
The memory manager includes both a GPUContext-local manager which allocates per-context resources such as Circular Scratch Buffers for temporary data such as uniform updates and resource staging, and a GPUContext-global memory manager which features a pooled memory allocator for efficient re-use of resources, to reduce CPU-overhead of frequent memory allocations. These Memory Managers act as a simple interface for use by other Metal backend modules and to coordinate the lifetime of buffers, to ensure that GPU-resident resources are correctly tracked and freed when no longer in use. Note: This also contains dependent DIFF changes from D15027, though these will be removed once D15027 lands. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D15277
705 lines
23 KiB
C
705 lines
23 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* GPU immediate mode drawing utilities
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*/
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#include <stdio.h>
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#include <string.h>
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "GPU_immediate.h"
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#include "UI_resources.h"
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static const float cube_coords[8][3] = {
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{-1, -1, -1},
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{-1, -1, +1},
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{-1, +1, -1},
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{-1, +1, +1},
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{+1, -1, -1},
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{+1, -1, +1},
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{+1, +1, -1},
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{+1, +1, +1},
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};
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static const int cube_quad_index[6][4] = {
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{0, 1, 3, 2},
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{0, 2, 6, 4},
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{0, 4, 5, 1},
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{1, 5, 7, 3},
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{2, 3, 7, 6},
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{4, 6, 7, 5},
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};
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static const int cube_line_index[12][2] = {
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{0, 1},
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{0, 2},
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{0, 4},
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{1, 3},
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{1, 5},
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{2, 3},
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{2, 6},
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{3, 7},
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{4, 5},
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{4, 6},
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{5, 7},
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{6, 7},
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};
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void immRectf(uint pos, float x1, float y1, float x2, float y2)
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{
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immBegin(GPU_PRIM_TRI_FAN, 4);
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x2, y1);
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immVertex2f(pos, x2, y2);
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immVertex2f(pos, x1, y2);
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immEnd();
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}
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void immRecti(uint pos, int x1, int y1, int x2, int y2)
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{
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immBegin(GPU_PRIM_TRI_FAN, 4);
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immVertex2i(pos, x1, y1);
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immVertex2i(pos, x2, y1);
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immVertex2i(pos, x2, y2);
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immVertex2i(pos, x1, y2);
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immEnd();
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}
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void immRectf_fast(uint pos, float x1, float y1, float x2, float y2)
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{
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x2, y1);
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immVertex2f(pos, x2, y2);
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x2, y2);
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immVertex2f(pos, x1, y2);
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}
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void immRectf_fast_with_color(
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uint pos, uint col, float x1, float y1, float x2, float y2, const float color[4])
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{
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immAttr4fv(col, color);
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immVertex2f(pos, x1, y1);
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immAttr4fv(col, color);
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immVertex2f(pos, x2, y1);
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immAttr4fv(col, color);
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immVertex2f(pos, x2, y2);
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immAttr4fv(col, color);
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immVertex2f(pos, x1, y1);
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immAttr4fv(col, color);
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immVertex2f(pos, x2, y2);
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immAttr4fv(col, color);
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immVertex2f(pos, x1, y2);
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}
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void immRecti_fast_with_color(
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uint pos, uint col, int x1, int y1, int x2, int y2, const float color[4])
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{
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immAttr4fv(col, color);
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immVertex2i(pos, x1, y1);
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immAttr4fv(col, color);
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immVertex2i(pos, x2, y1);
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immAttr4fv(col, color);
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immVertex2i(pos, x2, y2);
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immAttr4fv(col, color);
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immVertex2i(pos, x1, y1);
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immAttr4fv(col, color);
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immVertex2i(pos, x2, y2);
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immAttr4fv(col, color);
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immVertex2i(pos, x1, y2);
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}
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#if 0 /* more complete version in case we want that */
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void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4])
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{
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GPUVertFormat *format = immVertexFormat();
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uint pos = add_attr(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4fv(color);
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immRecti(pos, x1, y1, x2, y2);
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immUnbindProgram();
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}
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#endif
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void imm_cpack(uint x)
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{
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immUniformColor3ub(((x)&0xFF), (((x) >> 8) & 0xFF), (((x) >> 16) & 0xFF));
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}
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static void imm_draw_circle(GPUPrimType prim_type,
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const uint shdr_pos,
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float x,
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float y,
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float radius_x,
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float radius_y,
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int nsegments)
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{
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if (prim_type == GPU_PRIM_LINE_LOOP) {
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/* NOTE(Metal/AMD): For small primitives, line list more efficient than line strip.. */
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immBegin(GPU_PRIM_LINES, nsegments * 2);
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immVertex2f(shdr_pos, x + (radius_x * cosf(0.0f)), y + (radius_y * sinf(0.0f)));
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for (int i = 1; i < nsegments; i++) {
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const float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
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immVertex2f(shdr_pos, x + (radius_x * cosf(angle)), y + (radius_y * sinf(angle)));
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immVertex2f(shdr_pos, x + (radius_x * cosf(angle)), y + (radius_y * sinf(angle)));
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}
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immVertex2f(shdr_pos, x + (radius_x * cosf(0.0f)), y + (radius_y * sinf(0.0f)));
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immEnd();
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}
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else {
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immBegin(prim_type, nsegments);
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for (int i = 0; i < nsegments; i++) {
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const float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
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immVertex2f(shdr_pos, x + (radius_x * cosf(angle)), y + (radius_y * sinf(angle)));
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}
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immEnd();
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}
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}
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void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float radius, int nsegments)
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{
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imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, radius, radius, nsegments);
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}
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void imm_draw_circle_fill_2d(uint shdr_pos, float x, float y, float radius, int nsegments)
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{
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imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, radius, radius, nsegments);
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}
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void imm_draw_circle_wire_aspect_2d(
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uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments)
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{
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imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, radius_x, radius_y, nsegments);
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}
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void imm_draw_circle_fill_aspect_2d(
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uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments)
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{
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imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, radius_x, radius_y, nsegments);
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}
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static void imm_draw_circle_partial(GPUPrimType prim_type,
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uint pos,
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float x,
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float y,
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float radius,
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int nsegments,
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float start,
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float sweep)
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{
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/* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
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const float angle_start = -(DEG2RADF(start)) + (float)M_PI_2;
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const float angle_end = -(DEG2RADF(sweep) - angle_start);
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nsegments += 1;
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immBegin(prim_type, nsegments);
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for (int i = 0; i < nsegments; i++) {
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const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
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const float angle_sin = sinf(angle);
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const float angle_cos = cosf(angle);
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immVertex2f(pos, x + radius * angle_cos, y + radius * angle_sin);
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}
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immEnd();
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}
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static void imm_draw_circle_partial_3d(GPUPrimType prim_type,
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uint pos,
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float x,
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float y,
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float z,
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float rad,
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int nsegments,
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float start,
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float sweep)
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{
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/* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
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const float angle_start = -(DEG2RADF(start)) + (float)(M_PI / 2);
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const float angle_end = -(DEG2RADF(sweep) - angle_start);
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nsegments += 1;
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immBegin(prim_type, nsegments);
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for (int i = 0; i < nsegments; i++) {
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const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
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const float angle_sin = sinf(angle);
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const float angle_cos = cosf(angle);
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immVertex3f(pos, x + rad * angle_cos, y + rad * angle_sin, z);
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}
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immEnd();
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}
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void imm_draw_circle_partial_wire_2d(
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uint pos, float x, float y, float radius, int nsegments, float start, float sweep)
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{
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imm_draw_circle_partial(GPU_PRIM_LINE_STRIP, pos, x, y, radius, nsegments, start, sweep);
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}
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void imm_draw_circle_partial_wire_3d(
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uint pos, float x, float y, float z, float rad, int nsegments, float start, float sweep)
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{
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imm_draw_circle_partial_3d(GPU_PRIM_LINE_STRIP, pos, x, y, z, rad, nsegments, start, sweep);
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}
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static void imm_draw_disk_partial(GPUPrimType prim_type,
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uint pos,
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float x,
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float y,
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float rad_inner,
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float rad_outer,
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int nsegments,
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float start,
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float sweep)
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{
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/* to avoid artifacts */
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const float max_angle = 3 * 360;
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CLAMP(sweep, -max_angle, max_angle);
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/* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
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const float angle_start = -(DEG2RADF(start)) + (float)M_PI_2;
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const float angle_end = -(DEG2RADF(sweep) - angle_start);
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nsegments += 1;
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immBegin(prim_type, nsegments * 2);
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for (int i = 0; i < nsegments; i++) {
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const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
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const float angle_sin = sinf(angle);
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const float angle_cos = cosf(angle);
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immVertex2f(pos, x + rad_inner * angle_cos, y + rad_inner * angle_sin);
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immVertex2f(pos, x + rad_outer * angle_cos, y + rad_outer * angle_sin);
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}
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immEnd();
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}
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static void imm_draw_disk_partial_3d(GPUPrimType prim_type,
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uint pos,
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float x,
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float y,
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float z,
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float rad_inner,
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float rad_outer,
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int nsegments,
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float start,
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float sweep)
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{
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/* to avoid artifacts */
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const float max_angle = 3 * 360;
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CLAMP(sweep, -max_angle, max_angle);
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/* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */
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const float angle_start = -(DEG2RADF(start)) + (float)M_PI_2;
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const float angle_end = -(DEG2RADF(sweep) - angle_start);
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nsegments += 1;
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immBegin(prim_type, nsegments * 2);
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for (int i = 0; i < nsegments; i++) {
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const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
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const float angle_sin = sinf(angle);
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const float angle_cos = cosf(angle);
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immVertex3f(pos, x + rad_inner * angle_cos, y + rad_inner * angle_sin, z);
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immVertex3f(pos, x + rad_outer * angle_cos, y + rad_outer * angle_sin, z);
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}
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immEnd();
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}
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void imm_draw_disk_partial_fill_2d(uint pos,
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float x,
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float y,
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float rad_inner,
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float rad_outer,
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int nsegments,
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float start,
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float sweep)
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{
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imm_draw_disk_partial(
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GPU_PRIM_TRI_STRIP, pos, x, y, rad_inner, rad_outer, nsegments, start, sweep);
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}
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void imm_draw_disk_partial_fill_3d(uint pos,
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float x,
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float y,
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float z,
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float rad_inner,
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float rad_outer,
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int nsegments,
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float start,
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float sweep)
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{
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imm_draw_disk_partial_3d(
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GPU_PRIM_TRI_STRIP, pos, x, y, z, rad_inner, rad_outer, nsegments, start, sweep);
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}
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static void imm_draw_circle_3D(
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GPUPrimType prim_type, uint pos, float x, float y, float radius, int nsegments)
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{
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if (prim_type == GPU_PRIM_LINE_LOOP) {
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/* NOTE(Metal/AMD): For small primitives, line list more efficient than line strip. */
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immBegin(GPU_PRIM_LINES, nsegments * 2);
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const float angle = (float)(2 * M_PI) / (float)nsegments;
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float xprev = cosf(-angle) * radius;
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float yprev = sinf(-angle) * radius;
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const float alpha = 2.0f * cosf(angle);
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float xr = radius;
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float yr = 0;
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for (int i = 0; i < nsegments; i++) {
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immVertex3f(pos, x + xr, y + yr, 0.0f);
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if (i) {
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immVertex3f(pos, x + xr, y + yr, 0.0f);
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}
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const float xnext = alpha * xr - xprev;
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const float ynext = alpha * yr - yprev;
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xprev = xr;
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yprev = yr;
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xr = xnext;
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yr = ynext;
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}
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immVertex3f(pos, x + radius, y, 0.0f);
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immEnd();
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}
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else {
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immBegin(prim_type, nsegments);
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for (int i = 0; i < nsegments; i++) {
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float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
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immVertex3f(pos, x + radius * cosf(angle), y + radius * sinf(angle), 0.0f);
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}
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immEnd();
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}
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}
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void imm_draw_circle_wire_3d(uint pos, float x, float y, float radius, int nsegments)
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{
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imm_draw_circle_3D(GPU_PRIM_LINE_LOOP, pos, x, y, radius, nsegments);
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}
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void imm_draw_circle_dashed_3d(uint pos, float x, float y, float radius, int nsegments)
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{
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imm_draw_circle_3D(GPU_PRIM_LINES, pos, x, y, radius, nsegments / 2);
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}
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void imm_draw_circle_fill_3d(uint pos, float x, float y, float radius, int nsegments)
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{
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imm_draw_circle_3D(GPU_PRIM_TRI_FAN, pos, x, y, radius, nsegments);
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}
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void imm_draw_box_wire_2d(uint pos, float x1, float y1, float x2, float y2)
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{
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/* NOTE(Metal/AMD): For small primitives, line list more efficient than line-strip. */
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immBegin(GPU_PRIM_LINES, 8);
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x1, y2);
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immVertex2f(pos, x1, y2);
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immVertex2f(pos, x2, y2);
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immVertex2f(pos, x2, y2);
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immVertex2f(pos, x2, y1);
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immVertex2f(pos, x2, y1);
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immVertex2f(pos, x1, y1);
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immEnd();
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}
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void imm_draw_box_wire_3d(uint pos, float x1, float y1, float x2, float y2)
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{
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/* use this version when GPUVertFormat has a vec3 position */
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/* NOTE(Metal/AMD): For small primitives, line list more efficient than line-strip. */
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immBegin(GPU_PRIM_LINES, 8);
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immVertex3f(pos, x1, y1, 0.0f);
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immVertex3f(pos, x1, y2, 0.0f);
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immVertex3f(pos, x1, y2, 0.0f);
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immVertex3f(pos, x2, y2, 0.0f);
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immVertex3f(pos, x2, y2, 0.0f);
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immVertex3f(pos, x2, y1, 0.0f);
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immVertex3f(pos, x2, y1, 0.0f);
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immVertex3f(pos, x1, y1, 0.0f);
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immEnd();
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}
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void imm_draw_box_checker_2d_ex(float x1,
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float y1,
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float x2,
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float y2,
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const float color_primary[4],
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const float color_secondary[4],
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int checker_size)
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{
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
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immUniform4fv("color1", color_primary);
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immUniform4fv("color2", color_secondary);
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immUniform1i("size", checker_size);
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immRectf(pos, x1, y1, x2, y2);
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immUnbindProgram();
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}
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void imm_draw_box_checker_2d(float x1, float y1, float x2, float y2)
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{
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float checker_primary[4];
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float checker_secondary[4];
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UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_PRIMARY, checker_primary);
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UI_GetThemeColor4fv(TH_TRANSPARENT_CHECKER_SECONDARY, checker_secondary);
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int checker_size = UI_GetThemeValue(TH_TRANSPARENT_CHECKER_SIZE);
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imm_draw_box_checker_2d_ex(x1, y1, x2, y2, checker_primary, checker_secondary, checker_size);
|
|
}
|
|
|
|
void imm_draw_cube_fill_3d(uint pos, const float center[3], const float aspect[3])
|
|
{
|
|
float coords[ARRAY_SIZE(cube_coords)][3];
|
|
|
|
for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
|
|
madd_v3_v3v3v3(coords[i], center, cube_coords[i], aspect);
|
|
}
|
|
|
|
immBegin(GPU_PRIM_TRIS, ARRAY_SIZE(cube_quad_index) * 3 * 2);
|
|
for (int i = 0; i < ARRAY_SIZE(cube_quad_index); i++) {
|
|
immVertex3fv(pos, coords[cube_quad_index[i][0]]);
|
|
immVertex3fv(pos, coords[cube_quad_index[i][1]]);
|
|
immVertex3fv(pos, coords[cube_quad_index[i][2]]);
|
|
|
|
immVertex3fv(pos, coords[cube_quad_index[i][0]]);
|
|
immVertex3fv(pos, coords[cube_quad_index[i][2]]);
|
|
immVertex3fv(pos, coords[cube_quad_index[i][3]]);
|
|
}
|
|
immEnd();
|
|
}
|
|
|
|
void imm_draw_cube_wire_3d(uint pos, const float center[3], const float aspect[3])
|
|
{
|
|
float coords[ARRAY_SIZE(cube_coords)][3];
|
|
|
|
for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
|
|
madd_v3_v3v3v3(coords[i], center, cube_coords[i], aspect);
|
|
}
|
|
|
|
immBegin(GPU_PRIM_LINES, ARRAY_SIZE(cube_line_index) * 2);
|
|
for (int i = 0; i < ARRAY_SIZE(cube_line_index); i++) {
|
|
immVertex3fv(pos, coords[cube_line_index[i][0]]);
|
|
immVertex3fv(pos, coords[cube_line_index[i][1]]);
|
|
}
|
|
immEnd();
|
|
}
|
|
|
|
void imm_draw_cube_corners_3d(uint pos,
|
|
const float center[3],
|
|
const float aspect[3],
|
|
const float factor)
|
|
{
|
|
float coords[ARRAY_SIZE(cube_coords)][3];
|
|
|
|
for (int i = 0; i < ARRAY_SIZE(cube_coords); i++) {
|
|
madd_v3_v3v3v3(coords[i], center, cube_coords[i], aspect);
|
|
}
|
|
|
|
immBegin(GPU_PRIM_LINES, ARRAY_SIZE(cube_line_index) * 4);
|
|
for (int i = 0; i < ARRAY_SIZE(cube_line_index); i++) {
|
|
float vec[3], co[3];
|
|
sub_v3_v3v3(vec, coords[cube_line_index[i][1]], coords[cube_line_index[i][0]]);
|
|
mul_v3_fl(vec, factor);
|
|
|
|
copy_v3_v3(co, coords[cube_line_index[i][0]]);
|
|
immVertex3fv(pos, co);
|
|
add_v3_v3(co, vec);
|
|
immVertex3fv(pos, co);
|
|
|
|
copy_v3_v3(co, coords[cube_line_index[i][1]]);
|
|
immVertex3fv(pos, co);
|
|
sub_v3_v3(co, vec);
|
|
immVertex3fv(pos, co);
|
|
}
|
|
immEnd();
|
|
}
|
|
|
|
void imm_draw_cylinder_fill_normal_3d(
|
|
uint pos, uint nor, float base, float top, float height, int slices, int stacks)
|
|
{
|
|
immBegin(GPU_PRIM_TRIS, 6 * slices * stacks);
|
|
for (int i = 0; i < slices; i++) {
|
|
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
|
|
const float angle2 = (float)(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 * (1.0f - fac1) + top * fac1;
|
|
float r2 = base * (1.0f - fac2) + top * fac2;
|
|
float h1 = height * ((float)j / (float)stacks);
|
|
float h2 = height * ((float)(j + 1) / (float)stacks);
|
|
|
|
const float v1[3] = {r1 * cos2, r1 * sin2, h1};
|
|
const float v2[3] = {r2 * cos2, r2 * sin2, h2};
|
|
const float v3[3] = {r2 * cos1, r2 * sin1, h2};
|
|
const float v4[3] = {r1 * cos1, r1 * sin1, h1};
|
|
float n1[3], n2[3];
|
|
|
|
/* calc normals */
|
|
sub_v3_v3v3(n1, v2, v1);
|
|
normalize_v3(n1);
|
|
n1[0] = cos1;
|
|
n1[1] = sin1;
|
|
n1[2] = 1 - n1[2];
|
|
|
|
sub_v3_v3v3(n2, v3, v4);
|
|
normalize_v3(n2);
|
|
n2[0] = cos2;
|
|
n2[1] = sin2;
|
|
n2[2] = 1 - n2[2];
|
|
|
|
/* first tri */
|
|
immAttr3fv(nor, n2);
|
|
immVertex3fv(pos, v1);
|
|
immVertex3fv(pos, v2);
|
|
immAttr3fv(nor, n1);
|
|
immVertex3fv(pos, v3);
|
|
|
|
/* second tri */
|
|
immVertex3fv(pos, v3);
|
|
immVertex3fv(pos, v4);
|
|
immAttr3fv(nor, n2);
|
|
immVertex3fv(pos, v1);
|
|
}
|
|
}
|
|
immEnd();
|
|
}
|
|
|
|
void imm_draw_cylinder_wire_3d(
|
|
uint pos, float base, float top, float height, int slices, int stacks)
|
|
{
|
|
immBegin(GPU_PRIM_LINES, 6 * slices * stacks);
|
|
for (int i = 0; i < slices; i++) {
|
|
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
|
|
const float angle2 = (float)(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 * (1.0f - fac1) + top * fac1;
|
|
float r2 = base * (1.0f - fac2) + top * fac2;
|
|
float h1 = height * ((float)j / (float)stacks);
|
|
float h2 = height * ((float)(j + 1) / (float)stacks);
|
|
|
|
const float v1[3] = {r1 * cos2, r1 * sin2, h1};
|
|
const float v2[3] = {r2 * cos2, r2 * sin2, h2};
|
|
const float v3[3] = {r2 * cos1, r2 * sin1, h2};
|
|
const float v4[3] = {r1 * cos1, r1 * sin1, h1};
|
|
|
|
immVertex3fv(pos, v1);
|
|
immVertex3fv(pos, v2);
|
|
|
|
immVertex3fv(pos, v2);
|
|
immVertex3fv(pos, v3);
|
|
|
|
immVertex3fv(pos, v1);
|
|
immVertex3fv(pos, v4);
|
|
}
|
|
}
|
|
immEnd();
|
|
}
|
|
|
|
void imm_draw_cylinder_fill_3d(
|
|
uint pos, float base, float top, float height, int slices, int stacks)
|
|
{
|
|
immBegin(GPU_PRIM_TRIS, 6 * slices * stacks);
|
|
for (int i = 0; i < slices; i++) {
|
|
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
|
|
const float angle2 = (float)(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 * (1.0f - fac1) + top * fac1;
|
|
float r2 = base * (1.0f - fac2) + top * fac2;
|
|
float h1 = height * ((float)j / (float)stacks);
|
|
float h2 = height * ((float)(j + 1) / (float)stacks);
|
|
|
|
const float v1[3] = {r1 * cos2, r1 * sin2, h1};
|
|
const float v2[3] = {r2 * cos2, r2 * sin2, h2};
|
|
const float v3[3] = {r2 * cos1, r2 * sin1, h2};
|
|
const 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();
|
|
}
|
|
|
|
/* Circle Drawing - Tables for Optimized Drawing Speed */
|
|
#define CIRCLE_RESOL 32
|
|
|
|
static void circball_array_fill(const float verts[CIRCLE_RESOL][3],
|
|
const float cent[3],
|
|
const float radius,
|
|
const float tmat[4][4])
|
|
{
|
|
/* 32 values of sin function (still same result!) */
|
|
const float sinval[CIRCLE_RESOL] = {
|
|
0.00000000, 0.20129852, 0.39435585, 0.57126821, 0.72479278, 0.84864425, 0.93775213,
|
|
0.98846832, 0.99871650, 0.96807711, 0.89780453, 0.79077573, 0.65137248, 0.48530196,
|
|
0.29936312, 0.10116832, -0.10116832, -0.29936312, -0.48530196, -0.65137248, -0.79077573,
|
|
-0.89780453, -0.96807711, -0.99871650, -0.98846832, -0.93775213, -0.84864425, -0.72479278,
|
|
-0.57126821, -0.39435585, -0.20129852, 0.00000000,
|
|
};
|
|
|
|
/* 32 values of cos function (still same result!) */
|
|
const float cosval[CIRCLE_RESOL] = {
|
|
1.00000000, 0.97952994, 0.91895781, 0.82076344, 0.68896691, 0.52896401, 0.34730525,
|
|
0.15142777, -0.05064916, -0.25065253, -0.44039415, -0.61210598, -0.75875812, -0.87434661,
|
|
-0.95413925, -0.99486932, -0.99486932, -0.95413925, -0.87434661, -0.75875812, -0.61210598,
|
|
-0.44039415, -0.25065253, -0.05064916, 0.15142777, 0.34730525, 0.52896401, 0.68896691,
|
|
0.82076344, 0.91895781, 0.97952994, 1.00000000,
|
|
};
|
|
|
|
float vx[3], vy[3];
|
|
float *viter = (float *)verts;
|
|
|
|
mul_v3_v3fl(vx, tmat[0], radius);
|
|
mul_v3_v3fl(vy, tmat[1], radius);
|
|
|
|
for (uint a = 0; a < CIRCLE_RESOL; a++, viter += 3) {
|
|
viter[0] = cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
|
|
viter[1] = cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
|
|
viter[2] = cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
|
|
}
|
|
}
|
|
|
|
void imm_drawcircball(const float cent[3], float radius, const float tmat[4][4], uint pos)
|
|
{
|
|
float verts[CIRCLE_RESOL][3];
|
|
|
|
circball_array_fill(verts, cent, radius, tmat);
|
|
|
|
immBegin(GPU_PRIM_LINE_LOOP, CIRCLE_RESOL);
|
|
for (int i = 0; i < CIRCLE_RESOL; i++) {
|
|
immVertex3fv(pos, verts[i]);
|
|
}
|
|
immEnd();
|
|
}
|