include "GPU_compositing.h"
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#include "GPU_extensions.h"
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#include "GPU_shader.h"
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#include "GPU_immediate.h"
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#include "view3d_intern.h" /* own include */
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@@ -552,39 +554,56 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
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const float f20 = U.widget_unit;
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glLineWidth(1);
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glShadeModel(GL_FLAT);
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glBegin(GL_LINE_LOOP);
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clear_VertexFormat(&immVertexFormat);
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unsigned color = add_attrib(&immVertexFormat, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
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unsigned pos = add_attrib(&immVertexFormat, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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pack(&immVertexFormat);
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immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
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const int segments = 16;
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immBegin(GL_LINE_LOOP, segments);
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for (int i = 0; i < segments; ++i) {
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float angle = 2 * M_PI * ((float)i / (float)segments);
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float x = co[0] + f10 * cosf(angle);
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float y = co[1] + f10 * sinf(angle);
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if (i % 2 == 0)
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glColor3ub(255,0,0);
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immAttrib3ub(color, 255, 0, 0);
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else
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glColor3ub(255,255,255);
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immAttrib3ub(color, 255, 255, 255);
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glVertex2f(x,y);
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immVertex2f(pos, x, y);
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}
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glEnd();
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immEnd();
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UI_ThemeColor(TH_VIEW_OVERLAY);
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immUnbindProgram();
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glBegin(GL_LINES);
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glVertex2f(co[0] - f20, co[1]);
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glVertex2f(co[0] - f5, co[1]);
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glVertex2f(co[0] + f5, co[1]);
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glVertex2f(co[0] + f20, co[1]);
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glVertex2f(co[0], co[1] - f20);
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glVertex2f(co[0], co[1] - f5);
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glVertex2f(co[0], co[1] + f5);
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glVertex2f(co[0], co[1] + f20);
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glEnd();
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clear_VertexFormat(&immVertexFormat);
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pos = add_attrib(&immVertexFormat, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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pack(&immVertexFormat);
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glShadeModel(GL_SMOOTH);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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float crosshair_color[3];
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UI_GetThemeColor3fv(TH_VIEW_OVERLAY, crosshair_color);
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immUniform4f("color", crosshair_color[0], crosshair_color[1], crosshair_color[2], 1.0f);
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immBegin(GL_LINES, 8);
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immVertex2f(pos, co[0] - f20, co[1]);
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immVertex2f(pos, co[0] - f5, co[1]);
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immVertex2f(pos, co[0] + f5, co[1]);
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immVertex2f(pos, co[0] + f20, co[1]);
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immVertex2f(pos, co[0], co[1] - f20);
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immVertex2f(pos, co[0], co[1] - f5);
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immVertex2f(pos, co[0], co[1] + f5);
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immVertex2f(pos, co[0], co[1] + f20);
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immEnd();
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immUnbindProgram();
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}
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}
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