[Bf-blender-cvs] [20aa646918] temp-blender2.8-stable: OpenGL immediate mode: interface_draw.c (cont)

Clément Foucault noreply at git.blender.org
Fri Feb 10 18:04:25 CET 2017


Commit: 20aa646918daa55f74ac20761a57e208980348e2
Author: Clément Foucault
Date:   Fri Feb 10 17:36:32 2017 +0100
Branches: temp-blender2.8-stable
https://developer.blender.org/rB20aa646918daa55f74ac20761a57e208980348e2

OpenGL immediate mode: interface_draw.c (cont)

ui_draw_but_TRACKPREVIEW

Changed stipple shader usage to a bunch of GL_LINES with flat color

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

M	source/blender/editors/interface/interface_draw.c

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

diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 6a9da26770..aedb55ea03 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -1647,13 +1647,16 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
 	}
 
 	if (!ok && scopes->track_preview) {
-		glPushMatrix();
+		gpuMatrixBegin3D_legacy();
+		gpuPushMatrix();
 
 		/* draw content of pattern area */
 		glScissor(ar->winrct.xmin + rect.xmin, ar->winrct.ymin + rect.ymin, scissor[2], scissor[3]);
 
 		if (width > 0 && height > 0) {
 			ImBuf *drawibuf = scopes->track_preview;
+			float img_col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+			float col_sel[4], col_outline[4];
 
 			if (scopes->use_track_mask) {
 				float color[4] = {0.0f, 0.0f, 0.0f, 0.3f};
@@ -1661,40 +1664,49 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
 				UI_draw_roundbox_gl_mode(GL_TRIANGLE_FAN, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
 			}
 
-			glaDrawPixelsSafe(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y,
-			                  drawibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, drawibuf->rect);
+			immDrawPixelsTex(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, drawibuf->rect, 1.0f, 1.0f, img_col);
 
 			/* draw cross for pixel position */
-			glTranslatef(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1], 0.0f);
+			gpuTranslate3f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1], 0.0f);
 			glScissor(ar->winrct.xmin + rect.xmin,
 			          ar->winrct.ymin + rect.ymin,
 			          BLI_rctf_size_x(&rect),
 			          BLI_rctf_size_y(&rect));
 
-			GPU_basic_shader_bind_enable(GPU_SHADER_LINE);
-
-			for (int a = 0; a < 2; a++) {
-				if (a == 1) {
-					GPU_basic_shader_bind_enable(GPU_SHADER_STIPPLE);
-					GPU_basic_shader_line_stipple(3, 0xAAAA);
-					UI_ThemeColor(TH_SEL_MARKER);
-				}
-				else {
-					UI_ThemeColor(TH_MARKER_OUTLINE);
+			VertexFormat *format = immVertexFormat();
+			unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+			unsigned int col = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+			immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+
+			UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel);
+			UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline);
+
+			/* Do stipple cross with geometry */
+			immBegin(GL_LINES, 7*2*2);
+			float pos_sel[8] = {-10.0f, -7.0f, -4.0f, -1.0f, 2.0f, 5.0f, 8.0f, 11.0f};
+			for (int axe = 0; axe < 2; ++axe) {
+				for (int i = 0; i < 7; ++i) {
+					float x1 = pos_sel[i] * (1 - axe);
+					float y1 = pos_sel[i] * axe;
+					float x2 = pos_sel[i+1] * (1 - axe);
+					float y2 = pos_sel[i+1] * axe;
+
+					if (i % 2 == 1)
+						immAttrib4fv(col, col_sel);
+					else
+						immAttrib4fv(col, col_outline);
+
+					immVertex2f(pos, x1, y1);
+					immVertex2f(pos, x2, y2);
 				}
-
-				glBegin(GL_LINES);
-				glVertex2f(-10.0f, 0.0f);
-				glVertex2f(10.0f, 0.0f);
-				glVertex2f(0.0f, -10.0f);
-				glVertex2f(0.0f, 10.0f);
-				glEnd();
 			}
+			immEnd();
 
-			GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
+			immUnbindProgram();
 		}
 
-		glPopMatrix();
+		gpuPopMatrix();
+		gpuMatrixEnd();
 
 		ok = true;
 	}




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