Moved UI_view2d_grid_draw() to immediate functions

Part of T49043

Reviewers: krash, merwin

Reviewed By: krash, merwin

Differential Revision: https://developer.blender.org/D2360
This commit is contained in:
Benjamin Summerton 2016-11-17 22:45:51 -05:00 committed by Mike Erwin
parent 2de882e8cb
commit 43ed3079e2
1 changed files with 81 additions and 26 deletions

View File

@ -1293,12 +1293,45 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
{
float vec1[2], vec2[2];
int a, step;
int vertical_minor_step = (BLI_rcti_size_x(&v2d->mask) + 1) / (U.v2d_min_gridsize * UI_DPI_FAC),
horizontal_major_step = (BLI_rcti_size_y(&v2d->mask) + 1) / (U.v2d_min_gridsize * UI_DPI_FAC);
unsigned char grid_line_color[3];
/* check for grid first, as it may not exist */
if (grid == NULL)
return;
glBegin(GL_LINES);
/* Count the needed vertices for the gridlines */
unsigned vertex_count = 0;
if (flag & V2D_VERTICAL_LINES) {
/* vertical lines */
vertex_count += 2 * vertical_minor_step; /* minor gridlines */
vertex_count += 2 * (vertical_minor_step + 2); /* major gridlines */
}
if (flag & V2D_HORIZONTAL_LINES) {
/* horizontal lines */
vertex_count += 2 * (horizontal_major_step + 1); /* major gridlines */
/* fine lines */
if (flag & V2D_HORIZONTAL_FINELINES)
vertex_count += 2 * (horizontal_major_step + 1);
}
/* axes */
if (flag & V2D_HORIZONTAL_AXIS)
vertex_count += 2;
if (flag & V2D_VERTICAL_AXIS)
vertex_count += 2;
/* If there is nothing to render, exit early */
if (vertex_count == 0)
return;
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GL_LINES, vertex_count);
/* vertical lines */
if (flag & V2D_VERTICAL_LINES) {
@ -1308,24 +1341,33 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
vec2[1] = v2d->cur.ymax;
/* minor gridlines */
step = (BLI_rcti_size_x(&v2d->mask) + 1) / (U.v2d_min_gridsize * UI_DPI_FAC);
UI_ThemeColor(TH_GRID);
for (a = 0; a < step; a++) {
glVertex2fv(vec1);
glVertex2fv(vec2);
vec2[0] = vec1[0] += grid->dx;
step = vertical_minor_step;
if (step != 0) {
UI_GetThemeColor3ubv(TH_GRID, grid_line_color);
immAttrib3ubv(color, grid_line_color);
for (a = 0; a < step; a++) {
immSkipAttrib(color);
immVertex2fv(pos, vec1);
immAttrib3ubv(color, grid_line_color);
immVertex2fv(pos, vec2);
vec2[0] = vec1[0] += grid->dx;
}
}
/* major gridlines */
vec2[0] = vec1[0] -= 0.5f * grid->dx;
UI_ThemeColorShade(TH_GRID, 16);
UI_GetThemeColorShade3ubv(TH_GRID, 16, grid_line_color);
immAttrib3ubv(color, grid_line_color);
step++;
for (a = 0; a <= step; a++) {
glVertex2fv(vec1);
glVertex2fv(vec2);
immSkipAttrib(color);
immVertex2fv(pos, vec1);
immAttrib3ubv(color, grid_line_color);
immVertex2fv(pos, vec2);
vec2[0] = vec1[0] -= grid->dx;
}
@ -1338,12 +1380,16 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
vec1[0] = grid->startx;
vec2[0] = v2d->cur.xmax;
step = (BLI_rcti_size_y(&v2d->mask) + 1) / (U.v2d_min_gridsize * UI_DPI_FAC);
UI_ThemeColor(TH_GRID);
step = horizontal_major_step;
UI_GetThemeColor3ubv(TH_GRID, grid_line_color);
immAttrib3ubv(color, grid_line_color);
for (a = 0; a <= step; a++) {
glVertex2fv(vec1);
glVertex2fv(vec2);
immSkipAttrib(color);
immVertex2fv(pos, vec1);
immAttrib3ubv(color, grid_line_color);
immVertex2fv(pos, vec2);
vec2[1] = vec1[1] += grid->dy;
}
@ -1353,10 +1399,13 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
step++;
if (flag & V2D_HORIZONTAL_FINELINES) {
UI_ThemeColorShade(TH_GRID, 16);
UI_GetThemeColorShade3ubv(TH_GRID, 16, grid_line_color);
immAttrib3ubv(color, grid_line_color);
for (a = 0; a < step; a++) {
glVertex2fv(vec1);
glVertex2fv(vec2);
immSkipAttrib(color);
immVertex2fv(pos, vec1);
immAttrib3ubv(color, grid_line_color);
immVertex2fv(pos, vec2);
vec2[1] = vec1[1] -= grid->dy;
}
@ -1364,7 +1413,8 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
}
/* Axes are drawn as darker lines */
UI_ThemeColorShade(TH_GRID, -50);
UI_GetThemeColorShade3ubv(TH_GRID, -50, grid_line_color);
immAttrib3ubv(color, grid_line_color);
/* horizontal axis */
if (flag & V2D_HORIZONTAL_AXIS) {
@ -1372,8 +1422,10 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
vec2[0] = v2d->cur.xmax;
vec1[1] = vec2[1] = 0.0f;
glVertex2fv(vec1);
glVertex2fv(vec2);
immSkipAttrib(color);
immVertex2fv(pos, vec1);
immAttrib3ubv(color, grid_line_color);
immVertex2fv(pos, vec2);
}
/* vertical axis */
@ -1382,11 +1434,14 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
vec2[1] = v2d->cur.ymax;
vec1[0] = vec2[0] = 0.0f;
glVertex2fv(vec1);
glVertex2fv(vec2);
immSkipAttrib(color);
immVertex2fv(pos, vec1);
immAttrib3ubv(color, grid_line_color);
immVertex2fv(pos, vec2);
}
glEnd();
immEnd();
immUnbindProgram();
}
/* Draw a constant grid in given 2d-region */