[Bf-blender-cvs] [c5c2c3b] transform-manipulators: Use more modern OpenGL for dial manipulator drawing

Julian Eisel noreply at git.blender.org
Sun Oct 23 23:34:19 CEST 2016


Commit: c5c2c3be9815670ba6dba2f98f2bbc45fffde7f5
Author: Julian Eisel
Date:   Sat Oct 22 03:18:28 2016 +0200
Branches: transform-manipulators
https://developer.blender.org/rBc5c2c3be9815670ba6dba2f98f2bbc45fffde7f5

Use more modern OpenGL for dial manipulator drawing

Added a new shader for drawing with clipping plane.

===================================================================

M	source/blender/gpu/CMakeLists.txt
M	source/blender/gpu/GPU_shader.h
M	source/blender/gpu/gawain/immediate.c
M	source/blender/gpu/gawain/immediate.h
M	source/blender/gpu/intern/gpu_shader.c
A	source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
M	source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c

===================================================================

diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 0bb383a..82de49f 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -141,6 +141,7 @@ data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
 
 data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_point_uniform_color_smooth_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index e19588a..0697c05 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -101,6 +101,7 @@ typedef enum GPUBuiltinShader {
 	GPU_SHADER_3D_FLAT_COLOR,
 	GPU_SHADER_3D_SMOOTH_COLOR,
 	GPU_SHADER_3D_DEPTH_ONLY,
+	GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
 	/* basic image drawing */
 	GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
 	GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
diff --git a/source/blender/gpu/gawain/immediate.c b/source/blender/gpu/gawain/immediate.c
index 7c3edc2..500f188 100644
--- a/source/blender/gpu/gawain/immediate.c
+++ b/source/blender/gpu/gawain/immediate.c
@@ -722,6 +722,17 @@ void immUniform4fv(const char* name, const float data[4])
 	glUniform4fv(loc, 1, data);
 	}
 
+void immUniformMat4(const char* name, const float data[4][4])
+	{
+	int loc = glGetUniformLocation(imm.bound_program, name);
+
+#if TRUST_NO_ONE
+	assert(loc != -1);
+#endif
+
+	glUniformMatrix4fv(loc, 1, GL_FALSE, (float *)data);
+	}
+
 void immUniform1i(const char* name, int x)
 	{
 	int loc = glGetUniformLocation(imm.bound_program, name);
diff --git a/source/blender/gpu/gawain/immediate.h b/source/blender/gpu/gawain/immediate.h
index ccf7ebe..8fc574f 100644
--- a/source/blender/gpu/gawain/immediate.h
+++ b/source/blender/gpu/gawain/immediate.h
@@ -77,6 +77,7 @@ void immUniform1i(const char* name, int x);
 void immUniform1f(const char* name, float x);
 void immUniform4f(const char* name, float x, float y, float z, float w);
 void immUniform4fv(const char* name, const float data[4]);
+void immUniformMat4(const char* name, const float data[4][4]);
 
 
 // convenience functions for setting "uniform vec4 color"
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index f84b2be..c51821b 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -61,6 +61,7 @@ extern char datatoc_gpu_shader_3D_vert_glsl[];
 extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
 extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
 
 extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
 extern char datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl[];
@@ -120,6 +121,7 @@ static struct GPUShadersGlobal {
 		GPUShader *flat_color_3D;
 		GPUShader *smooth_color_3D;
 		GPUShader *depth_only_3D;
+		GPUShader *clipped_uniform_color_3D;
 		/* points */
 		GPUShader *point_fixed_size_uniform_color_2D;
 		GPUShader *point_varying_size_varying_color_2D;
@@ -735,6 +737,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
 				        NULL, NULL, NULL, 0, 0, 0);
 			retval = GG.shaders.depth_only_3D;
 			break;
+		case GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR:
+			if (!GG.shaders.clipped_uniform_color_3D)
+				GG.shaders.clipped_uniform_color_3D = GPU_shader_create(
+				        datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
+				        datatoc_gpu_shader_uniform_color_frag_glsl,
+				        NULL, NULL, NULL, 0, 0, 0);
+			retval = GG.shaders.clipped_uniform_color_3D;
+			break;
 		case GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR:
 			if (!GG.shaders.point_fixed_size_uniform_color_2D)
 				GG.shaders.point_fixed_size_uniform_color_2D = GPU_shader_create(
@@ -982,6 +992,11 @@ void GPU_shader_free_builtin_shaders(void)
 		GG.shaders.smooth_color_3D = NULL;
 	}
 
+	if (GG.shaders.clipped_uniform_color_3D) {
+		GPU_shader_free(GG.shaders.clipped_uniform_color_3D);
+		GG.shaders.clipped_uniform_color_3D = NULL;
+	}
+
 	if (GG.shaders.point_fixed_size_uniform_color_2D) {
 		GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_2D);
 		GG.shaders.point_fixed_size_uniform_color_2D = NULL;
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
new file mode 100644
index 0000000..2988bb3
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
@@ -0,0 +1,16 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrix;
+uniform vec4 ClipPlane;
+
+#if __VERSION__ == 120
+  attribute vec3 pos;
+#else
+  in vec3 pos;
+#endif
+
+void main()
+{
+	gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+	gl_ClipDistance[0] = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane);
+}
diff --git a/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c b/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
index 274de93..cc9b4d8 100644
--- a/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
+++ b/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
@@ -35,6 +35,7 @@
  */
 
 #include "BIF_gl.h"
+#include "BIF_glutil.h"
 
 #include "BKE_context.h"
 
@@ -43,6 +44,7 @@
 #include "ED_screen.h"
 #include "ED_view3d.h"
 
+#include "GPU_immediate.h"
 #include "GPU_select.h"
 
 #include "MEM_guardedalloc.h"
@@ -80,20 +82,39 @@ typedef struct DialInteraction {
 
 /* -------------------------------------------------------------------- */
 
-static void dial_geom_draw(const DialManipulator *dial, const float col[4])
+static void dial_geom_draw(
+        const DialManipulator *dial, const float mat[4][4], const float clipping_plane[3], const float col[4])
 {
+	const bool clipped = (dial->style == MANIPULATOR_DIAL_STYLE_RING_CLIPPED);
 	const bool filled = (dial->style == MANIPULATOR_DIAL_STYLE_RING_FILLED);
+	const unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
 
 	glLineWidth(dial->manipulator.line_width);
-	glColor4fv(col);
 
-	GLUquadricObj *qobj = gluNewQuadric();
-	gluQuadricDrawStyle(qobj, filled ? GLU_FILL : GLU_SILHOUETTE);
-	/* inner at 0.0 with silhouette drawing confuses OGL selection, so draw it at width */
-	gluDisk(qobj, filled ? 0.0 : DIAL_WIDTH, DIAL_WIDTH, DIAL_RESOLUTION, 1);
-	gluDeleteQuadric(qobj);
+	immBindBuiltinProgram(clipped ? GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR : GPU_SHADER_3D_UNIFORM_COLOR);
+	immUniformColor4fv(col);
+
+	if (clipped) {
+		glEnable(GL_CLIP_DISTANCE0);
+		immUniform4fv("ClipPlane", clipping_plane);
+		immUniformMat4("ModelMatrix", mat);
+	}
+
+	if (filled) {
+		/* TODO */
+	}
+	else {
+		imm_draw_lined_circle_3D(pos, 0.0f, 0.0f, DIAL_WIDTH, DIAL_RESOLUTION);
+	}
+
+	immUnbindProgram();
 }
 
+static void dial_clipping_plane_get(DialManipulator *dial, RegionView3D *rv3d, float r_clipping_plane[3])
+{
+	copy_v3_v3(r_clipping_plane, rv3d->viewinv[2]);
+	r_clipping_plane[3] = -dot_v3v3(rv3d->viewinv[2], dial->manipulator.origin);
+}
 
 static void dial_matrix_get(DialManipulator *dial, float r_mat[4][4])
 {
@@ -108,20 +129,25 @@ static void dial_matrix_get(DialManipulator *dial, float r_mat[4][4])
 
 static void dial_draw_intern(const bContext *C, DialManipulator *dial, const bool highlight)
 {
+	const bool use_clipping = (dial->style == MANIPULATOR_DIAL_STYLE_RING_CLIPPED);
+	float clipping_plane[3];
 	float mat[4][4];
 	float col[4];
 
 	BLI_assert(CTX_wm_area(C)->spacetype == SPACE_VIEW3D);
-	UNUSED_VARS(C);
 
+	/* get all data we need */
 	manipulator_color_get(&dial->manipulator, highlight, col);
 	dial_matrix_get(dial, mat);
+	if (use_clipping) {
+		dial_clipping_plane_get(dial, CTX_wm_region_view3d(C), clipping_plane);
+	}
 
 	glPushMatrix();
 	glMultMatrixf(mat);
 
 	/* draw actual dial manipulator */
-	dial_geom_draw(dial, col);
+	dial_geom_draw(dial, mat, clipping_plane, col);
 
 	glPopMatrix();
 }
@@ -130,50 +156,17 @@ static void manipulator_dial_render_3d_intersect(const bContext *C, wmManipulato
 {
 	DialManipulator *dial = (DialManipulator *)manipulator;
 
-	/* enable clipping if needed */
-	if (dial->style == MANIPULATOR_DIAL_STYLE_RING_CLIPPED) {
-		ARegion *ar = CTX_wm_region(C);
-		RegionView3D *rv3d = ar->regiondata;
-		double plane[4];
-
-		copy_v3db_v3fl(plane, rv3d->viewinv[2]);
-		plane[3] = -dot_v3v3(rv3d->viewinv[2], manipulator->origin);
-		glClipPlane(GL_CLIP_PLANE0, plane);
-		glEnable(GL_CLIP_PLANE0);
-	}
-
 	GPU_select_load_id(selectionbase);
 	dial_draw_intern(C, dial, false);
-
-	if (dial->style == MANIPULATOR_DIAL_STYLE_RING_CLIPPED) {
-		glDisable(GL_CLIP_PLANE0);
-	}
 }
 
 static void manipulator_dial_draw(const bContext *C, wmManipulator *manipulator)
 {
 	DialManipulator *dial = (DialManipulator *)manipulator;
-	const bool active = manipulator->state & WM_MANIPULATOR_ACTIVE;
-
-	/* enable clipping if needed */
-	if (!active && dial->style == MANIPULATOR_DIAL_STYLE_RING_CLIPPED) {
-		double plane[4];
-		ARegion *ar = CTX_wm_region(C);
-		RegionView3D *rv3d = ar->regiondata;
-
-		copy_v3db_v3fl(plane, rv3d->viewinv[2]);
-		plane[3] = -dot_v3v3(rv3d->viewinv[2], manipulator->origin);
-		glClipPlane(GL_CLIP_PLANE0, plane);
-		glEnable(GL_CLIP_PLANE0);
-	}
 
 	glEnable(GL_BLEND);
 	dial_draw_intern(C, dial, (manipulator->state & WM_MANIPULATOR_HIGHLIGHT) != 0);
 	glDisable(GL_BLEND);
-
-	if (!active && dial->style == MANIPULATOR_DIAL_STYLE_RING_CLIPPED) {
-		glDisable(GL_CLIP_PLANE0);
-	}
 }
 
 static int manipulator_dial_invoke(bContext *UNUSED(C), const wmEvent *event, wmManipulator *manipulator)




More information about the Bf-blender-cvs mailing list