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blender-archive/source/blender/editors/gizmo_library/gizmo_draw_utils.c
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

91 lines
2.3 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2014 Blender Foundation. All rights reserved. */
/** \file
* \ingroup edgizmolib
*/
#include "BLI_listbase.h"
#include "BKE_context.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "GPU_batch.h"
#include "GPU_immediate.h"
#include "MEM_guardedalloc.h"
#include "RNA_access.h"
#include "WM_api.h"
#include "WM_types.h"
/* only for own init/exit calls (wm_gizmotype_init/wm_gizmotype_free) */
#include "wm.h"
/* own includes */
#include "gizmo_library_intern.h"
void wm_gizmo_geometryinfo_draw(const GizmoGeomInfo *info,
const bool UNUSED(select),
const float color[4])
{
/* TODO: store the Batches inside the GizmoGeomInfo and updated it when geom changes
* So we don't need to re-created and discard it every time */
GPUVertBuf *vbo;
GPUIndexBuf *el;
GPUBatch *batch;
GPUIndexBufBuilder elb = {0};
GPUVertFormat format = {0};
uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
/* Elements */
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, info->ntris, info->nverts);
for (int i = 0; i < info->ntris; i++) {
const ushort *idx = &info->indices[i * 3];
GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
}
el = GPU_indexbuf_build(&elb);
vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, info->nverts);
GPU_vertbuf_attr_fill(vbo, pos_id, info->verts);
batch = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, el, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GPU_batch_uniform_4fv(batch, "color", color);
/* We may want to re-visit this, for now disable
* since it causes issues leaving the GL state modified. */
#if 0
GPU_face_culling(GPU_CULL_BACK);
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
#endif
GPU_batch_draw(batch);
#if 0
GPU_depth_test(GPU_DEPTH_NONE);
GPU_face_culling(GPU_CULL_NONE);
#endif
GPU_batch_discard(batch);
}
void wm_gizmo_vec_draw(
const float color[4], const float (*verts)[3], uint vert_count, uint pos, uint primitive_type)
{
immUniformColor4fv(color);
immBegin(primitive_type, vert_count);
for (int i = 0; i < vert_count; i++) {
immVertex3fv(pos, verts[i]);
}
immEnd();
}