Moved UI_view2_multi_grid_draw() to Gawain

Part of T49043, to replace gl immediate calls with Gawain

Reviewers: krash, merwin

Reviewed By: krash, merwin

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D2363
This commit is contained in:
Benjamin Summerton 2016-11-28 20:07:56 -05:00 committed by Mike Erwin
parent 2821da5b70
commit c6d6f39153
1 changed files with 53 additions and 23 deletions

View File

@ -1506,50 +1506,80 @@ void UI_view2d_constant_grid_draw(View2D *v2d)
/* Draw a multi-level grid in given 2d-region */
void UI_view2d_multi_grid_draw(View2D *v2d, int colorid, float step, int level_size, int totlevels)
{
/* Exit if there is nothing to draw */
if (totlevels == 0)
return;
int offset = -10;
float lstep = step;
int level;
unsigned char grid_line_color[3];
/* Make an estimate of at least how many vertices will be needed */
unsigned vertex_count = 4;
vertex_count += 2 * ((int)((v2d->cur.xmax - v2d->cur.xmin) / lstep) + 1);
vertex_count += 2 * ((int)((v2d->cur.ymax - v2d->cur.ymin) / lstep) + 1);
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);
glLineWidth(1.0f);
for (level = 0; level < totlevels; ++level) {
int i;
float start;
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBeginAtMost(GL_LINES, vertex_count);
for (int level = 0; level < totlevels; ++level) {
UI_GetThemeColorShade3ubv(colorid, offset, grid_line_color);
UI_ThemeColorShade(colorid, offset);
int i = (int)(v2d->cur.xmin / lstep);
if (v2d->cur.xmin > 0.0f)
i++;
float start = i * lstep;
i = (v2d->cur.xmin >= 0.0f ? -(int)(-v2d->cur.xmin / lstep) : (int)(v2d->cur.xmin / lstep));
start = i * lstep;
glBegin(GL_LINES);
for (; start < v2d->cur.xmax; start += lstep, ++i) {
if (i == 0 || (level < totlevels - 1 && i % level_size == 0))
continue;
glVertex2f(start, v2d->cur.ymin);
glVertex2f(start, v2d->cur.ymax);
immSkipAttrib(color);
immVertex2f(pos, start, v2d->cur.ymin);
immAttrib3ubv(color, grid_line_color);
immVertex2f(pos, start, v2d->cur.ymax);
}
i = (v2d->cur.ymin >= 0.0f ? -(int)(-v2d->cur.ymin / lstep) : (int)(v2d->cur.ymin / lstep));
i = (int)(v2d->cur.ymin / lstep);
if (v2d->cur.ymin > 0.0f)
i++;
start = i * lstep;
for (; start < v2d->cur.ymax; start += lstep, ++i) {
if (i == 0 || (level < totlevels - 1 && i % level_size == 0))
continue;
glVertex2f(v2d->cur.xmin, start);
glVertex2f(v2d->cur.xmax, start);
immSkipAttrib(color);
immVertex2f(pos, v2d->cur.xmin, start);
immAttrib3ubv(color, grid_line_color);
immVertex2f(pos, v2d->cur.xmax, start);
}
/* X and Y axis */
UI_ThemeColorShade(colorid, offset - 8);
glVertex2f(0.0f, v2d->cur.ymin);
glVertex2f(0.0f, v2d->cur.ymax);
glVertex2f(v2d->cur.xmin, 0.0f);
glVertex2f(v2d->cur.xmax, 0.0f);
glEnd();
lstep *= level_size;
offset -= 6;
}
/* X and Y axis */
UI_GetThemeColorShade3ubv(colorid, -18 + ((totlevels - 1) * -6) , grid_line_color);
immSkipAttrib(color);
immVertex2f(pos, 0.0f, v2d->cur.ymin);
immAttrib3ubv(color, grid_line_color);
immVertex2f(pos, 0.0f, v2d->cur.ymax);
immSkipAttrib(color);
immVertex2f(pos, v2d->cur.xmin, 0.0f);
immAttrib3ubv(color, grid_line_color);
immVertex2f(pos, v2d->cur.xmax, 0.0f);
immEnd();
immUnbindProgram();
}
/* the price we pay for not exposting structs :( */