Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
112 lines
3.0 KiB
C
112 lines
3.0 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) 2014 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup edgizmolib
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*/
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#include "BLI_listbase.h"
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#include "BKE_context.h"
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#include "ED_screen.h"
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#include "ED_view3d.h"
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#include "GPU_batch.h"
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#include "GPU_glew.h"
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#include "GPU_immediate.h"
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#include "GPU_state.h"
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#include "MEM_guardedalloc.h"
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#include "RNA_access.h"
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#include "WM_api.h"
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#include "WM_types.h"
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/* only for own init/exit calls (wm_gizmotype_init/wm_gizmotype_free) */
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#include "wm.h"
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/* own includes */
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#include "gizmo_library_intern.h"
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/**
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* Main draw call for GizmoGeomInfo data
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*/
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void wm_gizmo_geometryinfo_draw(const GizmoGeomInfo *info,
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const bool UNUSED(select),
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const float color[4])
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{
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/* TODO store the Batches inside the GizmoGeomInfo and updated it when geom changes
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* So we don't need to re-created and discard it every time */
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GPUVertBuf *vbo;
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GPUIndexBuf *el;
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GPUBatch *batch;
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GPUIndexBufBuilder elb = {0};
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GPUVertFormat format = {0};
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uint pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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/* Elements */
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GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, info->ntris, info->nverts);
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for (int i = 0; i < info->ntris; ++i) {
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const unsigned short *idx = &info->indices[i * 3];
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GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
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}
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el = GPU_indexbuf_build(&elb);
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vbo = GPU_vertbuf_create_with_format(&format);
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GPU_vertbuf_data_alloc(vbo, info->nverts);
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GPU_vertbuf_attr_fill(vbo, pos_id, info->verts);
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batch = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, el, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
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GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
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GPU_batch_uniform_4fv(batch, "color", color);
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/* We may want to re-visit this, for now disable
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* since it causes issues leaving the GL state modified. */
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#if 0
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glEnable(GL_CULL_FACE);
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GPU_depth_test(true);
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#endif
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GPU_batch_draw(batch);
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#if 0
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GPU_depth_test(false);
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glDisable(GL_CULL_FACE);
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#endif
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GPU_batch_discard(batch);
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}
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void wm_gizmo_vec_draw(
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const float color[4], const float (*verts)[3], uint vert_count, uint pos, uint primitive_type)
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{
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immUniformColor4fv(color);
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immBegin(primitive_type, vert_count);
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for (int i = 0; i < vert_count; 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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