[Bf-blender-cvs] [39259fc] blender2.8: draw 3D cursor with new immediate mode
Mike Erwin
noreply at git.blender.org
Mon Aug 8 21:45:45 CEST 2016
Commit: 39259fc8ab2da78cf5de5ef59079657bbf01acff
Author: Mike Erwin
Date: Mon Aug 8 15:45:18 2016 -0400
Branches: blender2.8
https://developer.blender.org/rB39259fc8ab2da78cf5de5ef59079657bbf01acff
draw 3D cursor with new immediate mode
Replace legacy OpenGL with Gawain. Use shaders instead of fixed
function pipeline.
This simple UI element is shown at startup so is easy to verify things
are working. It also serves as a good example for people converting
other parts of the code.
Part of T49043
===================================================================
M source/blender/editors/space_view3d/view3d_draw.c
===================================================================
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index a166ef0..3903e4e 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -100,6 +100,8 @@
#include "GPU_material.h"
#include "GPU_compositing.h"
#include "GPU_extensions.h"
+#include "GPU_shader.h"
+#include "GPU_immediate.h"
#include "view3d_intern.h" /* own include */
@@ -552,39 +554,56 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
const float f20 = U.widget_unit;
glLineWidth(1);
- glShadeModel(GL_FLAT);
- glBegin(GL_LINE_LOOP);
+ clear_VertexFormat(&immVertexFormat);
+ unsigned color = add_attrib(&immVertexFormat, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned pos = add_attrib(&immVertexFormat, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pack(&immVertexFormat);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
const int segments = 16;
+
+ immBegin(GL_LINE_LOOP, segments);
+
for (int i = 0; i < segments; ++i) {
float angle = 2 * M_PI * ((float)i / (float)segments);
float x = co[0] + f10 * cosf(angle);
float y = co[1] + f10 * sinf(angle);
if (i % 2 == 0)
- glColor3ub(255,0,0);
+ immAttrib3ub(color, 255, 0, 0);
else
- glColor3ub(255,255,255);
+ immAttrib3ub(color, 255, 255, 255);
- glVertex2f(x,y);
+ immVertex2f(pos, x, y);
}
- glEnd();
+ immEnd();
- UI_ThemeColor(TH_VIEW_OVERLAY);
+ immUnbindProgram();
- glBegin(GL_LINES);
- glVertex2f(co[0] - f20, co[1]);
- glVertex2f(co[0] - f5, co[1]);
- glVertex2f(co[0] + f5, co[1]);
- glVertex2f(co[0] + f20, co[1]);
- glVertex2f(co[0], co[1] - f20);
- glVertex2f(co[0], co[1] - f5);
- glVertex2f(co[0], co[1] + f5);
- glVertex2f(co[0], co[1] + f20);
- glEnd();
+ clear_VertexFormat(&immVertexFormat);
+ pos = add_attrib(&immVertexFormat, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pack(&immVertexFormat);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ float crosshair_color[3];
+ UI_GetThemeColor3fv(TH_VIEW_OVERLAY, crosshair_color);
+ immUniform4f("color", crosshair_color[0], crosshair_color[1], crosshair_color[2], 1.0f);
+
+ immBegin(GL_LINES, 8);
+ immVertex2f(pos, co[0] - f20, co[1]);
+ immVertex2f(pos, co[0] - f5, co[1]);
+ immVertex2f(pos, co[0] + f5, co[1]);
+ immVertex2f(pos, co[0] + f20, co[1]);
+ immVertex2f(pos, co[0], co[1] - f20);
+ immVertex2f(pos, co[0], co[1] - f5);
+ immVertex2f(pos, co[0], co[1] + f5);
+ immVertex2f(pos, co[0], co[1] + f20);
+ immEnd();
- glShadeModel(GL_SMOOTH);
+ immUnbindProgram();
}
}
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