[Bf-blender-cvs] [42bbfe7] blender2.8: OpenGL: draw grid floor & axes with new immediate mode
Mike Erwin
noreply at git.blender.org
Fri Aug 26 07:13:31 CEST 2016
Commit: 42bbfe7f0a1f357781859ee3a2819f00e2c54f4c
Author: Mike Erwin
Date: Fri Aug 26 01:12:44 2016 -0400
Branches: blender2.8
https://developer.blender.org/rB42bbfe7f0a1f357781859ee3a2819f00e2c54f4c
OpenGL: draw grid floor & axes with new immediate mode
Significant rewrite with some improvements.
Maintain visual hierarchy of the grid:
- emphasized lines draw atop normal lines
- axes draw atop all lines (same as before)
Draw axes only once, not twice.
Return early if nothing to draw.
Single draw call for the default case (grid floor with X and Y axes).
Z axis needs a second draw call because it uses 3D coordinates.
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 c88e099..bdc8bbc 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -543,89 +543,164 @@ float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
{
- float grid, grid_scale;
- unsigned char col_grid[3];
- const int gridlines = v3d->gridlines / 2;
+ /* draw only if there is something to draw */
+ if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
+ /* draw how many lines?
+ * trunc(v3d->gridlines / 2) * 4
+ * + 2 for xy axes (possibly with special colors)
+ * + 1 for z axis (the only line not in xy plane)
+ * even v3d->gridlines are honored, odd rounded down */
+ const int gridlines = v3d->gridlines / 2;
+ const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
+ const float grid = gridlines * grid_scale;
- if (v3d->gridlines < 3) return;
-
- /* use 'grid_scale' instead of 'v3d->grid' from now on */
- grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
- grid = gridlines * grid_scale;
+ const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1;
- if (!write_depth)
- glDepthMask(GL_FALSE);
+ bool show_axis_x = v3d->gridflag & V3D_SHOW_X;
+ bool show_axis_y = v3d->gridflag & V3D_SHOW_Y;
+ bool show_axis_z = v3d->gridflag & V3D_SHOW_Z;
- UI_GetThemeColor3ubv(TH_GRID, col_grid);
+ unsigned char col_grid[3], col_axis[3];
- glLineWidth(1);
+ glLineWidth(1.0f);
- /* draw the Y axis and/or grid lines */
- if (v3d->gridflag & V3D_SHOW_FLOOR) {
- const int sublines = v3d->gridsubdiv;
- float vert[4][3] = {{0.0f}};
- unsigned char col_bg[3];
- unsigned char col_grid_emphasise[3], col_grid_light[3];
- int a;
- int prev_emphasise = -1;
+ UI_GetThemeColor3ubv(TH_GRID, col_grid);
- UI_GetThemeColor3ubv(TH_BACK, col_bg);
+ if (!write_depth)
+ glDepthMask(GL_FALSE);
- /* emphasise division lines lighter instead of darker, if background is darker than grid */
- UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
- UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
- (((col_grid[0] + col_grid[1] + col_grid[2]) + 30) >
- (col_bg[0] + col_bg[1] + col_bg[2])) ? 20 : -10);
+ if (show_floor) {
+ const unsigned vertex_ct = 2 * (gridlines * 4 + 2);
+ const int sublines = v3d->gridsubdiv;
- /* set fixed axis */
- vert[0][0] = vert[2][1] = grid;
- vert[1][0] = vert[3][1] = -grid;
+ unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3];
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, vert);
+ 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_3D_FLAT_COLOR);
+
+ glDepthFunc(GL_ALWAYS); /* draw lines in order given */
+
+ immBegin(GL_LINES, vertex_ct);
+
+ /* draw normal grid lines */
+ UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
+ immAttrib3ubv(color, col_grid_light);
+
+ for (int a = 1; a <= gridlines; a++) {
+ /* skip emphasised divider lines */
+ if (a % sublines != 0) {
+ const float line = a * grid_scale;
+
+ immVertex2f(pos, -grid, -line);
+ immVertex2f(pos, +grid, -line);
+ immVertex2f(pos, -grid, +line);
+ immVertex2f(pos, +grid, +line);
+
+ immVertex2f(pos, -line, -grid);
+ immVertex2f(pos, -line, +grid);
+ immVertex2f(pos, +line, -grid);
+ immVertex2f(pos, +line, +grid);
+ }
+ }
+
+ /* draw emphasised grid lines */
+ UI_GetThemeColor3ubv(TH_BACK, col_bg);
+ /* emphasise division lines lighter instead of darker, if background is darker than grid */
+ UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
+ (col_grid[0] + col_grid[1] + col_grid[2] + 30 >
+ col_bg[0] + col_bg[1] + col_bg[2]) ? 20 : -10);
+
+ if (sublines <= gridlines) {
+ immAttrib3ubv(color, col_grid_emphasise);
- for (a = -gridlines; a <= gridlines; a++) {
- const float line = a * grid_scale;
- const int is_emphasise = (a % sublines) == 0;
+ for (int a = sublines; a <= gridlines; a += sublines) {
+ const float line = a * grid_scale;
- if (is_emphasise != prev_emphasise) {
- glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light);
- prev_emphasise = is_emphasise;
+ immVertex2f(pos, -grid, -line);
+ immVertex2f(pos, +grid, -line);
+ immVertex2f(pos, -grid, +line);
+ immVertex2f(pos, +grid, +line);
+
+ immVertex2f(pos, -line, -grid);
+ immVertex2f(pos, -line, +grid);
+ immVertex2f(pos, +line, -grid);
+ immVertex2f(pos, +line, +grid);
+ }
}
- /* set variable axis */
- vert[0][1] = vert[1][1] = vert[2][0] = vert[3][0] = line;
+ /* draw X axis */
+ if (show_axis_x) {
+ show_axis_x = false; /* drawing now, won't need to draw later */
+ UI_make_axis_color(col_grid, col_axis, 'X');
+ immAttrib3ubv(color, col_axis);
+ }
+ else
+ immAttrib3ubv(color, col_grid_emphasise);
+
+ immVertex2f(pos, -grid, 0.0f);
+ immVertex2f(pos, +grid, 0.0f);
+
+ /* draw Y axis */
+ if (show_axis_y) {
+ show_axis_y = false; /* drawing now, won't need to draw later */
+ UI_make_axis_color(col_grid, col_axis, 'Y');
+ immAttrib3ubv(color, col_axis);
+ }
+ else
+ immAttrib3ubv(color, col_grid_emphasise);
- glDrawArrays(GL_LINES, 0, 4);
+ immVertex2f(pos, 0.0f, -grid);
+ immVertex2f(pos, 0.0f, +grid);
+
+ immEnd();
+ immUnbindProgram();
+
+ /* done with XY plane */
+
+ glDepthFunc(GL_LESS); /* restore default */
}
- glDisableClientState(GL_VERTEX_ARRAY);
- }
-
- /* draw the Z axis line */
- /* check for the 'show Z axis' preference */
- if (v3d->gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
- glBegin(GL_LINES);
- int axis;
- for (axis = 0; axis < 3; axis++) {
- if (v3d->gridflag & (V3D_SHOW_X << axis)) {
- float vert[3];
- unsigned char tcol[3];
-
- UI_make_axis_color(col_grid, tcol, 'X' + axis);
- glColor3ubv(tcol);
-
- zero_v3(vert);
- vert[axis] = grid;
- glVertex3fv(vert);
- vert[axis] = -grid;
- glVertex3fv(vert);
+ if (show_axis_x || show_axis_y || show_axis_z) {
+ /* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBegin(GL_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
+
+ if (show_axis_x) {
+ UI_make_axis_color(col_grid, col_axis, 'X');
+ immAttrib3ubv(color, col_axis);
+ immVertex3f(pos, -grid, 0.0f, 0.0f);
+ immVertex3f(pos, +grid, 0.0f, 0.0f);
}
+
+ if (show_axis_y) {
+ UI_make_axis_color(col_grid, col_axis, 'Y');
+ immAttrib3ubv(color, col_axis);
+ immVertex3f(pos, 0.0f, -grid, 0.0f);
+ immVertex3f(pos, 0.0f, +grid, 0.0f);
+ }
+
+ if (show_axis_z) {
+ UI_make_axis_color(col_grid, col_axis, 'Z');
+ immAttrib3ubv(color, col_axis);
+ immVertex3f(pos, 0.0f, 0.0f, -grid);
+ immVertex3f(pos, 0.0f, 0.0f, +grid);
+ }
+
+ immEnd();
+ immUnbindProgram();
}
- glEnd();
+
+ if (!write_depth)
+ glDepthMask(GL_TRUE);
}
-
- glDepthMask(GL_TRUE);
}
static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
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