OpenGl immediate mode: uvedit_smart_stich.c

This is a quick fix. A better fix should be to store the batches inside the StitchPreviewer struct.
This commit is contained in:
Clément Foucault 2017-02-22 17:22:28 +01:00
parent 3952349a81
commit e003499f6f
1 changed files with 93 additions and 36 deletions

View File

@ -63,6 +63,8 @@
#include "ED_screen.h"
#include "ED_space_api.h"
#include "GPU_batch.h"
#include "RNA_access.h"
#include "RNA_define.h"
@ -1538,63 +1540,118 @@ static void stitch_calculate_edge_normal(BMEditMesh *em, UvEdge *edge, float *no
normalize_v2(normal);
}
static void stitch_draw_vbo(VertexBuffer *vbo, int type, const float col[4])
{
Batch *batch = Batch_create(type, vbo, NULL);
Batch_set_builtin_program(batch, GPU_SHADER_2D_UNIFORM_COLOR);
Batch_Uniform4fv(batch, "color", col);
Batch_draw(batch);
Batch_discard_all(batch);
}
/* TODO make things pretier : store batches inside StitchPreviewer instead of the bare verts pos */
static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(ar), void *arg)
{
int i, index = 0;
int j, index = 0;
unsigned int num_line = 0, num_tri, tri_idx = 0, line_idx = 0;
StitchState *state = (StitchState *)arg;
StitchPreviewer *stitch_preview = state->stitch_preview;
VertexBuffer *vbo, *vbo_line;
float col[4];
glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
static VertexFormat format = { 0 };
static unsigned pos_id;
if (format.attrib_ct == 0) {
pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
}
glEnable(GL_BLEND);
UI_ThemeColor4(TH_STITCH_PREVIEW_ACTIVE);
glVertexPointer(2, GL_FLOAT, 0, stitch_preview->static_tris);
glDrawArrays(GL_TRIANGLES, 0, stitch_preview->num_static_tris * 3);
/* Static Tris */
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_ACTIVE, col);
vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, stitch_preview->num_static_tris * 3);
for (int i = 0; i < stitch_preview->num_static_tris * 3; i++)
setAttrib(vbo, pos_id, i, &stitch_preview->static_tris[i*2]);
stitch_draw_vbo(vbo, GL_TRIANGLES, col);
glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_polys);
for (i = 0; i < stitch_preview->num_polys; i++) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
UI_ThemeColor4(TH_STITCH_PREVIEW_FACE);
glDrawArrays(GL_POLYGON, index, stitch_preview->uvs_per_polygon[i]);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
UI_ThemeColor4(TH_STITCH_PREVIEW_EDGE);
glDrawArrays(GL_POLYGON, index, stitch_preview->uvs_per_polygon[i]);
#if 0
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
UI_ThemeColor4(TH_STITCH_PREVIEW_VERT);
glDrawArrays(GL_POLYGON, index, stitch_preview->uvs_per_polygon[i]);
#endif
index += stitch_preview->uvs_per_polygon[i];
/* Preview Polys */
for (int i = 0; i < stitch_preview->num_polys; i++)
num_line += stitch_preview->uvs_per_polygon[i];
num_tri = num_line - 2 * stitch_preview->num_polys;
/* we need to convert the polys into triangles / lines */
vbo = VertexBuffer_create_with_format(&format);
vbo_line = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, num_tri * 3);
VertexBuffer_allocate_data(vbo_line, num_line * 2);
for (int i = 0; i < stitch_preview->num_polys; i++) {
BLI_assert(stitch_preview->uvs_per_polygon[i] >= 3);
/* Start line */
setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index]);
setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + 2]);
for (j = 1; j < stitch_preview->uvs_per_polygon[i] - 1; ++j) {
setAttrib(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index]);
setAttrib(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index + (j+0)*2]);
setAttrib(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index + (j+1)*2]);
setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + (j+0)*2]);
setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + (j+1)*2]);
}
/* Closing line */
setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index]);
setAttrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + j*2]); /* j = uvs_per_polygon[i] - 1*/
index += stitch_preview->uvs_per_polygon[i] * 2;
}
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_FACE, col);
stitch_draw_vbo(vbo, GL_TRIANGLES, col);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_EDGE, col);
stitch_draw_vbo(vbo_line, GL_LINES, col);
glDisable(GL_BLEND);
/* draw vert preview */
/* draw stitch vert/lines preview */
if (state->mode == STITCH_VERT) {
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) * 2.0f);
UI_ThemeColor4(TH_STITCH_PREVIEW_STITCHABLE);
glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_stitchable);
glDrawArrays(GL_POINTS, 0, stitch_preview->num_stitchable);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_STITCHABLE, col);
vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, stitch_preview->num_stitchable);
for (int i = 0; i < stitch_preview->num_stitchable; i++)
setAttrib(vbo, pos_id, i, &stitch_preview->preview_stitchable[i*2]);
stitch_draw_vbo(vbo, GL_POINTS, col);
UI_ThemeColor4(TH_STITCH_PREVIEW_UNSTITCHABLE);
glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_unstitchable);
glDrawArrays(GL_POINTS, 0, stitch_preview->num_unstitchable);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_UNSTITCHABLE, col);
vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, stitch_preview->num_unstitchable);
for (int i = 0; i < stitch_preview->num_unstitchable; i++)
setAttrib(vbo, pos_id, i, &stitch_preview->preview_unstitchable[i*2]);
stitch_draw_vbo(vbo, GL_POINTS, col);
}
else {
UI_ThemeColor4(TH_STITCH_PREVIEW_STITCHABLE);
glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_stitchable);
glDrawArrays(GL_LINES, 0, 2 * stitch_preview->num_stitchable);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_STITCHABLE, col);
vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, stitch_preview->num_stitchable * 2);
for (int i = 0; i < stitch_preview->num_stitchable * 2; i++)
setAttrib(vbo, pos_id, i, &stitch_preview->preview_stitchable[i*2]);
stitch_draw_vbo(vbo, GL_LINES, col);
UI_ThemeColor4(TH_STITCH_PREVIEW_UNSTITCHABLE);
glVertexPointer(2, GL_FLOAT, 0, stitch_preview->preview_unstitchable);
glDrawArrays(GL_LINES, 0, 2 * stitch_preview->num_unstitchable);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_UNSTITCHABLE, col);
vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, stitch_preview->num_unstitchable * 2);
for (int i = 0; i < stitch_preview->num_unstitchable * 2; i++)
setAttrib(vbo, pos_id, i, &stitch_preview->preview_unstitchable[i*2]);
stitch_draw_vbo(vbo, GL_LINES, col);
}
glPopClientAttrib();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
static UvEdge *uv_edge_get(BMLoop *l, StitchState *state)