draw ortho grid with new immediate mode

Work toward T49043, with a side of client vertex arrays.

Not a straightforward port from glVertex to immVertex since Gawain needs
to know how many vertices we'll be drawing *before* we start drawing.

Fixed these not-so-great aspects of grid drawing:
- coarse grids would draw atop some lines from the finer grids
- visible axes would draw atop lines from coarse grid
- axes were drawn even if they weren't in view
- terrible misuse of vertex arrays
- each line issued its own draw call

New code draws each line exactly once. The entire grid is one draw call.

Bonus: I had to / got to learn how the units system works!
This commit is contained in:
Mike Erwin 2016-08-13 18:14:45 -04:00
parent e36af2c257
commit db5ad6a79e
1 changed files with 182 additions and 96 deletions

View File

@ -216,37 +216,113 @@ bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const
/* ********* end custom clipping *********** */
#define DEBUG_GRID 0
static void drawgrid_draw(ARegion *ar, double x, double y, double dx)
{
float verts[2][2];
static void gridline_range(double x0, double dx, double max, int* first_out, int* count_out)
{
/* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
* x0 is gridline 0, the axis in screen space
* Area covers [0 .. max) pixels */
/* set fixed 'Y' */
verts[0][1] = 0.0f;
verts[1][1] = (float)ar->winy;
int first, last;
if (remquo(0.0 - x0, dx, &first) > 0.0) ++first;
if (remquo(max - x0, dx, &last) < 0.0) --last;
/* +/-1 adjustments are to ensure we fit inside the [0 .. max) range */
/* iter over 'X' */
verts[0][0] = verts[1][0] = x - dx * floor(x / dx);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, verts);
#if DEBUG_GRID
printf(" first %d * dx = %f\n", first, x0 + first * dx);
printf(" last %d * dx = %f\n", last, x0 + last * dx);
#endif
while (verts[0][0] < ar->winx) {
glDrawArrays(GL_LINES, 0, 2);
verts[0][0] = verts[1][0] = verts[0][0] + dx;
if (first <= last) {
*first_out = first;
*count_out = last - first + 1;
}
else {
*first_out = 0;
*count_out = 0;
}
}
static int gridline_count(ARegion *ar, double x0, double y0, double dx)
{
/* x0 & y0 establish the "phase" of the grid within this 2D region
* dx is the frequency, shared by x & y directions
* pass in dx of smallest (highest precision) grid we want to draw */
#if DEBUG_GRID
printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx);
#endif
int first, x_ct, y_ct;
gridline_range(x0, dx, ar->winx, &first, &x_ct);
gridline_range(y0, dx, ar->winy, &first, &y_ct);
int total_ct = x_ct + y_ct;
#if DEBUG_GRID
printf(" %d + %d = %d gridlines\n", x_ct, y_ct, total_ct);
#endif
return total_ct;
}
static void drawgrid_draw(ARegion *ar, double x0, double y0, double dx, int skip_mod, unsigned pos, unsigned col, GLubyte col_value[3])
{
/* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw
* always skip exact x0 & y0 axes; they will be drawn later in color
*
* set grid color once, just before the first line is drawn
* it's harmless to set same color for every line, or every vertex
* but if no lines are drawn, color must not be set! */
#if DEBUG_GRID
printf(" %s(%f, %f, dx:%f)\n", __FUNCTION__, x0, y0, dx);
#endif
const float x_max = (float)ar->winx;
const float y_max = (float)ar->winy;
int first, ct;
int x_ct = 0, y_ct = 0; /* count of lines actually drawn */
/* draw vertical lines */
gridline_range(x0, dx, x_max, &first, &ct);
for (int i = first; i < first + ct; ++i) {
if (i == 0 || skip_mod && (i % skip_mod) == 0)
continue;
if (x_ct == 0)
immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
float x = (float)(x0 + i * dx);
immVertex2f(pos, x, 0.0f);
immVertex2f(pos, x, y_max);
++x_ct;
}
/* set fixed 'X' */
verts[0][0] = 0.0f;
verts[1][0] = (float)ar->winx;
/* draw horizontal lines */
gridline_range(y0, dx, y_max, &first, &ct);
/* iter over 'Y' */
verts[0][1] = verts[1][1] = y - dx * floor(y / dx);
while (verts[0][1] < ar->winy) {
glDrawArrays(GL_LINES, 0, 2);
verts[0][1] = verts[1][1] = verts[0][1] + dx;
for (int i = first; i < first + ct; ++i) {
if (i == 0 || skip_mod && (i % skip_mod) == 0)
continue;
if (x_ct + y_ct == 0)
immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
float y = (float)(y0 + i * dx);
immVertex2f(pos, 0.0f, y);
immVertex2f(pos, x_max, y);
++y_ct;
}
glDisableClientState(GL_VERTEX_ARRAY);
#if DEBUG_GRID
unsigned total_ct = x_ct + y_ct;
printf(" %u + %u = %u gridlines drawn\n", x_ct, y_ct, total_ct);
#endif
}
#define GRID_MIN_PX_D 6.0
@ -254,14 +330,17 @@ static void drawgrid_draw(ARegion *ar, double x, double y, double dx)
static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
{
/* extern short bgpicmode; */
RegionView3D *rv3d = ar->regiondata;
#if DEBUG_GRID
printf("%s width %d, height %d\n", __FUNCTION__, ar->winx, ar->winy);
#endif
double fx = rv3d->persmat[3][0];
double fy = rv3d->persmat[3][1];
double fw = rv3d->persmat[3][3];
const double wx = 0.5 * ar->winx; /* because of rounding errors, grid at wrong location */
const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */
const double wy = 0.5 * ar->winy;
double x = wx * fx / fw;
@ -279,44 +358,72 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
x += wx;
y += wy;
/* now x, y, and dx have their final values
* (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
* dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
glLineWidth(1.0f);
glDepthMask(GL_FALSE); /* disable write in zbuffer */
/* check zoom out */
UI_ThemeColor(TH_GRID);
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);
unsigned char col[3], col2[3];
UI_GetThemeColor3ubv(TH_GRID, col);
if (unit->system) {
/* Use GRID_MIN_PX * 2 for units because very very small grid
* items are less useful when dealing with units */
const void *usys;
int len;
bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
bool first = true;
if (usys) {
int i = len;
while (i--) {
double scalar = bUnit_GetScaler(usys, i);
double dx_scalar = dx * scalar / (double)unit->scale_length;
if (dx_scalar < (GRID_MIN_PX_D * 2.0))
if (dx_scalar < (GRID_MIN_PX_D * 2.0)) {
/* very very small grid items are less useful when dealing with units */
continue;
}
/* Store the smallest drawn grid size units name so users know how big each grid cell is */
if (*grid_unit == NULL) {
if (first) {
first = false;
/* Store the smallest drawn grid size units name so users know how big each grid cell is */
*grid_unit = bUnit_GetNameDisplay(usys, i);
rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length);
}
float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
int gridline_ct = gridline_count(ar, x, y, dx_scalar);
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
immBegin(GL_LINES, gridline_ct * 2);
}
float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
/* tweak to have the fade a bit nicer */
blend_fac = (blend_fac * blend_fac) * 2.0f;
CLAMP(blend_fac, 0.3f, 1.0f);
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, blend_fac);
UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2);
drawgrid_draw(ar, x, y, dx_scalar);
const int skip_mod = (i == 0) ? 0 : (int)nearbyint(bUnit_GetScaler(usys, i - 1) / scalar);
#if DEBUG_GRID
printf("%s %f, ", bUnit_GetNameDisplay(usys, i), scalar);
if (i > 0)
printf("next unit is %d times larger\n", skip_mod);
else
printf("largest unit\n");
#endif
drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2);
}
}
}
@ -324,39 +431,19 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
const double sublines = v3d->gridsubdiv;
const float sublines_fl = v3d->gridsubdiv;
int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
if (dx < GRID_MIN_PX_D) {
rv3d->gridview *= sublines_fl;
dx *= sublines;
if (dx < GRID_MIN_PX_D) {
/* pass */
}
else {
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, x, y, dx);
}
grids_to_draw = (dx < GRID_MIN_PX_D) ? 0 : 1;
}
else { /* start blending out */
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, x, y, sublines * dx);
}
}
else { /* start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX * 10)) */
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, x, y, sublines * dx);
}
}
else {
@ -367,56 +454,55 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
rv3d->gridview /= sublines_fl;
dx /= sublines;
if (dx > (GRID_MIN_PX_D * 10.0)) {
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, x, y, dx);
}
else {
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, x, y, dx * sublines);
grids_to_draw = 1;
}
}
else {
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, x, y, dx * sublines);
}
}
else {
UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, x, y, dx);
UI_ThemeColor(TH_GRID);
drawgrid_draw(ar, x, y, dx * sublines);
}
}
int gridline_ct = gridline_count(ar, x, y, dx);
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
immBegin(GL_LINES, gridline_ct * 2);
if (grids_to_draw == 2) {
UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2);
drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2);
drawgrid_draw(ar, x, y, dx * sublines, 0, pos, color, col);
}
else if (grids_to_draw == 1) {
drawgrid_draw(ar, x, y, dx, 0, pos, color, col);
}
}
/* center cross */
unsigned char col[3], col2[3];
UI_GetThemeColor3ubv(TH_GRID, col);
/* draw visible axes */
/* horizontal line */
if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
UI_make_axis_color(col, col2, 'Y');
else UI_make_axis_color(col, col2, 'X');
glColor3ubv(col2);
fdrawline(0.0, y, (float)ar->winx, y);
if (0 <= y && y < ar->winy) {
UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT) ? 'Y' : 'X');
immAttrib3ub(color, col2[0], col2[1], col2[2]);
immVertex2f(pos, 0.0f, y);
immVertex2f(pos, (float)ar->winx, y);
}
/* vertical line */
if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
UI_make_axis_color(col, col2, 'Y');
else UI_make_axis_color(col, col2, 'Z');
glColor3ubv(col2);
if (0 <= x && x < ar->winx) {
UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM) ? 'Y' : 'Z');
immAttrib3ub(color, col2[0], col2[1], col2[2]);
immVertex2f(pos, x, 0.0f);
immVertex2f(pos, x, (float)ar->winy);
}
fdrawline(x, 0.0, x, (float)ar->winy);
immEnd();
drawgrid_cleanup:
immUnbindProgram();
glDepthMask(GL_TRUE); /* enable write in zbuffer */
}
#undef GRID_MIN_PX
#undef DEBUG_GRID
#undef GRID_MIN_PX_D
#undef GRID_MIN_PX_F
/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
float ED_scene_grid_scale(Scene *scene, const char **grid_unit)