When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
216 lines
6.9 KiB
C
216 lines
6.9 KiB
C
/*
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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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*/
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/** \file
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* \ingroup spview3d
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*/
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#include "DNA_mesh_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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#include "BLI_math.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_global.h"
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#include "BKE_editmesh.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_draw.h"
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#include "GPU_shader.h"
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#include "GPU_immediate.h"
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#include "GPU_batch.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "ED_mesh.h"
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#include "UI_resources.h"
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#include "DRW_engine.h"
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#include "view3d_intern.h" /* bad level include */
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/* OpenGL Circle Drawing - Tables for Optimized Drawing Speed */
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/* 32 values of sin function (still same result!) */
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#define CIRCLE_RESOL 32
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static const float sinval[CIRCLE_RESOL] = {
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0.00000000, 0.20129852, 0.39435585, 0.57126821, 0.72479278, 0.84864425, 0.93775213,
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0.98846832, 0.99871650, 0.96807711, 0.89780453, 0.79077573, 0.65137248, 0.48530196,
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0.29936312, 0.10116832, -0.10116832, -0.29936312, -0.48530196, -0.65137248, -0.79077573,
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-0.89780453, -0.96807711, -0.99871650, -0.98846832, -0.93775213, -0.84864425, -0.72479278,
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-0.57126821, -0.39435585, -0.20129852, 0.00000000,
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};
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/* 32 values of cos function (still same result!) */
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static const float cosval[CIRCLE_RESOL] = {
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1.00000000, 0.97952994, 0.91895781, 0.82076344, 0.68896691, 0.52896401, 0.34730525,
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0.15142777, -0.05064916, -0.25065253, -0.44039415, -0.61210598, -0.75875812, -0.87434661,
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-0.95413925, -0.99486932, -0.99486932, -0.95413925, -0.87434661, -0.75875812, -0.61210598,
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-0.44039415, -0.25065253, -0.05064916, 0.15142777, 0.34730525, 0.52896401, 0.68896691,
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0.82076344, 0.91895781, 0.97952994, 1.00000000,
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};
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static void circball_array_fill(float verts[CIRCLE_RESOL][3],
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const float cent[3],
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float rad,
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const float tmat[4][4])
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{
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float vx[3], vy[3];
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float *viter = (float *)verts;
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mul_v3_v3fl(vx, tmat[0], rad);
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mul_v3_v3fl(vy, tmat[1], rad);
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for (uint a = 0; a < CIRCLE_RESOL; a++, viter += 3) {
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viter[0] = cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
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viter[1] = cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
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viter[2] = cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
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}
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}
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void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos)
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{
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float verts[CIRCLE_RESOL][3];
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circball_array_fill(verts, cent, rad, tmat);
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immBegin(GPU_PRIM_LINE_LOOP, CIRCLE_RESOL);
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for (int i = 0; i < CIRCLE_RESOL; i++) {
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immVertex3fv(pos, verts[i]);
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}
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immEnd();
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}
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#ifdef VIEW3D_CAMERA_BORDER_HACK
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uchar view3d_camera_border_hack_col[3];
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bool view3d_camera_border_hack_test = false;
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#endif
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/* ***************** BACKBUF SEL (BBS) ********* */
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void ED_draw_object_facemap(Depsgraph *depsgraph,
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Object *ob,
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const float col[4],
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const int facemap)
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{
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/* happens on undo */
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if (ob->type != OB_MESH || !ob->data) {
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return;
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}
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Mesh *me = ob->data;
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{
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Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
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if (ob_eval->runtime.mesh_eval) {
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me = ob_eval->runtime.mesh_eval;
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}
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}
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glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
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/* Just to create the data to pass to immediate mode, grr! */
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const int *facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
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if (facemap_data) {
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GPU_blend_set_func_separate(
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GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
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GPU_blend(true);
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const MVert *mvert = me->mvert;
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const MPoly *mpoly = me->mpoly;
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const MLoop *mloop = me->mloop;
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int mpoly_len = me->totpoly;
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int mloop_len = me->totloop;
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facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
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/* Make a batch and free it each time for now. */
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const int looptris_len = poly_to_tri_count(mpoly_len, mloop_len);
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const int vbo_len_capacity = looptris_len * 3;
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int vbo_len_used = 0;
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GPUVertFormat format_pos = {0};
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const uint pos_id = GPU_vertformat_attr_add(
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&format_pos, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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GPUVertBuf *vbo_pos = GPU_vertbuf_create_with_format(&format_pos);
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GPU_vertbuf_data_alloc(vbo_pos, vbo_len_capacity);
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GPUVertBufRaw pos_step;
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GPU_vertbuf_attr_get_raw_data(vbo_pos, pos_id, &pos_step);
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const MPoly *mp;
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int i;
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if (me->runtime.looptris.array) {
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MLoopTri *mlt = me->runtime.looptris.array;
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for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) {
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if (facemap_data[i] == facemap) {
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for (int j = 2; j < mp->totloop; j++) {
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copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[0]].v].co);
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copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[1]].v].co);
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copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[mloop[mlt->tri[2]].v].co);
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vbo_len_used += 3;
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mlt++;
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}
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}
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else {
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mlt += mp->totloop - 2;
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}
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}
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}
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else {
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/* No tessellation data, fan-fill. */
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for (mp = mpoly, i = 0; i < mpoly_len; i++, mp++) {
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if (facemap_data[i] == facemap) {
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const MLoop *ml_start = &mloop[mp->loopstart];
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const MLoop *ml_a = ml_start + 1;
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const MLoop *ml_b = ml_start + 2;
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for (int j = 2; j < mp->totloop; j++) {
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copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_start->v].co);
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copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_a->v].co);
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copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), mvert[ml_b->v].co);
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vbo_len_used += 3;
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ml_a++;
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ml_b++;
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}
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}
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}
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}
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if (vbo_len_capacity != vbo_len_used) {
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GPU_vertbuf_data_resize(vbo_pos, vbo_len_used);
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}
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GPUBatch *draw_batch = GPU_batch_create(GPU_PRIM_TRIS, vbo_pos, NULL);
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GPU_batch_program_set_builtin(draw_batch, GPU_SHADER_3D_UNIFORM_COLOR);
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GPU_batch_uniform_4fv(draw_batch, "color", col);
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GPU_batch_draw(draw_batch);
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GPU_batch_discard(draw_batch);
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GPU_vertbuf_discard(vbo_pos);
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GPU_blend(false);
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}
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}
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