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blender-archive/source/blender/editors/uvedit/uvedit_draw.c
Jeroen Bakker e05ce1ea20 UV/Image: Remove Legacy Drawing
With D8234 a new drawing method for UV/Image editor was introduced. For debugging
reasons we left the old drawing method in the code base. This patch will remove
the old drawing method.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D9011
2020-10-20 17:06:13 +02:00

111 lines
3.1 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup eduv
*/
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "UI_interface.h"
#include "UI_view2d.h"
#include "ED_uvedit.h"
/* ------------------------- */
void ED_image_draw_cursor(ARegion *region, const float cursor[2])
{
float zoom[2], x_fac, y_fac;
UI_view2d_scale_get_inverse(&region->v2d, &zoom[0], &zoom[1]);
mul_v2_fl(zoom, 256.0f * UI_DPI_FAC);
x_fac = zoom[0];
y_fac = zoom[1];
GPU_line_width(1.0f);
GPU_matrix_translate_2fv(cursor);
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
immUniform1i("colors_len", 2); /* "advanced" mode */
immUniformArray4fv(
"colors", (float *)(float[][4]){{1.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, 2);
immUniform1f("dash_width", 8.0f);
immUniform1f("dash_factor", 0.5f);
immBegin(GPU_PRIM_LINES, 8);
immVertex2f(shdr_pos, -0.05f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.0f, 0.05f * y_fac);
immVertex2f(shdr_pos, 0.0f, 0.05f * y_fac);
immVertex2f(shdr_pos, 0.05f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.05f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.0f, -0.05f * y_fac);
immVertex2f(shdr_pos, 0.0f, -0.05f * y_fac);
immVertex2f(shdr_pos, -0.05f * x_fac, 0.0f);
immEnd();
immUniformArray4fv(
"colors", (float *)(float[][4]){{1.0f, 1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2);
immUniform1f("dash_width", 2.0f);
immUniform1f("dash_factor", 0.5f);
immBegin(GPU_PRIM_LINES, 8);
immVertex2f(shdr_pos, -0.020f * x_fac, 0.0f);
immVertex2f(shdr_pos, -0.1f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.1f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.020f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.0f, -0.020f * y_fac);
immVertex2f(shdr_pos, 0.0f, -0.1f * y_fac);
immVertex2f(shdr_pos, 0.0f, 0.1f * y_fac);
immVertex2f(shdr_pos, 0.0f, 0.020f * y_fac);
immEnd();
immUnbindProgram();
GPU_matrix_translate_2f(-cursor[0], -cursor[1]);
}