OpenGl immediate mode: fix screen_draw.c

* Fix several wrong coordinates, causing things to be drawn in the wrong places.
* Remove unexpected return.
* Slight peformance improvement, by reducing number of shader binds.
* Minor code style stuff.

Part of T49043
This commit is contained in:
Luca Rood 2017-02-23 00:27:35 -03:00
parent a8d6e41bbc
commit 30420845b9
1 changed files with 81 additions and 46 deletions

View File

@ -43,7 +43,6 @@ static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
float w, h;
float width = sa->v3->vec.x - sa->v1->vec.x;
float height = sa->v3->vec.y - sa->v1->vec.y;
return;
if (height < width) {
h = height / 8;
@ -95,12 +94,19 @@ static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
}
immBegin(GL_TRIANGLE_FAN, 5);
for (i = 0; i < 5; i++)
for (i = 0; i < 5; i++) {
immVertex2f(pos, points[i].x, points[i].y);
}
immEnd();
immBegin(GL_TRIANGLE_FAN, 5);
for (i = 4; i < 8; i++)
for (i = 4; i < 8; i++) {
immVertex2f(pos, points[i].x, points[i].y);
}
immVertex2f(pos, points[0].x, points[0].y);
immEnd();
@ -169,12 +175,19 @@ static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
}
immBegin(GL_TRIANGLE_FAN, 5);
for (i = 0; i < 5; i++)
for (i = 0; i < 5; i++) {
immVertex2f(pos, points[i].x, points[i].y);
}
immEnd();
immBegin(GL_TRIANGLE_FAN, 5);
for (i = 4; i < 8; i++)
for (i = 4; i < 8; i++) {
immVertex2f(pos, points[i].x, points[i].y);
}
immVertex2f(pos, points[0].x, points[0].y);
immEnd();
@ -187,10 +200,12 @@ static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
*/
static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
{
if (dir == 'u' || dir == 'd')
if (dir == 'u' || dir == 'd') {
draw_vertical_join_shape(sa, dir, pos);
else
}
else {
draw_horizontal_join_shape(sa, dir, pos);
}
}
/**
@ -200,6 +215,7 @@ static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
immUniformColor4ub(0, 0, 0, 50);
draw_join_shape(sa, dir, pos);
}
@ -212,34 +228,46 @@ static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int
/* value 181 was hardly computed: 181~105 */
immUniformColor4ub(255, 255, 255, 50);
/* draw_join_shape(sa, dir); */
immRectf(pos, sa->v1->vec.x / 255.f, sa->v1->vec.y / 255.f, sa->v3->vec.x / 255.f, sa->v3->vec.y / 255.f);
immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
}
static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, unsigned int pos)
{
int count = 0;
if (x2 < sizex - 1) count += 2;
if (x1 > 0) count += 2;
if (y2 < sizey - 1) count += 2;
if (y1 > 0) count += 2;
immBegin(GL_LINES, count);
/* right border area */
if (x2 < sizex - 1) {
immVertex2s(pos, x2, y1);
immVertex2s(pos, x2, y2);
immVertex2f(pos, x2, y1);
immVertex2f(pos, x2, y2);
}
/* left border area */
if (x1 > 0) { /* otherwise it draws the emboss of window over */
immVertex2s(pos, x1, y1);
immVertex2s(pos, x1, y2);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x1, y2);
}
/* top border area */
if (y2 < sizey - 1) {
immVertex2s(pos, x1, y2);
immVertex2s(pos, x2, y2);
immVertex2f(pos, x1, y2);
immVertex2f(pos, x2, y2);
}
/* bottom border area */
if (y1 > 0) {
immVertex2s(pos, x1, y1);
immVertex2s(pos, x2, y1);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y1);
}
immEnd();
}
/**
@ -270,7 +298,7 @@ void ED_screen_draw(wmWindow *win)
wmSubWindowSet(win, win->screen->mainwin);
unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_SHORT, 2, NORMALIZE_INT_TO_FLOAT);
unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
@ -278,31 +306,26 @@ void ED_screen_draw(wmWindow *win)
/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
glLineWidth((2.0f * U.pixelsize) - 1);
immUniformColor3ub(0x50, 0x50, 0x50);
immBeginAtMost(GL_LINES, 8);
for (sa = win->screen->areabase.first; sa; sa = sa->next)
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
drawscredge_area(sa, winsize_x, winsize_y, pos);
immEnd();
}
}
glLineWidth(1);
immUniformColor3ub(0, 0, 0);
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
immBeginAtMost(GL_LINES, 8);
drawscredge_area(sa, winsize_x, winsize_y, pos);
/* gather area split/join info */
if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa;
if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa;
if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa;
immEnd();
}
immUnbindProgram();
/* blended join arrow */
if (sa1 && sa2) {
pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
int dir = area_getorientation(sa1, sa2);
int dira = -1;
if (dir != -1) {
@ -325,44 +348,56 @@ void ED_screen_draw(wmWindow *win)
break;
}
}
glEnable(GL_BLEND);
scrarea_draw_shape_dark(sa2, dir, pos);
scrarea_draw_shape_light(sa1, dira, pos);
glDisable(GL_BLEND);
immUnbindProgram();
}
/* splitpoint */
if (sa3) {
pos = add_attrib(immVertexFormat(), "pos", GL_SHORT, 2, NORMALIZE_INT_TO_FLOAT);
unsigned int col = add_attrib(immVertexFormat(), "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
glEnable(GL_BLEND);
immBegin(GL_LINES, 4);
immAttrib4ub(col, 255, 255, 255, 100);
immUniformColor4ub(255, 255, 255, 100);
immBegin(GL_LINES, 2);
if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
immVertex2s(pos, sa3->totrct.xmin, win->eventstate->y);
immVertex2s(pos, sa3->totrct.xmax, win->eventstate->y);
immAttrib4ub(col, 0, 0, 0, 100);
immVertex2s(pos, sa3->totrct.xmin, win->eventstate->y + 1);
immVertex2s(pos, sa3->totrct.xmax, win->eventstate->y + 1);
immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y);
immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y);
immEnd();
immUniformColor4ub(0, 0, 0, 100);
immBegin(GL_LINES, 2);
immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y + 1);
immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y + 1);
}
else {
immVertex2s(pos, win->eventstate->x, sa3->totrct.ymin);
immVertex2s(pos, win->eventstate->x, sa3->totrct.ymax);
immAttrib4ub(col, 0, 0, 0, 100);
immVertex2s(pos, win->eventstate->x + 1, sa3->totrct.ymin);
immVertex2s(pos, win->eventstate->x + 1, sa3->totrct.ymax);
immVertex2f(pos, win->eventstate->x, sa3->totrct.ymin);
immVertex2f(pos, win->eventstate->x, sa3->totrct.ymax);
immEnd();
immUniformColor4ub(0, 0, 0, 100);
immBegin(GL_LINES, 2);
immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymin);
immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymax);
}
immEnd();
glDisable(GL_BLEND);
immUnbindProgram();
}
immUnbindProgram();
win->screen->do_draw = false;
}