OpenGL: Convert drawobject.c (cont)

Edit Particle mode.
This commit is contained in:
Clément Foucault
2017-03-11 17:13:49 +01:00
parent e29e63c0ba
commit acd4fc3b7a

View File

@@ -6586,16 +6586,25 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
glEnable(GL_BLEND);
pathcol = MEM_callocN(totkeys * 4 * sizeof(float), "particle path color data");
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if (pset->brushtype == PE_BRUSH_WEIGHT)
glLineWidth(2.0f);
cache = edit->pathcache;
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
VertexFormat format = {0};
unsigned int pos_id, col_id, col_comp;
col_comp = ((point->flag & PEP_HIDE) || timed) ? 4 : 3;
pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
col_id = add_attrib(&format, "color", GL_FLOAT, col_comp, KEEP_FLOAT);
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, path->segments + 1);
path = cache[i];
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
fillAttribStride(vbo, pos_id, sizeof(ParticleCacheKey), path->co);
if (point->flag & PEP_HIDE) {
for (k = 0, pcol = pathcol; k < totkeys; k++, pcol += 4) {
@@ -6603,7 +6612,7 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
pcol[3] = 0.25f;
}
glColorPointer(4, GL_FLOAT, 4 * sizeof(float), pathcol);
fillAttrib(vbo, col_id, pathcol);
}
else if (timed) {
for (k = 0, pcol = pathcol, pkey = path; k < totkeys; k++, pkey++, pcol += 4) {
@@ -6611,12 +6620,18 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
pcol[3] = 1.0f - fabsf((float)(CFRA) -pkey->time) / (float)pset->fade_frames;
}
glColorPointer(4, GL_FLOAT, 4 * sizeof(float), pathcol);
fillAttrib(vbo, col_id, pathcol);
}
else {
/* FIXME: shader wants 4 color components but the cache only contains ParticleCacheKey
* So alpha is random */
fillAttribStride(vbo, col_id, sizeof(ParticleCacheKey), path->col);
}
else
glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
glDrawArrays(GL_LINE_STRIP, 0, path->segments + 1);
Batch *batch = Batch_create(GL_LINE_STRIP, vbo, NULL);
Batch_set_builtin_program(batch, GPU_SHADER_3D_SMOOTH_COLOR);
Batch_draw(batch);
Batch_discard_all(batch);
}
if (pathcol) { MEM_freeN(pathcol); pathcol = pcol = NULL; }
@@ -6631,6 +6646,11 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
float *cd = NULL, *cdata = NULL;
int totkeys_visible = 0;
VertexFormat format = {0};
unsigned int pos_id, col_id;
pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
col_id = add_attrib(&format, "color", GL_FLOAT, (timed ? 4 : 3), KEEP_FLOAT);
for (i = 0, point = edit->points; i < totpoint; i++, point++)
if (!(point->flag & PEP_HIDE))
totkeys_visible += point->totkey;
@@ -6670,14 +6690,20 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
if (point->flag & PEP_HIDE || point->totkey == 0)
continue;
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, point->totkey);
if (point->keys->flag & PEK_USE_WCO)
glVertexPointer(3, GL_FLOAT, sizeof(PTCacheEditKey), point->keys->world_co);
fillAttribStride(vbo, pos_id, sizeof(PTCacheEditKey), point->keys->world_co);
else
glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), pd);
fillAttrib(vbo, pos_id, pd);
glColorPointer((timed ? 4 : 3), GL_FLOAT, (timed ? 4 : 3) * sizeof(float), cd);
fillAttrib(vbo, col_id, cd);
glDrawArrays(GL_POINTS, 0, point->totkey);
Batch *batch = Batch_create(GL_POINTS, vbo, NULL);
Batch_set_builtin_program(batch, GPU_SHADER_3D_SMOOTH_COLOR);
Batch_draw(batch);
Batch_discard_all(batch);
pd += pd ? 3 * point->totkey : 0;
cd += (timed ? 4 : 3) * point->totkey;
@@ -6686,23 +6712,30 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
if (cdata) { MEM_freeN(cdata); cd = cdata = NULL; }
}
else if (pset->selectmode == SCE_SELECT_END) {
glBegin(GL_POINTS);
VertexFormat *format = immVertexFormat();
unsigned int pos_id = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
unsigned int col_id = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBeginAtMost(GL_POINTS, totpoint);
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
if ((point->flag & PEP_HIDE) == 0 && point->totkey) {
key = point->keys + point->totkey - 1;
glColor3fv((key->flag & PEK_SELECT) ? sel_col : nosel_col);
if ((key->flag & PEK_SELECT) != 0) {
immAttrib4f(col_id, sel_col[0], sel_col[1], sel_col[2], 1.0f);
}
else {
immAttrib4f(col_id, nosel_col[0], nosel_col[1], nosel_col[2], 1.0f);
}
/* has to be like this.. otherwise selection won't work, have try glArrayElement later..*/
glVertex3fv((key->flag & PEK_USE_WCO) ? key->world_co : key->co);
immVertex3fv(pos_id, (key->flag & PEK_USE_WCO) ? key->world_co : key->co);
}
}
glEnd();
immEnd();
immUnbindProgram();
}
}
glDisable(GL_BLEND);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}