This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/editors/space_view3d/drawobject.c
Campbell Barton 0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00

216 lines
6.9 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 spview3d
*/
#include "DNA_mesh_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "BLI_math.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_editmesh.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "GPU_draw.h"
#include "GPU_shader.h"
#include "GPU_immediate.h"
#include "GPU_batch.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "ED_mesh.h"
#include "UI_resources.h"
#include "DRW_engine.h"
#include "view3d_intern.h" /* bad level include */
/* OpenGL Circle Drawing - Tables for Optimized Drawing Speed */
/* 32 values of sin function (still same result!) */
#define CIRCLE_RESOL 32
static 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!) */
static 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,
};
static void circball_array_fill(float verts[CIRCLE_RESOL][3],
const float cent[3],
float rad,
const float tmat[4][4])
{
float vx[3], vy[3];
float *viter = (float *)verts;
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
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 rad, const float tmat[4][4], unsigned pos)
{
float verts[CIRCLE_RESOL][3];
circball_array_fill(verts, cent, rad, tmat);
immBegin(GPU_PRIM_LINE_LOOP, CIRCLE_RESOL);
for (int i = 0; i < CIRCLE_RESOL; i++) {
immVertex3fv(pos, verts[i]);
}
immEnd();
}
#ifdef VIEW3D_CAMERA_BORDER_HACK
uchar view3d_camera_border_hack_col[3];
bool view3d_camera_border_hack_test = false;
#endif
/* ***************** BACKBUF SEL (BBS) ********* */
void ED_draw_object_facemap(Depsgraph *depsgraph,
Object *ob,
const float col[4],
const int facemap)
{
/* happens on undo */
if (ob->type != OB_MESH || !ob->data) {
return;
}
Mesh *me = ob->data;
{
Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
if (ob_eval->runtime.mesh_eval) {
me = ob_eval->runtime.mesh_eval;
}
}
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
/* Just to create the data to pass to immediate mode, grr! */
const int *facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
if (facemap_data) {
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_blend(true);
const MVert *mvert = me->mvert;
const MPoly *mpoly = me->mpoly;
const MLoop *mloop = me->mloop;
int mpoly_len = me->totpoly;
int mloop_len = me->totloop;
facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
/* Make a batch and free it each time for now. */
const int looptris_len = poly_to_tri_count(mpoly_len, mloop_len);
const int vbo_len_capacity = looptris_len * 3;
int vbo_len_used = 0;
GPUVertFormat format_pos = {0};
const uint pos_id = GPU_vertformat_attr_add(
&format_pos, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPUVertBuf *vbo_pos = GPU_vertbuf_create_with_format(&format_pos);
GPU_vertbuf_data_alloc(vbo_pos, vbo_len_capacity);
GPUVertBufRaw pos_step;
GPU_vertbuf_attr_get_raw_data(vbo_pos, pos_id, &pos_step);
const MPoly *mp;
int i;
if (me->runtime.looptris.array) {
MLoopTri *mlt = me->runtime.looptris.array;
for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) {
if (facemap_data[i] == facemap) {
for (int j = 2; j < mp->totloop; j++) {
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[0]].v].co);
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[1]].v].co);
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[2]].v].co);
vbo_len_used += 3;
mlt++;
}
}
else {
mlt += mp->totloop - 2;
}
}
}
else {
/* No tessellation data, fan-fill. */
for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) {
if (facemap_data[i] == facemap) {
const MLoop *ml_start = &mloop[mp->loopstart];
const MLoop *ml_a = ml_start + 1;
const MLoop *ml_b = ml_start + 2;
for (int j = 2; j < mp->totloop; j++) {
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_start->v].co);
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_a->v].co);
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_b->v].co);
vbo_len_used += 3;
ml_a++;
ml_b++;
}
}
}
}
if (vbo_len_capacity != vbo_len_used) {
GPU_vertbuf_data_resize(vbo_pos, vbo_len_used);
}
GPUBatch *draw_batch = GPU_batch_create(GPU_PRIM_TRIS, vbo_pos, NULL);
GPU_batch_program_set_builtin(draw_batch, GPU_SHADER_3D_UNIFORM_COLOR);
GPU_batch_uniform_4fv(draw_batch, "color", col);
GPU_batch_draw(draw_batch);
GPU_batch_discard(draw_batch);
GPU_vertbuf_discard(vbo_pos);
GPU_blend(false);
}
}