[Bf-blender-cvs] [093b6c9] blender2.8: blender 2.8: OpenGL immediate mode: action_draw
Mike Erwin
noreply at git.blender.org
Tue Nov 15 05:03:00 CET 2016
Commit: 093b6c9e6e8eae7e1e559cf0742146f43525c84f
Author: Mike Erwin
Date: Mon Nov 14 22:54:56 2016 -0500
Branches: blender2.8
https://developer.blender.org/rB093b6c9e6e8eae7e1e559cf0742146f43525c84f
blender 2.8: OpenGL immediate mode: action_draw
Updated action_draw to use imm mode.
Reviewers: merwin
Subscribers: LazyDodo
Differential Revision: https://developer.blender.org/D2351
===================================================================
M source/blender/editors/space_action/action_draw.c
===================================================================
diff --git a/source/blender/editors/space_action/action_draw.c b/source/blender/editors/space_action/action_draw.c
index 9fc96e0..df9c67b 100644
--- a/source/blender/editors/space_action/action_draw.c
+++ b/source/blender/editors/space_action/action_draw.c
@@ -61,6 +61,7 @@
#include "ED_keyframes_draw.h"
#include "action_intern.h"
+#include "GPU_immediate.h"
/* ************************************************************************* */
/* Channel List */
@@ -203,6 +204,12 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* first backdrop strips */
y = (float)(-ACHANNEL_HEIGHT(ac));
+
+ VertexFormat* format = immVertexFormat();
+ unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
glEnable(GL_BLEND);
for (ale = anim_data.first; ale; ale = ale->next) {
@@ -221,7 +228,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* determine if channel is selected */
if (acf->has_setting(ac, ale, ACHANNEL_SETTING_SELECT))
sel = ANIM_channel_setting_get(ac, ale, ACHANNEL_SETTING_SELECT);
-
+
if (ELEM(ac->datatype, ANIMCONT_ACTION, ANIMCONT_DOPESHEET, ANIMCONT_SHAPEKEY)) {
switch (ale->type) {
case ANIMTYPE_SUMMARY:
@@ -233,60 +240,60 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
case ANIMTYPE_SCENE:
case ANIMTYPE_OBJECT:
{
- if (sel) glColor4ub(col1b[0], col1b[1], col1b[2], 0x45);
- else glColor4ub(col1b[0], col1b[1], col1b[2], 0x22);
+ if (sel) immUniformColor4ub(col1b[0], col1b[1], col1b[2], 0x45);
+ else immUniformColor4ub(col1b[0], col1b[1], col1b[2], 0x22);
break;
}
case ANIMTYPE_FILLACTD:
case ANIMTYPE_DSSKEY:
case ANIMTYPE_DSWOR:
{
- if (sel) glColor4ub(col2b[0], col2b[1], col2b[2], 0x45);
- else glColor4ub(col2b[0], col2b[1], col2b[2], 0x22);
+ if (sel) immUniformColor4ub(col2b[0], col2b[1], col2b[2], 0x45);
+ else immUniformColor4ub(col2b[0], col2b[1], col2b[2], 0x22);
break;
}
case ANIMTYPE_GROUP:
{
- if (sel) glColor4ub(col1a[0], col1a[1], col1a[2], 0x22);
- else glColor4ub(col2a[0], col2a[1], col2a[2], 0x22);
+ if (sel) immUniformColor4ub(col1a[0], col1a[1], col1a[2], 0x22);
+ else immUniformColor4ub(col2a[0], col2a[1], col2a[2], 0x22);
break;
}
default:
{
- if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
- else glColor4ub(col2[0], col2[1], col2[2], 0x22);
+ if (sel) immUniformColor4ub(col1[0], col1[1], col1[2], 0x22);
+ else immUniformColor4ub(col2[0], col2[1], col2[2], 0x22);
break;
}
}
/* draw region twice: firstly backdrop, then the current range */
- glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
if (ac->datatype == ANIMCONT_ACTION)
- glRectf(act_start, (float)y - ACHANNEL_HEIGHT_HALF(ac), act_end, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ immRectf(pos, act_start, (float)y - ACHANNEL_HEIGHT_HALF(ac), act_end, (float)y + ACHANNEL_HEIGHT_HALF(ac));
}
else if (ac->datatype == ANIMCONT_GPENCIL) {
/* frames less than one get less saturated background */
- if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
- else glColor4ub(col2[0], col2[1], col2[2], 0x22);
- glRectf(0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ if (sel) immUniformColor4ub(col1[0], col1[1], col1[2], 0x22);
+ else immUniformColor4ub(col2[0], col2[1], col2[2], 0x22);
+ immRectf(pos, 0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
/* frames one and higher get a saturated background */
- if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x44);
- else glColor4ub(col2[0], col2[1], col2[2], 0x44);
- glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ if (sel) immUniformColor4ub(col1[0], col1[1], col1[2], 0x44);
+ else immUniformColor4ub(col2[0], col2[1], col2[2], 0x44);
+ immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
}
else if (ac->datatype == ANIMCONT_MASK) {
/* TODO --- this is a copy of gpencil */
/* frames less than one get less saturated background */
- if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
- else glColor4ub(col2[0], col2[1], col2[2], 0x22);
- glRectf(0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ if (sel) immUniformColor4ub(col1[0], col1[1], col1[2], 0x22);
+ else immUniformColor4ub(col2[0], col2[1], col2[2], 0x22);
+ immRectf(pos, 0.0f, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF(ac));
/* frames one and higher get a saturated background */
- if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x44);
- else glColor4ub(col2[0], col2[1], col2[2], 0x44);
- glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
+ if (sel) immUniformColor4ub(col1[0], col1[1], col1[2], 0x44);
+ else immUniformColor4ub(col2[0], col2[1], col2[2], 0x44);
+ immRectf(pos, v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF(ac), v2d->cur.xmax + EXTRA_SCROLL_PAD, (float)y + ACHANNEL_HEIGHT_HALF(ac));
}
}
}
@@ -353,11 +360,12 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* black line marking 'current frame' for Time-Slide transform mode */
if (saction->flag & SACTION_MOVING) {
- glColor3f(0.0f, 0.0f, 0.0f);
-
- glBegin(GL_LINES);
- glVertex2f(saction->timeslide, v2d->cur.ymin - EXTRA_SCROLL_PAD);
- glVertex2f(saction->timeslide, v2d->cur.ymax);
- glEnd();
+ immUniformColor3f(0.0f, 0.0f, 0.0f);
+
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, saction->timeslide, v2d->cur.ymin - EXTRA_SCROLL_PAD);
+ immVertex2f(pos, saction->timeslide, v2d->cur.ymax);
+ immEnd();
}
+ immUnbindProgram();
}
More information about the Bf-blender-cvs
mailing list