GPU: use basic-shader for line-stipple

This commit is contained in:
Campbell Barton 2016-06-10 07:39:12 +10:00
parent af077706fb
commit 54343b821d
6 changed files with 62 additions and 41 deletions

View File

@ -1537,10 +1537,12 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
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) {
glLineStipple(3, 0xaaaa);
glEnable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_enable(GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(3, 0xAAAA);
UI_ThemeColor(TH_SEL_MARKER);
}
else {
@ -1554,9 +1556,10 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
glVertex2f(0.0f, 10.0f);
glEnd();
}
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
}
glDisable(GL_LINE_STIPPLE);
glPopMatrix();
ok = true;

View File

@ -51,6 +51,8 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "GPU_basic_shader.h"
#include "UI_resources.h"
#include "UI_view2d.h"
@ -100,10 +102,10 @@ static void draw_spline_parents(MaskLayer *UNUSED(masklay), MaskSpline *spline)
if (!spline->tot_point)
return;
glColor3ub(0, 0, 0);
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0xAAAA);
GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(1, 0xAAAA);
glColor3ub(0, 0, 0);
glBegin(GL_LINES);
for (i = 0; i < spline->tot_point; i++) {
@ -121,7 +123,7 @@ static void draw_spline_parents(MaskLayer *UNUSED(masklay), MaskSpline *spline)
glEnd();
glDisable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
}
#endif
@ -455,7 +457,8 @@ static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*
case MASK_DT_DASH:
default:
glEnable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(3, 0xAAAA);
#ifdef USE_XOR
glEnable(GL_COLOR_LOGIC_OP);
@ -463,7 +466,6 @@ static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*
#endif
mask_color_active_tint(rgb_tmp, rgb_spline, is_active);
glColor4ubv(rgb_tmp);
glLineStipple(3, 0xaaaa);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, points);
glDrawArrays(draw_method, 0, tot_point);
@ -473,10 +475,10 @@ static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*
#endif
mask_color_active_tint(rgb_tmp, rgb_black, is_active);
glColor4ubv(rgb_tmp);
glLineStipple(3, 0x5555);
GPU_basic_shader_line_stipple(3, 0x5555);
glDrawArrays(draw_method, 0, tot_point);
glDisable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
break;

View File

@ -58,6 +58,8 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "GPU_basic_shader.h"
#include "ED_screen.h"
#include "ED_view3d.h"
@ -160,11 +162,11 @@ static void paint_draw_line_cursor(bContext *C, int x, int y, void *customdata)
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_LINE_STIPPLE);
glLineStipple(3, 0xAAAA);
GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(3, 0xAAAA);
GPU_basic_shader_line_width(3.0);
glColor4ub(0, 0, 0, paint->paint_cursor_col[3]);
glLineWidth(3.0);
if (stroke->constrain_line) {
sdrawline((int)stroke->last_mouse_position[0], (int)stroke->last_mouse_position[1],
stroke->constrained_pos[0], stroke->constrained_pos[1]);
@ -175,7 +177,7 @@ static void paint_draw_line_cursor(bContext *C, int x, int y, void *customdata)
}
glColor4ub(255, 255, 255, paint->paint_cursor_col[3]);
glLineWidth(1.0);
GPU_basic_shader_line_width(1.0);
if (stroke->constrain_line) {
sdrawline((int)stroke->last_mouse_position[0], (int)stroke->last_mouse_position[1],
stroke->constrained_pos[0], stroke->constrained_pos[1]);
@ -185,7 +187,7 @@ static void paint_draw_line_cursor(bContext *C, int x, int y, void *customdata)
x, y);
}
glDisable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);

View File

@ -336,8 +336,10 @@ static void draw_stabilization_border(SpaceClip *sc, ARegion *ar, int width, int
/* draw boundary border for frame if stabilization is enabled */
if (sc->flag & SC_SHOW_STABLE && clip->tracking.stabilization.flag & TRACKING_2D_STABILIZATION) {
glColor3f(0.0f, 0.0f, 0.0f);
glLineStipple(3, 0xaaaa);
glEnable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(3, 0xAAAA);
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_NOR);
@ -357,7 +359,7 @@ static void draw_stabilization_border(SpaceClip *sc, ARegion *ar, int width, int
glPopMatrix();
glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
}
}
@ -627,8 +629,8 @@ static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
glEnd();
glColor3f(0.0f, 0.0f, 0.0f);
glLineStipple(3, 0xaaaa);
glEnable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(3, 0xAAAA);
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_NOR);
@ -638,7 +640,7 @@ static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
glEnd();
glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
}
}
@ -647,8 +649,11 @@ static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
glTranslate2fv(marker_pos);
if (tiny) {
glLineStipple(3, 0xaaaa);
glEnable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(3, 0xAAAA);
}
else {
GPU_basic_shader_bind_enable(GPU_SHADER_LINE);
}
if ((track->pat_flag & SELECT) == sel && (sc->flag & SC_SHOW_MARKER_PATTERN)) {
@ -713,8 +718,12 @@ static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
glEnd();
}
if (tiny)
glDisable(GL_LINE_STIPPLE);
if (tiny) {
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
}
else {
GPU_basic_shader_bind_disable(GPU_SHADER_LINE);
}
glPopMatrix();
}
@ -852,16 +861,12 @@ static void draw_marker_slide_zones(SpaceClip *sc, MovieTrackingTrack *track, Mo
glLineWidth(outline ? 3.0f : 1.0f);
glEnable(GL_LINE_STIPPLE);
glLineStipple(3, 0xaaaa);
glBegin(GL_LINES);
glVertex2f(0.0f, 0.0f);
glVertex2fv(tilt_ctrl);
glEnd();
glDisable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
/* slider to control pattern tilt */
draw_marker_slide_square(tilt_ctrl[0], tilt_ctrl[1], patdx, patdy, outline, px);
@ -1133,11 +1138,14 @@ static void draw_plane_marker_ex(SpaceClip *sc, Scene *scene, MovieTrackingPlane
const bool thick = draw_outline && !tiny;
if (stipple) {
glLineStipple(3, 0xaaaa);
glEnable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(3, 0xAAAA);
}
else {
GPU_basic_shader_bind_enable(GPU_SHADER_LINE);
}
glLineWidth(thick ? 3.0f : 1.0f);
GPU_basic_shader_line_width(thick ? 3.0f : 1.0f);
/* Draw rectangle itself. */
glBegin(GL_LINE_LOOP);
@ -1169,8 +1177,12 @@ static void draw_plane_marker_ex(SpaceClip *sc, Scene *scene, MovieTrackingPlane
glPopAttrib();
}
if (stipple)
glDisable(GL_LINE_STIPPLE);
if (stipple) {
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
}
else {
GPU_basic_shader_bind_disable(GPU_SHADER_LINE);
}
}
/* Draw sliders. */

View File

@ -1310,8 +1310,8 @@ void draw_mesh_paint_weight_edges(RegionView3D *rv3d, DerivedMesh *dm,
}
glColor4ub(255, 255, 255, 96);
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0xAAAA);
GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(1, 0xAAAA);
dm->drawMappedEdges(dm, (DMSetDrawOptions)edgemask_cb, user_data);
@ -1323,7 +1323,7 @@ void draw_mesh_paint_weight_edges(RegionView3D *rv3d, DerivedMesh *dm,
glEnable(GL_DEPTH_TEST);
}
glDisable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
if (use_alpha) {
glDisable(GL_BLEND);

View File

@ -1924,13 +1924,15 @@ static void drawcamera_stereo3d(
if (is_stereo3d_cameras) {
/* draw connecting lines */
glLineStipple(2, 0xAAAA);
glEnable(GL_LINE_STIPPLE);
GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
GPU_basic_shader_line_stipple(2, 0xAAAA);
glBegin(GL_LINES);
glVertex3fv(origin[0]);
glVertex3fv(origin[1]);
glEnd();
GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE);
}
/* draw convergence plane */