I put all usage of GL_POINTS under the microscope. Fixed problems & optimized a couple of spots. - reduce calls to glPointSize by about 50% - draw selected & unselected vertices together for UV editor & EditMesh - draw initial gpencil stroke point the proper size - a few other smaller fixes New policy: each GL_POINTS draw call needs to set its desired point size. This eliminates half our calls to glPointSize (setting it back to its 1.0 default after every draw).
165 lines
4.7 KiB
C
165 lines
4.7 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2014 by the Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Lukas Toenne
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_view3d/drawsimdebug.c
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* \ingroup spview3d
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*/
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_object_types.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "BLI_ghash.h"
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#include "BKE_effect.h"
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#include "view3d_intern.h"
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#include "BIF_gl.h"
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static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4])
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{
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GHashIterator iter;
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/**** dots ****/
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glPointSize(3.0f);
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glBegin(GL_POINTS);
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for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
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SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
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if (elem->type != SIM_DEBUG_ELEM_DOT)
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continue;
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glColor3f(elem->color[0], elem->color[1], elem->color[2]);
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glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
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}
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glEnd();
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/**** circles ****/
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{
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float circle[16][2] = {
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{0.000000, 1.000000}, {0.382683, 0.923880}, {0.707107, 0.707107}, {0.923880, 0.382683},
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{1.000000, -0.000000}, {0.923880, -0.382683}, {0.707107, -0.707107}, {0.382683, -0.923880},
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{-0.000000, -1.000000}, {-0.382683, -0.923880}, {-0.707107, -0.707107}, {-0.923879, -0.382684},
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{-1.000000, 0.000000}, {-0.923879, 0.382684}, {-0.707107, 0.707107}, {-0.382683, 0.923880} };
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for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
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SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
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float radius = elem->v2[0];
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float co[3];
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int i;
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if (elem->type != SIM_DEBUG_ELEM_CIRCLE)
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continue;
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glColor3f(elem->color[0], elem->color[1], elem->color[2]);
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glBegin(GL_LINE_LOOP);
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for (i = 0; i < 16; ++i) {
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co[0] = radius * circle[i][0];
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co[1] = radius * circle[i][1];
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co[2] = 0.0f;
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mul_mat3_m4_v3(imat, co);
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add_v3_v3(co, elem->v1);
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glVertex3f(co[0], co[1], co[2]);
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}
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glEnd();
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}
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}
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/**** lines ****/
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glBegin(GL_LINES);
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for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
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SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
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if (elem->type != SIM_DEBUG_ELEM_LINE)
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continue;
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glColor3f(elem->color[0], elem->color[1], elem->color[2]);
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glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
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glVertex3f(elem->v2[0], elem->v2[1], elem->v2[2]);
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}
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glEnd();
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/**** vectors ****/
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glPointSize(2.0f);
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glBegin(GL_POINTS);
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for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
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SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
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if (elem->type != SIM_DEBUG_ELEM_VECTOR)
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continue;
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glColor3f(elem->color[0], elem->color[1], elem->color[2]);
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glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
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}
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glEnd();
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glBegin(GL_LINES);
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for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
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SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
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float t[3];
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if (elem->type != SIM_DEBUG_ELEM_VECTOR)
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continue;
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glColor3f(elem->color[0], elem->color[1], elem->color[2]);
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glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
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add_v3_v3v3(t, elem->v1, elem->v2);
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glVertex3f(t[0], t[1], t[2]);
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}
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glEnd();
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}
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void draw_sim_debug_data(Scene *UNUSED(scene), View3D *UNUSED(v3d), ARegion *ar)
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{
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RegionView3D *rv3d = ar->regiondata;
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/*Object *ob = base->object;*/
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float imat[4][4];
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if (!_sim_debug_data)
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return;
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invert_m4_m4(imat, rv3d->viewmatob);
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// glDepthMask(GL_FALSE);
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// glEnable(GL_BLEND);
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glPushMatrix();
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glLoadMatrixf(rv3d->viewmat);
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draw_sim_debug_elements(_sim_debug_data, imat);
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glPopMatrix();
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// glDepthMask(GL_TRUE);
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// glDisable(GL_BLEND);
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}
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