[Bf-blender-cvs] [af2df36248] blender2.8: OpenGL immediate mode: interface_draw.c (cont)
Clément Foucault
noreply at git.blender.org
Sat Feb 11 00:47:29 CET 2017
Commit: af2df3624842cf1a8c2c98d51ca0b82ed0920295
Author: Clément Foucault
Date: Fri Feb 10 17:36:32 2017 +0100
Branches: blender2.8
https://developer.blender.org/rBaf2df3624842cf1a8c2c98d51ca0b82ed0920295
OpenGL immediate mode: interface_draw.c (cont)
ui_draw_but_TRACKPREVIEW
Changed stipple shader usage to a bunch of GL_LINES with flat color
OpenGL immediate mode: interface_draw.c (end)
Eradicate leftover legacy functions.
Fix a crash with histogram resolution.
===================================================================
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..7b17c3d644 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -571,6 +571,10 @@ static void histogram_draw_one(
{
float color[4] = {r, g, b, alpha};
+ /* that can happen */
+ if (res == 0)
+ return;
+
glEnable(GL_LINE_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -1015,9 +1019,9 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
immEnd();
}
/* skin tone line */
- glColor4f(1.0f, 0.4f, 0.0f, 0.2f);
- fdrawline(polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad),
- polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad));
+ immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f);
+ imm_draw_line(pos, polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad),
+ polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad));
/* saturation points */
for (int i = 0; i < 6; i++)
vectorscope_draw_target(pos, centerx, centery, diam, colors[i]);
@@ -1473,11 +1477,11 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
/* XXX 2.48 */
#if 0
if (cumap->flag & CUMA_DRAW_CFRA) {
- glColor3ub(0x60, 0xc0, 0x40);
- glBegin(GL_LINES);
- glVertex2f(rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin);
- glVertex2f(rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax);
- glEnd();
+ immUniformColor3ub(0x60, 0xc0, 0x40);
+ immBegin(GL_LINES, 2);
+ immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin);
+ immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax);
+ immEnd();
}
#endif
/* sample option */
@@ -1647,13 +1651,16 @@ 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 +1668,49 @@ 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;
}
@@ -1748,26 +1764,31 @@ void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol
BLI_rcti_size_x(&scissor_new),
BLI_rcti_size_y(&scissor_new));
- glColor4ubv(but->col);
-
float x = 0.5f * (recti->xmin + recti->xmax);
float y = 0.5f * (recti->ymin + recti->ymax);
-
+
+ VertexFormat *format = immVertexFormat();
+ unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immUniformColor4ubv(but->col);
+
glEnable(GL_BLEND);
- glBegin(GL_TRIANGLE_FAN);
+ immBegin(GL_TRIANGLE_FAN, 16);
for (int a = 0; a < 16; a++)
- glVertex2f(x + size * si[a], y + size * co[a]);
- glEnd();
+ immVertex2f(pos, x + size * si[a], y + size * co[a]);
+ immEnd();
- glColor4ub(0, 0, 0, 150);
+ immUniformColor4ub(0, 0, 0, 150);
glLineWidth(1);
glEnable(GL_LINE_SMOOTH);
- glBegin(GL_LINE_LOOP);
+ immBegin(GL_LINE_LOOP, 16);
for (int a = 0; a < 16; a++)
- glVertex2f(x + size * si[a], y + size * co[a]);
- glEnd();
+ immVertex2f(pos, x + size * si[a], y + size * co[a]);
+ immEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
+
+ immUnbindProgram();
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
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