[Bf-blender-cvs] [db5ad6a] blender2.8: draw ortho grid with new immediate mode
Mike Erwin
noreply at git.blender.org
Sun Aug 14 00:16:47 CEST 2016
Commit: db5ad6a79e77471d43bd5a0376f75a580accd1ef
Author: Mike Erwin
Date: Sat Aug 13 18:14:45 2016 -0400
Branches: blender2.8
https://developer.blender.org/rBdb5ad6a79e77471d43bd5a0376f75a580accd1ef
draw ortho grid with new immediate mode
Work toward T49043, with a side of client vertex arrays.
Not a straightforward port from glVertex to immVertex since Gawain needs
to know how many vertices we'll be drawing *before* we start drawing.
Fixed these not-so-great aspects of grid drawing:
- coarse grids would draw atop some lines from the finer grids
- visible axes would draw atop lines from coarse grid
- axes were drawn even if they weren't in view
- terrible misuse of vertex arrays
- each line issued its own draw call
New code draws each line exactly once. The entire grid is one draw call.
Bonus: I had to / got to learn how the units system works!
===================================================================
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 e61d634..95696f6 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -216,37 +216,113 @@ bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const
/* ********* end custom clipping *********** */
+#define DEBUG_GRID 0
-static void drawgrid_draw(ARegion *ar, double x, double y, double dx)
-{
- float verts[2][2];
+static void gridline_range(double x0, double dx, double max, int* first_out, int* count_out)
+{
+ /* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
+ * x0 is gridline 0, the axis in screen space
+ * Area covers [0 .. max) pixels */
+
+ int first, last;
+ if (remquo(0.0 - x0, dx, &first) > 0.0) ++first;
+ if (remquo(max - x0, dx, &last) < 0.0) --last;
+ /* +/-1 adjustments are to ensure we fit inside the [0 .. max) range */
+
+#if DEBUG_GRID
+ printf(" first %d * dx = %f\n", first, x0 + first * dx);
+ printf(" last %d * dx = %f\n", last, x0 + last * dx);
+#endif
+
+ if (first <= last) {
+ *first_out = first;
+ *count_out = last - first + 1;
+ }
+ else {
+ *first_out = 0;
+ *count_out = 0;
+ }
+}
- /* set fixed 'Y' */
- verts[0][1] = 0.0f;
- verts[1][1] = (float)ar->winy;
+static int gridline_count(ARegion *ar, double x0, double y0, double dx)
+{
+ /* x0 & y0 establish the "phase" of the grid within this 2D region
+ * dx is the frequency, shared by x & y directions
+ * pass in dx of smallest (highest precision) grid we want to draw */
+
+#if DEBUG_GRID
+ printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx);
+#endif
- /* iter over 'X' */
- verts[0][0] = verts[1][0] = x - dx * floor(x / dx);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, verts);
+ int first, x_ct, y_ct;
+
+ gridline_range(x0, dx, ar->winx, &first, &x_ct);
+ gridline_range(y0, dx, ar->winy, &first, &y_ct);
+
+ int total_ct = x_ct + y_ct;
+
+#if DEBUG_GRID
+ printf(" %d + %d = %d gridlines\n", x_ct, y_ct, total_ct);
+#endif
+
+ return total_ct;
+}
+
+static void drawgrid_draw(ARegion *ar, double x0, double y0, double dx, int skip_mod, unsigned pos, unsigned col, GLubyte col_value[3])
+{
+ /* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw
+ * always skip exact x0 & y0 axes; they will be drawn later in color
+ *
+ * set grid color once, just before the first line is drawn
+ * it's harmless to set same color for every line, or every vertex
+ * but if no lines are drawn, color must not be set! */
+
+#if DEBUG_GRID
+ printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx);
+#endif
- while (verts[0][0] < ar->winx) {
- glDrawArrays(GL_LINES, 0, 2);
- verts[0][0] = verts[1][0] = verts[0][0] + dx;
+ const float x_max = (float)ar->winx;
+ const float y_max = (float)ar->winy;
+
+ int first, ct;
+ int x_ct = 0, y_ct = 0; /* count of lines actually drawn */
+
+ /* draw vertical lines */
+ gridline_range(x0, dx, x_max, &first, &ct);
+
+ for (int i = first; i < first + ct; ++i) {
+ if (i == 0 || skip_mod && (i % skip_mod) == 0)
+ continue;
+
+ if (x_ct == 0)
+ immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
+
+ float x = (float)(x0 + i * dx);
+ immVertex2f(pos, x, 0.0f);
+ immVertex2f(pos, x, y_max);
+ ++x_ct;
}
- /* set fixed 'X' */
- verts[0][0] = 0.0f;
- verts[1][0] = (float)ar->winx;
+ /* draw horizontal lines */
+ gridline_range(y0, dx, y_max, &first, &ct);
+
+ for (int i = first; i < first + ct; ++i) {
+ if (i == 0 || skip_mod && (i % skip_mod) == 0)
+ continue;
+
+ if (x_ct + y_ct == 0)
+ immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
- /* iter over 'Y' */
- verts[0][1] = verts[1][1] = y - dx * floor(y / dx);
- while (verts[0][1] < ar->winy) {
- glDrawArrays(GL_LINES, 0, 2);
- verts[0][1] = verts[1][1] = verts[0][1] + dx;
+ float y = (float)(y0 + i * dx);
+ immVertex2f(pos, 0.0f, y);
+ immVertex2f(pos, x_max, y);
+ ++y_ct;
}
- glDisableClientState(GL_VERTEX_ARRAY);
+#if DEBUG_GRID
+ unsigned total_ct = x_ct + y_ct;
+ printf(" %u + %u = %u gridlines drawn\n", x_ct, y_ct, total_ct);
+#endif
}
#define GRID_MIN_PX_D 6.0
@@ -254,14 +330,17 @@ static void drawgrid_draw(ARegion *ar, double x, double y, double dx)
static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
{
- /* extern short bgpicmode; */
RegionView3D *rv3d = ar->regiondata;
+#if DEBUG_GRID
+ printf("%s width %d, height %d\n", __FUNCTION__, ar->winx, ar->winy);
+#endif
+
double fx = rv3d->persmat[3][0];
double fy = rv3d->persmat[3][1];
double fw = rv3d->persmat[3][3];
- const double wx = 0.5 * ar->winx; /* because of rounding errors, grid at wrong location */
+ const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */
const double wy = 0.5 * ar->winy;
double x = wx * fx / fw;
@@ -279,44 +358,72 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
x += wx;
y += wy;
+ /* now x, y, and dx have their final values
+ * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
+ * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
+
glLineWidth(1.0f);
glDepthMask(GL_FALSE); /* disable write in zbuffer */
- /* check zoom out */
- UI_ThemeColor(TH_GRID);
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+
+ unsigned char col[3], col2[3];
+ UI_GetThemeColor3ubv(TH_GRID, col);
if (unit->system) {
- /* Use GRID_MIN_PX * 2 for units because very very small grid
- * items are less useful when dealing with units */
const void *usys;
int len;
bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
+ bool first = true;
+
if (usys) {
int i = len;
while (i--) {
double scalar = bUnit_GetScaler(usys, i);
double dx_scalar = dx * scalar / (double)unit->scale_length;
- if (dx_scalar < (GRID_MIN_PX_D * 2.0))
+ if (dx_scalar < (GRID_MIN_PX_D * 2.0)) {
+ /* very very small grid items are less useful when dealing with units */
continue;
+ }
+
+ if (first) {
+ first = false;
- /* Store the smallest drawn grid size units name so users know how big each grid cell is */
- if (*grid_unit == NULL) {
+ /* Store the smallest drawn grid size units name so users know how big each grid cell is */
*grid_unit = bUnit_GetNameDisplay(usys, i);
rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length);
+
+ int gridline_ct = gridline_count(ar, x, y, dx_scalar);
+ if (gridline_ct == 0)
+ goto drawgrid_cleanup; /* nothing to draw */
+
+ immBegin(GL_LINES, gridline_ct * 2);
}
- float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
+ float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
/* tweak to have the fade a bit nicer */
blend_fac = (blend_fac * blend_fac) * 2.0f;
CLAMP(blend_fac, 0.3f, 1.0f);
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, blend_fac);
+ UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2);
- drawgrid_draw(ar, x, y, dx_scalar);
+ const int skip_mod = (i == 0) ? 0 : (int)nearbyint(bUnit_GetScaler(usys, i - 1) / scalar);
+#if DEBUG_GRID
+ printf("%s %f, ", bUnit_GetNameDisplay(usys, i), scalar);
+ if (i > 0)
+ printf("next unit is %d times larger\n", skip_mod);
+ else
+ printf("largest unit\n");
+#endif
+ drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2);
}
}
}
@@ -324,40 +431,20 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
const double sublines = v3d->gridsubdiv;
const float sublines_fl = v3d->gridsubdiv;
+ int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */
+
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
-
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
-
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
- if (dx < GRID_MIN_PX_D) {
- /* pass */
- }
- else {
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, x, y, dx);
- }
- }
- else { /* start blending out */
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
- drawgrid_draw(ar, x, y, dx);
-
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, x, y, sublines * dx);
+ grids_to_draw = (dx < GRID_MIN_PX_D) ? 0 : 1;
}
}
- else { /* start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX * 10)) */
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
- drawgrid_draw(ar, x, y, dx);
-
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, x, y, sublines * dx);
- }
}
else {
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
@@ -367,56 +454,55 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
rv3d->gridview /= sublines_fl;
dx /= sublines;
if (dx > (GRID_MIN_PX_D * 10.0)) {
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, x, y, dx);
- }
- else {
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
- drawgrid_draw(ar, x, y, dx);
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, x, y, dx * sublines);
+ grids_to_draw = 1;
}
}
- else {
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
- drawgrid_draw(ar, x, y, dx);
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, x, y, dx * sublines);
- }
- }
- else {
- UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
- drawgrid_draw(ar, x, y, dx);
- UI_ThemeColor(TH_GRID);
- drawgrid_draw(ar, x, y, dx * sublines);
}
}
- }
- /* center cross */
- unsigned char col[3], col2[3];
+
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list