[Bf-blender-cvs] [47bba7e] blender2.8: OpenGL: draw nurbs control verts with new imm mode
Mike Erwin
noreply at git.blender.org
Thu Sep 29 21:24:46 CEST 2016
Commit: 47bba7e15f4b7a105655b81affea9f2d48a3a767
Author: Mike Erwin
Date: Thu Sep 29 15:20:24 2016 -0400
Branches: blender2.8
https://developer.blender.org/rB47bba7e15f4b7a105655b81affea9f2d48a3a767
OpenGL: draw nurbs control verts with new imm mode
patch P397 by @lichtwert + minor const by @merwin
Notes from drawvertsN function:
this used to be called twice (once for selected/active, once for unselected -- guess: to avoid state switches[color]?)
this used to be called in a loop, too (subcurves), moved the loop here to avoid multiple init stuff
Part of T49043
===================================================================
M source/blender/editors/space_view3d/drawobject.c
===================================================================
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index a5aeae9..af11136 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -5003,66 +5003,94 @@ static void drawhandlesN_active(Nurb *nu)
glColor3ub(0, 0, 0);
}
-static void drawvertsN(Nurb *nu, const char sel, const bool hide_handles, const void *vert)
+static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *vert)
{
- if (nu->hide) return;
+ const Nurb *nu;
- const int color = sel ? TH_VERTEX_SELECT : TH_VERTEX;
+ // just quick guesstimate of how many verts to draw
+ int count = 0;
+ for (nu = nurb; nu; nu = nu->next) {
+ if (!nu->hide) {
+ if (nu->type == CU_BEZIER) {
+ count += nu->pntsu * 3;
+ }
+ else {
+ count += nu->pntsu * nu->pntsv;
+ }
+ }
+ }
+ if (count == 0) return;
- UI_ThemeColor(color);
+ 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);
+
+ unsigned char vert_color[3];
+ unsigned char vert_color_select[3];
+ unsigned char vert_color_active[3];
+ UI_GetThemeColor3ubv(TH_VERTEX, vert_color);
+ UI_GetThemeColor3ubv(TH_VERTEX_SELECT, vert_color_select);
+ UI_GetThemeColor3ubv(TH_ACTIVE_VERT, vert_color_active);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
+
+ immBeginAtMost(GL_POINTS, count);
- glBegin(GL_POINTS);
-
- if (nu->type == CU_BEZIER) {
+ for (nu = nurb; nu; nu = nu->next) {
- BezTriple *bezt = nu->bezt;
- int a = nu->pntsu;
- while (a--) {
- if (bezt->hide == 0) {
- if (sel == 1 && bezt == vert) {
- UI_ThemeColor(TH_ACTIVE_VERT);
+ if (nu->hide) continue;
- if (bezt->f2 & SELECT) glVertex3fv(bezt->vec[1]);
- if (!hide_handles) {
- if (bezt->f1 & SELECT) glVertex3fv(bezt->vec[0]);
- if (bezt->f3 & SELECT) glVertex3fv(bezt->vec[2]);
- }
+ if (nu->type == CU_BEZIER) {
- UI_ThemeColor(color);
- }
- else if (hide_handles) {
- if ((bezt->f2 & SELECT) == sel) glVertex3fv(bezt->vec[1]);
- }
- else {
- if ((bezt->f1 & SELECT) == sel) glVertex3fv(bezt->vec[0]);
- if ((bezt->f2 & SELECT) == sel) glVertex3fv(bezt->vec[1]);
- if ((bezt->f3 & SELECT) == sel) glVertex3fv(bezt->vec[2]);
+ const BezTriple *bezt = nu->bezt;
+ int a = nu->pntsu;
+ while (a--) {
+ if (bezt->hide == 0) {
+ if (bezt == vert) {
+ immAttrib3ubv(color, bezt->f2 & SELECT ? vert_color_active : vert_color);
+ immVertex3fv(pos, bezt->vec[1]);
+ if (!hide_handles) {
+ immAttrib3ubv(color, bezt->f1 & SELECT ? vert_color_active : vert_color);
+ immVertex3fv(pos, bezt->vec[0]);
+ immAttrib3ubv(color, bezt->f3 & SELECT ? vert_color_active : vert_color);
+ immVertex3fv(pos, bezt->vec[2]);
+ }
+ }
+ else {
+ immAttrib3ubv(color, bezt->f2 & SELECT ? vert_color_select : vert_color);
+ immVertex3fv(pos, bezt->vec[1]);
+ if (!hide_handles) {
+ immAttrib3ubv(color, bezt->f1 & SELECT ? vert_color_select : vert_color);
+ immVertex3fv(pos, bezt->vec[0]);
+ immAttrib3ubv(color, bezt->f3 & SELECT ? vert_color_select : vert_color);
+ immVertex3fv(pos, bezt->vec[2]);
+ }
+ }
}
+ bezt++;
}
- bezt++;
}
- }
- else {
- BPoint *bp = nu->bp;
- int a = nu->pntsu * nu->pntsv;
- while (a--) {
- if (bp->hide == 0) {
- if (bp == vert) {
- UI_ThemeColor(TH_ACTIVE_VERT);
- glVertex3fv(bp->vec);
- UI_ThemeColor(color);
- }
- else {
- if ((bp->f1 & SELECT) == sel) glVertex3fv(bp->vec);
+ else {
+ const BPoint *bp = nu->bp;
+ int a = nu->pntsu * nu->pntsv;
+ while (a--) {
+ if (bp->hide == 0) {
+ if (bp == vert) {
+ immAttrib3ubv(color, vert_color_active);
+ }
+ else {
+ immAttrib3ubv(color, bp->f1 & SELECT ? vert_color_select : vert_color);
+ }
+ immVertex3fv(pos, bp->vec);
}
+ bp++;
}
- bp++;
}
}
-
- glEnd();
+
+ immEnd();
+ immUnbindProgram();
}
static void editnurb_draw_active_poly(Nurb *nu)
@@ -5280,7 +5308,6 @@ static void draw_editnurb(
for (nu = nurb; nu; nu = nu->next) {
if (nu->type == CU_BEZIER && (cu->drawflag & CU_HIDE_HANDLES) == 0)
drawhandlesN(nu, 1, hide_handles);
- drawvertsN(nu, 0, hide_handles, NULL);
}
if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
@@ -5331,11 +5358,9 @@ static void draw_editnurb(
}
if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
-
- for (nu = nurb; nu; nu = nu->next) {
- drawvertsN(nu, 1, hide_handles, vert);
- }
-
+
+ drawvertsN(nu, hide_handles, vert);
+
if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
}
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